Attempt at creating an internationalized version of minetest game by integrating Zweihorn's work and translations already in the weblate.
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game_api.txt 35KB

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  1. Minetest Game API
  2. =================
  3. GitHub Repo: https://github.com/minetest/minetest_game
  4. Introduction
  5. ------------
  6. The Minetest Game game offers multiple new possibilities in addition to the Minetest engine's built-in API,
  7. allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
  8. For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
  9. Please note:
  10. * [XYZ] refers to a section the Minetest API
  11. * [#ABC] refers to a section in this document
  12. * [pos] refers to a position table `{x = -5, y = 0, z = 200}`
  13. Bucket API
  14. ----------
  15. The bucket API allows registering new types of buckets for non-default liquids.
  16. bucket.register_liquid(
  17. "default:lava_source", -- name of the source node
  18. "default:lava_flowing", -- name of the flowing node
  19. "bucket:bucket_lava", -- name of the new bucket item (or nil if liquid is not takeable)
  20. "bucket_lava.png", -- texture of the new bucket item (ignored if itemname == nil)
  21. "Lava Bucket", -- text description of the bucket item
  22. {lava_bucket = 1}, -- groups of the bucket item, OPTIONAL
  23. false -- force-renew, OPTIONAL. Force the liquid source to renew if it has
  24. -- a source neighbour, even if defined as 'liquid_renewable = false'.
  25. -- Needed to avoid creating holes in sloping rivers.
  26. )
  27. The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source.
  28. 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.
  29. Beds API
  30. --------
  31. beds.register_bed(
  32. "beds:bed", -- Bed name
  33. def -- See [#Bed definition]
  34. )
  35. * `beds.can_dig(bed_pos)` Returns a boolean whether the bed at `bed_pos` may be dug
  36. * `beds.read_spawns() ` Returns a table containing players respawn positions
  37. * `beds.kick_players()` Forces all players to leave bed
  38. * `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
  39. ### Bed definition
  40. {
  41. description = "Simple Bed",
  42. inventory_image = "beds_bed.png",
  43. wield_image = "beds_bed.png",
  44. tiles = {
  45. bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
  46. top = {Tile definition} -- the tiles of the bottom part of the bed.
  47. },
  48. nodebox = {
  49. bottom = 'regular nodebox', -- bottom part of bed (see [Node boxes])
  50. top = 'regular nodebox', -- top part of bed (see [Node boxes])
  51. },
  52. selectionbox = 'regular nodebox', -- for both nodeboxes (see [Node boxes])
  53. recipe = { -- Craft recipe
  54. {"group:wool", "group:wool", "group:wool"},
  55. {"group:wood", "group:wood", "group:wood"}
  56. }
  57. }
  58. Bones API
  59. ---------
  60. An ordered list of listnames (default: "main", "craft") of the player inventory,
  61. that will be placed into bones or dropped on player death can be looked up or changed
  62. in `bones.player_inventory_lists`.
  63. e.g. `table.insert(bones.player_inventory_lists, "backpack")`
  64. Creative API
  65. ------------
  66. Use `creative.register_tab(name, title, items)` to add a tab with filtered items.
  67. For example,
  68. creative.register_tab("tools", "Tools", minetest.registered_tools)
  69. is used to show all tools. Name is used in the sfinv page name, title is the
  70. human readable title.
  71. `is_enabled_for` is used to check whether a player is in creative mode:
  72. creative.is_enabled_for(name)
  73. Override this to allow per-player game modes.
  74. The contents of `creative.formspec_add` is appended to every creative inventory
  75. page. Mods can use it to add additional formspec elements onto the default
  76. creative inventory formspec to be drawn after each update.
  77. Chests API
  78. ----------
  79. The chests API allows the creation of chests, which have their own inventories for holding items.
  80. `default.chest.get_chest_formspec(pos)`
  81. * Returns a formspec for a specific chest.
  82. * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
  83. `default.chest.chest_lid_obstructed(pos)`
  84. * Returns a boolean depending on whether or not a chest has its top obstructed by a solid node.
  85. * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
  86. `default.chest.chest_lid_close(pn)`
  87. * Closes the chest that a player is currently looking in.
  88. * `pn` The name of the player whose chest is going to be closed
  89. `default.chest.open_chests`
  90. * A table indexed by player name to keep track of who opened what chest.
  91. * Key: The name of the player.
  92. * Value: A table containing information about the chest the player is looking at.
  93. e.g `{ pos = {1, 1, 1}, sound = null, swap = "chest" }`
  94. `default.chest.register_chest(name, def)`
  95. * Registers new chest
  96. * `name` Name for chest
  97. * `def` See [#Chest Definition]
  98. ### Chest Definition
  99. description = "Chest",
  100. tiles = {
  101. "default_chest_top.png",
  102. "default_chest_top.png",
  103. "default_chest_side.png",
  104. "default_chest_side.png",
  105. "default_chest_front.png",
  106. "default_chest_inside.png"
  107. }, -- Textures which are applied to the chest model.
  108. sounds = default.node_sound_wood_defaults(),
  109. sound_open = "default_chest_open",
  110. sound_close = "default_chest_close",
  111. groups = {choppy = 2, oddly_breakable_by_hand = 2},
  112. protected = false, -- If true, only placer can modify chest.
  113. Doors API
  114. ---------
  115. The doors mod allows modders to register custom doors and trapdoors.
  116. `doors.registered_doors[name] = Door definition`
  117. * Table of registered doors, indexed by door name
  118. `doors.registered_trapdoors[name] = Trapdoor definition`
  119. * Table of registered trap doors, indexed by trap door name
  120. `doors.register_door(name, def)`
  121. * Registers new door
  122. * `name` Name for door
  123. * `def` See [#Door definition]
  124. `doors.register_trapdoor(name, def)`
  125. * Registers new trapdoor
  126. * `name` Name for trapdoor
  127. * `def` See [#Trapdoor definition]
  128. `doors.register_fencegate(name, def)`
  129. * Registers new fence gate
  130. * `name` Name for fence gate
  131. * `def` See [#Fence gate definition]
  132. `doors.get(pos)`
  133. * `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
  134. * Returns an ObjectRef to a door, or nil if the position does not contain a door
  135. ### Methods
  136. :open(player) -- Open the door object, returns if door was opened
  137. :close(player) -- Close the door object, returns if door was closed
  138. :toggle(player) -- Toggle the door state, returns if state was toggled
  139. :state() -- returns the door state, true = open, false = closed
  140. the "player" parameter can be omitted in all methods. If passed then
  141. the usual permission checks will be performed to make sure the player
  142. has the permissions needed to open this door. If omitted then no
  143. permission checks are performed.
  144. `doors.door_toggle(pos, node, clicker)`
  145. * Toggle door open or shut
  146. * `pos` Position of the door
  147. * `node` Node definition
  148. * `clicker` Player definition for the player that clicked on the door
  149. ### Door definition
  150. description = "Door description",
  151. inventory_image = "mod_door_inv.png",
  152. groups = {choppy = 2},
  153. tiles = {"mod_door.png"}, -- UV map.
  154. -- The front and back of the door must be identical in appearence as they swap on
  155. -- open/close.
  156. recipe = craftrecipe,
  157. sounds = default.node_sound_wood_defaults(), -- optional
  158. sound_open = sound play for open door, -- optional
  159. sound_close = sound play for close door, -- optional
  160. protected = false, -- If true, only placer can open the door (locked for others)
  161. on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
  162. -- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper
  163. ### Trapdoor definition
  164. description = "Trapdoor description",
  165. inventory_image = "mod_trapdoor_inv.png",
  166. groups = {choppy = 2},
  167. tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
  168. tile_side = "doors_trapdoor_side.png",
  169. -- The texture for the four sides of the trapdoor.
  170. -- The texture should have the trapdoor side drawn twice, in the lowest and highest
  171. -- 1/8ths of the texture, both upright. The area between is not used.
  172. -- The lower 1/8th will be used for the closed trapdoor, the higher 1/8th will be used
  173. -- for the open trapdoor.
  174. sounds = default.node_sound_wood_defaults(), -- optional
  175. sound_open = sound play for open door, -- optional
  176. sound_close = sound play for close door, -- optional
  177. protected = false, -- If true, only placer can open the door (locked for others)
  178. on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
  179. -- function containing the on_rightclick callback
  180. on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
  181. -- function containing the on_rightclick callback
  182. ### Fence gate definition
  183. description = "Wooden Fence Gate",
  184. texture = "default_wood.png", -- `backface_culling` will automatically be
  185. -- set to `true` if not specified.
  186. material = "default:wood",
  187. groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
  188. sounds = default.node_sound_wood_defaults(), -- optional
  189. on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
  190. -- function containing the on_rightclick callback
  191. Dungeon Loot API
  192. ----------------
  193. The mod that places chests with loot in dungeons provides an API to register additional loot.
  194. `dungeon_loot.register(def)`
  195. * Registers one or more loot items
  196. * `def` Can be a single [#Loot definition] or a list of them
  197. `dungeon_loot.registered_loot`
  198. * Table of all registered loot, not to be modified manually
  199. ### Loot definition
  200. name = "item:name",
  201. chance = 0.5,
  202. -- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
  203. -- Due to an extra step in the selection process, 0.5 does not(!) mean that
  204. -- on average every second chest will have this item
  205. count = {1, 4},
  206. -- ^ table with minimum and maximum amounts of this item
  207. -- optional, defaults to always single item
  208. y = {-32768, -512},
  209. -- ^ table with minimum and maximum heights this item can be found at
  210. -- optional, defaults to no height restrictions
  211. types = {"desert"},
  212. -- ^ table with types of dungeons this item can be found in
  213. -- supported types: "normal" (the cobble/mossycobble one), "sandstone"
  214. -- "desert" and "ice"
  215. -- optional, defaults to no type restrictions
  216. Fence API
  217. ---------
  218. Allows creation of new fences with "fencelike" drawtype.
  219. `default.register_fence(name, item definition)`
  220. Registers a new fence. Custom fields texture and material are required, as
  221. are name and description. The rest is optional. You can pass most normal
  222. nodedef fields here except drawtype. The fence group will always be added
  223. for this node.
  224. ### fence definition
  225. name = "default:fence_wood",
  226. description = "Wooden Fence",
  227. texture = "default_wood.png",
  228. material = "default:wood",
  229. groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
  230. sounds = default.node_sound_wood_defaults(),
  231. Walls API
  232. ---------
  233. The walls API allows easy addition of stone auto-connecting wall nodes.
  234. walls.register(name, desc, texture, mat, sounds)
  235. ^ name = "walls:stone_wall". Node name.
  236. ^ desc = "A Stone wall"
  237. ^ texture = "default_stone.png"
  238. ^ mat = "default:stone". Used to auto-generate crafting recipe.
  239. ^ sounds = sounds: see [#Default sounds]
  240. Farming API
  241. -----------
  242. The farming API allows you to easily register plants and hoes.
  243. `farming.register_hoe(name, hoe definition)`
  244. * Register a new hoe, see [#hoe definition]
  245. `farming.register_plant(name, Plant definition)`
  246. * Register a new growing plant, see [#Plant definition]
  247. `farming.registered_plants[name] = definition`
  248. * Table of registered plants, indexed by plant name
  249. ### Hoe Definition
  250. {
  251. description = "", -- Description for tooltip
  252. inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
  253. max_uses = 30, -- Uses until destroyed
  254. material = "", -- Material for recipes
  255. recipe = { -- Craft recipe, if material isn't used
  256. {"air", "air", "air"},
  257. {"", "group:stick"},
  258. {"", "group:stick"},
  259. }
  260. }
  261. ### Plant definition
  262. {
  263. description = "", -- Description of seed item
  264. inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
  265. steps = 8, -- How many steps the plant has to grow, until it can be harvested
  266. -- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
  267. minlight = 13, -- Minimum light to grow
  268. maxlight = default.LIGHT_MAX -- Maximum light to grow
  269. }
  270. Fire API
  271. --------
  272. Add group flammable when registering a node to make fire seek for it.
  273. Add it to an item to make it burn up when dropped in lava or fire.
  274. New node def property:
  275. `on_burn(pos)`
  276. * Called when fire attempts to remove a burning node.
  277. * `pos` Position of the burning node.
  278. `on_ignite(pos, igniter)`
  279. * Called when Flint and steel (or a mod defined ignitor) is used on a node.
  280. Defining it may prevent the default action (spawning flames) from triggering.
  281. * `pos` Position of the ignited node.
  282. * `igniter` Player that used the tool, when available.
  283. Give Initial Stuff API
  284. ----------------------
  285. `give_initial_stuff.give(player)`
  286. ^ Give initial stuff to "player"
  287. `give_initial_stuff.add(stack)`
  288. ^ Add item to the initial stuff
  289. ^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
  290. ^ Can be called after the game has loaded
  291. `give_initial_stuff.clear()`
  292. ^ Removes all items from the initial stuff
  293. ^ Can be called after the game has loaded
  294. `give_initial_stuff.get_list()`
  295. ^ returns list of item stacks
  296. `give_initial_stuff.set_list(list)`
  297. ^ List of initial items with numeric indices.
  298. `give_initial_stuff.add_from_csv(str)`
  299. ^ str is a comma separated list of initial stuff
  300. ^ Adds items to the list of items to be given
  301. Players API
  302. -----------
  303. The player API can register player models and update the player's appearence
  304. * `player_api.register_model(name, def)`
  305. * Register a new model to be used by players
  306. * name: model filename such as "character.x", "foo.b3d", etc.
  307. * def: See [#Model definition]
  308. * saved to player_api.registered_models
  309. * `player_api.registered_player_models[name]`
  310. * Get a model's definition
  311. * see [#Model definition]
  312. * `player_api.set_model(player, model_name)`
  313. * Change a player's model
  314. * `player`: PlayerRef
  315. * `model_name`: model registered with player_api.register_model()
  316. * `player_api.set_animation(player, anim_name [, speed])`
  317. * Applies an animation to a player
  318. * anim_name: name of the animation.
  319. * speed: frames per second. If nil, default from the model is used
  320. * `player_api.set_textures(player, textures)`
  321. * Sets player textures
  322. * `player`: PlayerRef
  323. * `textures`: array of textures, If `textures` is nil the default
  324. textures from the model def are used
  325. * `player_api.get_animation(player)`
  326. * Returns a table containing fields `model`, `textures` and `animation`.
  327. * Any of the fields of the returned table may be nil.
  328. * player: PlayerRef
  329. ### Model Definition
  330. {
  331. animation_speed = 30, -- Default animation speed, in FPS.
  332. textures = {"character.png", }, -- Default array of textures.
  333. visual_size = {x = 1, y = 1}, -- Used to scale the model.
  334. animations = {
  335. -- <anim_name> = {x = <start_frame>, y = <end_frame>},
  336. foo = {x = 0, y = 19},
  337. bar = {x = 20, y = 39},
  338. -- ...
  339. },
  340. collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
  341. stepheight = 0.6, -- In nodes
  342. eye_height = 1.47, -- In nodes above feet position
  343. }
  344. TNT API
  345. -------
  346. `tnt.register_tnt(definition)`
  347. ^ Register a new type of tnt.
  348. * `name` The name of the node. If no prefix is given `tnt` is used.
  349. * `description` A description for your TNT.
  350. * `radius` The radius within which the TNT can destroy nodes. The default is 3.
  351. * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
  352. * `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
  353. * `disable_drops` Disable drops. By default it is set to false.
  354. * `ignore_protection` Don't check `minetest.is_protected` before removing a node.
  355. * `ignore_on_blast` Don't call `on_blast` even if a node has one.
  356. * `tiles` Textures for node
  357. * `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
  358. * `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
  359. * `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
  360. * `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
  361. `tnt.boom(position[, definition])`
  362. ^ Create an explosion.
  363. * `position` The center of explosion.
  364. * `definition` The TNT definion as passed to `tnt.register` with the following addition:
  365. * `explode_center` false by default which removes TNT node on blast, when true will explode center node.
  366. `tnt.burn(position, [nodename])`
  367. ^ Ignite node at position, triggering its `on_ignite` callback (see fire mod).
  368. If no such callback exists, fallback to turn tnt group nodes to their
  369. "_burning" variant.
  370. nodename isn't required unless already known.
  371. To make dropping items from node inventories easier, you can use the
  372. following helper function from 'default':
  373. default.get_inventory_drops(pos, inventory, drops)
  374. ^ Return drops from node inventory "inventory" in drops.
  375. * `pos` - the node position
  376. * `inventory` - the name of the inventory (string)
  377. * `drops` - an initialized list
  378. The function returns no values. The drops are returned in the `drops`
  379. parameter, and drops is not reinitialized so you can call it several
  380. times in a row to add more inventory items to it.
  381. `on_blast` callbacks:
  382. Both nodedefs and entitydefs can provide an `on_blast()` callback
  383. `nodedef.on_blast(pos, intensity)`
  384. ^ Allow drop and node removal overriding
  385. * `pos` - node position
  386. * `intensity` - TNT explosion measure. larger or equal to 1.0
  387. ^ Should return a list of drops (e.g. {"default:stone"})
  388. ^ Should perform node removal itself. If callback exists in the nodedef
  389. ^ then the TNT code will not destroy this node.
  390. `entitydef.on_blast(luaobj, damage)`
  391. ^ Allow TNT effects on entities to be overridden
  392. * `luaobj` - LuaEntityRef of the entity
  393. * `damage` - suggested HP damage value
  394. ^ Should return a list of (bool do_damage, bool do_knockback, table drops)
  395. * `do_damage` - if true then TNT mod wil damage the entity
  396. * `do_knockback` - if true then TNT mod will knock the entity away
  397. * `drops` - a list of drops, e.g. {"wool:red"}
  398. Screwdriver API
  399. ---------------
  400. The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
  401. To use it, add the `on_screwdriver` function to the node definition.
  402. `on_rotate(pos, node, user, mode, new_param2)`
  403. * `pos` Position of the node that the screwdriver is being used on
  404. * `node` that node
  405. * `user` The player who used the screwdriver
  406. * `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
  407. * `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
  408. * return value: false to disallow rotation, nil to keep default behaviour, true to allow
  409. it but to indicate that changed have already been made (so the screwdriver will wear out)
  410. * use `on_rotate = false` to always disallow rotation
  411. * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
  412. Sethome API
  413. -----------
  414. The sethome API adds three global functions to allow mods to read a players home position,
  415. set a players home position and teleport a player to home position.
  416. `sethome.get(name)`
  417. * `name` Player who's home position you wish to get
  418. * return value: false if no player home coords exist, position table if true
  419. `sethome.set(name, pos)`
  420. * `name` Player who's home position you wish to set
  421. * `pos` Position table containing coords of home position
  422. * return value: false if unable to set and save new home position, otherwise true
  423. `sethome.go(name)`
  424. * `name` Player you wish to teleport to their home position
  425. * return value: false if player cannot be sent home, otherwise true
  426. Sfinv API
  427. ---------
  428. It is recommended that you read this link for a good introduction to the
  429. sfinv API by its author: https://rubenwardy.com/minetest_modding_book/en/chapters/sfinv.html
  430. ### sfinv Methods
  431. **Pages**
  432. * sfinv.set_page(player, pagename) - changes the page
  433. * sfinv.get_page(player) - get the current page name. Will never return nil
  434. * sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
  435. * sfinv.register_page(name, def) - register a page, see section below
  436. * sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
  437. * Note: Page must already be defined, (opt)depend on the mod defining it.
  438. * sfinv.set_player_inventory_formspec(player) - (re)builds page formspec
  439. and calls set_inventory_formspec().
  440. * sfinv.get_formspec(player, context) - builds current page's formspec
  441. **Contexts**
  442. * sfinv.get_or_create_context(player) - gets the player's context
  443. * sfinv.set_context(player, context)
  444. **Theming**
  445. * sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
  446. * show_inv, defaults to false. Whether to show the player's main inventory
  447. * size, defaults to `size[8,8.6]` if not specified
  448. * sfinv.get_nav_fs(player, context, nav, current_idx) - creates tabheader or ""
  449. ### sfinv Members
  450. * pages - table of pages[pagename] = def
  451. * pages_unordered - array table of pages in order of addition (used to build navigation tabs).
  452. * contexts - contexts[playername] = player_context
  453. * enabled - set to false to disable. Good for inventory rehaul mods like unified inventory
  454. ### Context
  455. A table with these keys:
  456. * page - current page name
  457. * nav - a list of page names
  458. * nav_titles - a list of page titles
  459. * nav_idx - current nav index (in nav and nav_titles)
  460. * any thing you want to store
  461. * sfinv will clear the stored data on log out / log in
  462. ### sfinv.register_page
  463. sfinv.register_page(name, def)
  464. def is a table containing:
  465. * `title` - human readable page name (required)
  466. * `get(self, player, context)` - returns a formspec string. See formspec variables. (required)
  467. * `is_in_nav(self, player, context)` - return true to show in the navigation (the tab header, by default)
  468. * `on_player_receive_fields(self, player, context, fields)` - on formspec submit.
  469. * `on_enter(self, player, context)` - called when the player changes pages, usually using the tabs.
  470. * `on_leave(self, player, context)` - when leaving this page to go to another, called before other's on_enter
  471. ### get formspec
  472. Use sfinv.make_formspec to apply a layout:
  473. return sfinv.make_formspec(player, context, [[
  474. list[current_player;craft;1.75,0.5;3,3;]
  475. list[current_player;craftpreview;5.75,1.5;1,1;]
  476. image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
  477. listring[current_player;main]
  478. listring[current_player;craft]
  479. image[0,4.25;1,1;gui_hb_bg.png]
  480. image[1,4.25;1,1;gui_hb_bg.png]
  481. image[2,4.25;1,1;gui_hb_bg.png]
  482. image[3,4.25;1,1;gui_hb_bg.png]
  483. image[4,4.25;1,1;gui_hb_bg.png]
  484. image[5,4.25;1,1;gui_hb_bg.png]
  485. image[6,4.25;1,1;gui_hb_bg.png]
  486. image[7,4.25;1,1;gui_hb_bg.png]
  487. ]], true)
  488. See above (methods section) for more options.
  489. ### Customising themes
  490. Simply override this function to change the navigation:
  491. function sfinv.get_nav_fs(player, context, nav, current_idx)
  492. return "navformspec"
  493. end
  494. And override this function to change the layout:
  495. function sfinv.make_formspec(player, context, content, show_inv, size)
  496. local tmp = {
  497. size or "size[8,8.6]",
  498. theme_main,
  499. sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
  500. content
  501. }
  502. if show_inv then
  503. tmp[4] = theme_inv
  504. end
  505. return table.concat(tmp, "")
  506. end
  507. Stairs API
  508. ----------
  509. The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
  510. delivered with Minetest Game, to keep them compatible with other mods.
  511. `stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
  512. * Registers a stair
  513. * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
  514. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
  515. * `groups`: See [Known damage and digging time defining groups]
  516. * `images`: See [Tile definition]
  517. * `description`: Used for the description field in the stair's definition
  518. * `sounds`: See [#Default sounds]
  519. * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
  520. `stairs.register_slab(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
  521. * Registers a slab
  522. * `subname`: Basically the material name (e.g. cobble) used for the slab name. Nodename pattern: "stairs:slab_subname"
  523. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
  524. * `groups`: See [Known damage and digging time defining groups]
  525. * `images`: See [Tile definition]
  526. * `description`: Used for the description field in the slab's definition
  527. * `sounds`: See [#Default sounds]
  528. * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
  529. `stairs.register_stair_inner(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
  530. * Registers an inner corner stair
  531. * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_inner_subname"
  532. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
  533. * `groups`: See [Known damage and digging time defining groups]
  534. * `images`: See [Tile definition]
  535. * `description`: Used for the description field in the stair's definition
  536. * `sounds`: See [#Default sounds]
  537. * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
  538. `stairs.register_stair_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
  539. * Registers an outer corner stair
  540. * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_outer_subname"
  541. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
  542. * `groups`: See [Known damage and digging time defining groups]
  543. * `images`: See [Tile definition]
  544. * `description`: Used for the description field in the stair's definition
  545. * `sounds`: See [#Default sounds]
  546. * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
  547. `stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds, worldaligntex)`
  548. * A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer
  549. * Uses almost the same arguments as stairs.register_stair
  550. * `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed
  551. * `desc_slab`: Description for slab node
  552. Xpanes API
  553. ----------
  554. Creates panes that automatically connect to each other
  555. `xpanes.register_pane(subname, def)`
  556. * `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
  557. * `def`: See [#Pane definition]
  558. ### Pane definition
  559. {
  560. textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
  561. groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
  562. sounds = SoundSpec, -- See [#Default sounds]
  563. recipe = {{"","","","","","","","",""}}, -- Recipe field only
  564. use_texture_alpha = true, -- Optional boolean (default: `false`) for colored glass panes
  565. }
  566. Raillike definitions
  567. --------------------
  568. The following nodes use the group `connect_to_raillike` and will only connect to
  569. raillike nodes within this group and the same group value.
  570. Use `minetest.raillike_group(<Name>)` to get the group value.
  571. | Node type | Raillike group name
  572. |-----------------------|---------------------
  573. | default:rail | "rail"
  574. | tnt:gunpowder | "gunpowder"
  575. | tnt:gunpowder_burning | "gunpowder"
  576. Example:
  577. If you want to add a new rail type and want it to connect with default:rail,
  578. add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
  579. of your node.
  580. Default sounds
  581. --------------
  582. Sounds inside the default table can be used within the sounds field of node definitions.
  583. * `default.node_sound_defaults()`
  584. * `default.node_sound_stone_defaults()`
  585. * `default.node_sound_dirt_defaults()`
  586. * `default.node_sound_sand_defaults()`
  587. * `default.node_sound_wood_defaults()`
  588. * `default.node_sound_leaves_defaults()`
  589. * `default.node_sound_glass_defaults()`
  590. * `default.node_sound_metal_defaults()`
  591. Default constants
  592. -----------------
  593. `default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
  594. GUI and formspecs
  595. -----------------
  596. `default.get_hotbar_bg(x, y)`
  597. * Get the hotbar background as string, containing the formspec elements
  598. * x: Horizontal position in the formspec
  599. * y: Vertical position in the formspec
  600. `default.gui_bg`
  601. * Deprecated, remove from mods.
  602. `default.gui_bg_img`
  603. * Deprecated, remove from mods.
  604. `default.gui_slots`
  605. * Deprecated, remove from mods.
  606. `default.gui_survival_form`
  607. * Entire formspec for the survival inventory
  608. `default.get_furnace_active_formspec(fuel_percent, item_percent)`
  609. * Get the active furnace formspec using the defined GUI elements
  610. * fuel_percent: Percent of how much the fuel is used
  611. * item_percent: Percent of how much the item is cooked
  612. `default.get_furnace_inactive_formspec()`
  613. * Get the inactive furnace formspec using the defined GUI elements
  614. Leafdecay
  615. ---------
  616. To enable leaf decay for leaves when a tree is cut down by a player,
  617. register the tree with the default.register_leafdecay(leafdecaydef)
  618. function.
  619. If `param2` of any registered node is ~= 0, the node will always be
  620. preserved. Thus, if the player places a node of that kind, you will
  621. want to set `param2 = 1` or so.
  622. The function `default.after_place_leaves` can be set as
  623. `after_place_node of a node` to set param2 to 1 if the player places
  624. the node (should not be used for nodes that use param2 otherwise
  625. (e.g. facedir)).
  626. If the node is in the `leafdecay_drop` group then it will always be
  627. dropped as an item.
  628. `default.register_leafdecay(leafdecaydef)`
  629. `leafdecaydef` is a table, with following members:
  630. {
  631. trunks = {"default:tree"}, -- nodes considered trunks
  632. leaves = {"default:leaves", "default:apple"},
  633. -- nodes considered for removal
  634. radius = 3, -- radius to consider for searching
  635. }
  636. Note: all the listed nodes in `trunks` have their `on_after_destruct`
  637. callback overridden. All the nodes listed in `leaves` have their
  638. `on_timer` callback overridden.
  639. Dyes
  640. ----
  641. Minetest Game dyes are registered with:
  642. groups = {dye = 1, color_<color> = 1},
  643. To make recipes that will work with dyes from many mods, define them using the
  644. dye group and the color groups.
  645. Dye color groups:
  646. * `color_white`
  647. * `color_grey`
  648. * `color_dark_grey`
  649. * `color_black`
  650. * `color_red`
  651. * `color_pink`
  652. * `color_orange`
  653. * `color_brown`
  654. * `color_yellow`
  655. * `color_green`
  656. * `color_dark_green`
  657. * `color_blue`
  658. * `color_cyan`
  659. * `color_violet`
  660. * `color_magenta`
  661. Example of one shapeless recipe using the dye group and a color group:
  662. minetest.register_craft({
  663. type = "shapeless",
  664. output = "<mod>:item_yellow",
  665. recipe = {"<mod>:item_no_color", "group:dye,color_yellow"},
  666. })
  667. Trees
  668. -----
  669. * `default.grow_tree(pos, is_apple_tree)`
  670. * Grows a mgv6 tree or apple tree at pos
  671. * `default.grow_jungle_tree(pos)`
  672. * Grows a mgv6 jungletree at pos
  673. * `default.grow_pine_tree(pos)`
  674. * Grows a mgv6 pinetree at pos
  675. * `default.grow_new_apple_tree(pos)`
  676. * Grows a new design apple tree at pos
  677. * `default.grow_new_jungle_tree(pos)`
  678. * Grows a new design jungle tree at pos
  679. * `default.grow_new_pine_tree(pos)`
  680. * Grows a new design pine tree at pos
  681. * `default.grow_new_snowy_pine_tree(pos)`
  682. * Grows a new design snowy pine tree at pos
  683. * `default.grow_new_acacia_tree(pos)`
  684. * Grows a new design acacia tree at pos
  685. * `default.grow_new_aspen_tree(pos)`
  686. * Grows a new design aspen tree at pos
  687. * `default.grow_bush(pos)`
  688. * Grows a bush at pos
  689. * `default.grow_acacia_bush(pos)`
  690. * Grows an acaia bush at pos
  691. * `default.grow_pine_bush(pos)`
  692. * Grows a pine bush at pos
  693. * `default.grow_blueberry_bush(pos)`
  694. * Grows a blueberry bush at pos
  695. Carts
  696. -----
  697. carts.register_rail(
  698. "mycarts:myrail", -- Rail name
  699. nodedef, -- standard nodedef
  700. railparams -- rail parameter struct (optional)
  701. )
  702. railparams = {
  703. on_step(obj, dtime), -- Event handler called when
  704. -- cart is on rail
  705. acceleration, -- integer acceleration factor (negative
  706. -- values to brake)
  707. }
  708. The event handler is called after all default calculations
  709. are made, so the custom on_step handler can override things
  710. like speed, acceleration, player attachment. The handler will
  711. likely be called many times per second, so the function needs
  712. to make sure that the event is handled properly.
  713. Key API
  714. -------
  715. The key API allows mods to add key functionality to nodes that have
  716. ownership or specific permissions. Using the API will make it so
  717. that a node owner can use skeleton keys on their nodes to create keys
  718. for that node in that location, and give that key to other players,
  719. allowing them some sort of access that they otherwise would not have
  720. due to node protection.
  721. To make your new nodes work with the key API, you need to register
  722. two callback functions in each nodedef:
  723. `on_key_use(pos, player)`
  724. * Is called when a player right-clicks (uses) a normal key on your
  725. * node.
  726. * `pos` - position of the node
  727. * `player` - PlayerRef
  728. * return value: none, ignored
  729. The `on_key_use` callback should validate that the player is wielding
  730. a key item with the right key meta secret. If needed the code should
  731. deny access to the node functionality.
  732. If formspecs are used, the formspec callbacks should duplicate these
  733. checks in the metadata callback functions.
  734. `on_skeleton_key_use(pos, player, newsecret)`
  735. * Is called when a player right-clicks (uses) a skeleton key on your
  736. * node.
  737. * `pos` - position of the node
  738. * `player` - PlayerRef
  739. * `newsecret` - a secret value(string)
  740. * return values:
  741. * `secret` - `nil` or the secret value that unlocks the door
  742. * `name` - a string description of the node ("a locked chest")
  743. * `owner` - name of the node owner
  744. The `on_skeleton_key_use` function should validate that the player has
  745. the right permissions to make a new key for the item. The newsecret
  746. value is useful if the node has no secret value. The function should
  747. store this secret value somewhere so that in the future it may compare
  748. key secrets and match them to allow access. If a node already has a
  749. secret value, the function should return that secret value instead
  750. of the newsecret value. The secret value stored for the node should
  751. not be overwritten, as this would invalidate existing keys.
  752. Aside from the secret value, the function should retun a descriptive
  753. name for the node and the owner name. The return values are all
  754. encoded in the key that will be given to the player in replacement
  755. for the wielded skeleton key.
  756. if `nil` is returned, it is assumed that the wielder did not have
  757. permissions to create a key for this node, and no key is created.