3 GitHub Repo: https://github.com/minetest/minetest_game
8 The Minetest Game subgame offers multiple new possibilities in addition to the Minetest engine's built-in API,
9 allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
10 For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
13 * [XYZ] refers to a section the Minetest API
14 * [#ABC] refers to a section in this document
15 * [pos] refers to a position table `{x = -5, y = 0, z = 200}`
20 The bucket API allows registering new types of buckets for non-default liquids.
22 bucket.register_liquid(
23 "default:lava_source", -- name of the source node
24 "default:lava_flowing", -- name of the flowing node
25 "bucket:bucket_lava", -- name of the new bucket item (or nil if liquid is not takeable)
26 "bucket_lava.png", -- texture of the new bucket item (ignored if itemname == nil)
27 "Lava Bucket", -- text description of the bucket item
28 {lava_bucket = 1}, -- groups of the bucket item, OPTIONAL
29 false -- force-renew, OPTIONAL. Force the liquid source to renew if it has
30 -- a source neighbour, even if defined as 'liquid_renewable = false'.
31 -- Needed to avoid creating holes in sloping rivers.
34 The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source.
35 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.
41 "beds:bed", -- Bed name
42 def -- See [#Bed definition]
45 * `beds.read_spawns() ` Returns a table containing players respawn positions
46 * `beds.kick_players()` Forces all players to leave bed
47 * `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
52 description = "Simple Bed",
53 inventory_image = "beds_bed.png",
54 wield_image = "beds_bed.png",
56 bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
57 top = {Tile definition} -- the tiles of the bottom part of the bed.
60 bottom = 'regular nodebox', -- bottom part of bed (see [Node boxes])
61 top = 'regular nodebox', -- top part of bed (see [Node boxes])
63 selectionbox = 'regular nodebox', -- for both nodeboxes (see [Node boxes])
64 recipe = { -- Craft recipe
65 {"group:wool", "group:wool", "group:wool"},
66 {"group:wood", "group:wood", "group:wood"}
73 An ordered list of listnames (default: "main", "craft") of the player inventory,
74 that will be placed into bones or dropped on player death can be looked up or changed
75 in `bones.player_inventory_lists`.
77 e.g. `table.insert(bones.player_inventory_lists, "backpack")`
82 Use `creative.register_tab(name, title, items)` to add a tab with filtered items.
85 creative.register_tab("tools", "Tools", minetest.registered_tools)
87 is used to show all tools. Name is used in the sfinv page name, title is the
90 `is_enabled_for` is used to check whether a player is in creative mode:
92 creative.is_enabled_for(name)
94 Override this to allow per-player game modes.
96 The contents of `creative.formspec_add` is appended to every creative inventory
97 page. Mods can use it to add additional formspec elements onto the default
98 creative inventory formspec to be drawn after each update.
103 The chests API allows the creation of chests, which have their own inventories for holding items.
105 `default.chest.get_chest_formspec(pos)`
107 * Returns a formspec for a specific chest.
108 * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
110 `default.chest.chest_lid_obstructed(pos)`
112 * Returns a boolean depending on whether or not a chest has its top obstructed by a solid node.
113 * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
115 `default.chest.chest_lid_close(pn)`
117 * Closes the chest that a player is currently looking in.
118 * `pn` The name of the player whose chest is going to be closed
120 `default.chest.open_chests`
122 * A table indexed by player name to keep track of who opened what chest.
123 * Key: The name of the player.
124 * Value: A table containing information about the chest the player is looking at.
125 e.g `{ pos = {1, 1, 1}, sound = null, swap = "chest" }`
127 `default.chest.register_chest(name, def)`
129 * Registers new chest
130 * `name` Name for chest
131 * `def` See [#Chest Definition]
135 description = "Chest",
137 "default_chest_top.png",
138 "default_chest_top.png",
139 "default_chest_side.png",
140 "default_chest_side.png",
141 "default_chest_front.png",
142 "default_chest_inside.png"
143 }, -- Textures which are applied to the chest model.
144 sounds = default.node_sound_wood_defaults(),
145 sound_open = "default_chest_open",
146 sound_close = "default_chest_close",
147 groups = {choppy = 2, oddly_breakable_by_hand = 2},
148 protected = false, -- If true, only placer can modify chest.
153 The doors mod allows modders to register custom doors and trapdoors.
155 `doors.register_door(name, def)`
158 * `name` Name for door
159 * `def` See [#Door definition]
161 `doors.register_trapdoor(name, def)`
163 * Registers new trapdoor
164 * `name` Name for trapdoor
165 * `def` See [#Trapdoor definition]
167 `doors.register_fencegate(name, def)`
169 * Registers new fence gate
170 * `name` Name for fence gate
171 * `def` See [#Fence gate definition]
175 * `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
176 * Returns an ObjectRef to a door, or nil if the position does not contain a door
180 :open(player) -- Open the door object, returns if door was opened
181 :close(player) -- Close the door object, returns if door was closed
182 :toggle(player) -- Toggle the door state, returns if state was toggled
183 :state() -- returns the door state, true = open, false = closed
185 the "player" parameter can be omitted in all methods. If passed then
186 the usual permission checks will be performed to make sure the player
187 has the permissions needed to open this door. If omitted then no
188 permission checks are performed.
192 description = "Door description",
193 inventory_image = "mod_door_inv.png",
194 groups = {choppy = 2},
195 tiles = {"mod_door.png"}, -- UV map.
196 recipe = craftrecipe,
197 sounds = default.node_sound_wood_defaults(), -- optional
198 sound_open = sound play for open door, -- optional
199 sound_close = sound play for close door, -- optional
200 protected = false, -- If true, only placer can open the door (locked for others)
202 ### Trapdoor definition
204 description = "Trapdoor description",
205 inventory_image = "mod_trapdoor_inv.png",
206 groups = {choppy = 2},
207 tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
208 tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
209 sounds = default.node_sound_wood_defaults(), -- optional
210 sound_open = sound play for open door, -- optional
211 sound_close = sound play for close door, -- optional
212 protected = false, -- If true, only placer can open the door (locked for others)
214 ### Fence gate definition
216 description = "Wooden Fence Gate",
217 texture = "default_wood.png", -- `backface_culling` will automatically be
218 -- set to `true` if not specified.
219 material = "default:wood",
220 groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
221 sounds = default.node_sound_wood_defaults(), -- optional
226 The mod that places chests with loot in dungeons provides an API to register additional loot.
228 `dungeon_loot.register(def)`
230 * Registers one or more loot items
231 * `def` Can be a single [#Loot definition] or a list of them
233 `dungeon_loot.registered_loot`
235 * Table of all registered loot, not to be modified manually
241 -- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
242 -- due to an extra step in the selection process, 0.5 does not(!) mean that
243 -- on average every second chest will have this item
245 -- ^ table with minimum and maximum amounts of this item
246 -- optional, defaults to always single item
248 -- ^ table with minimum and maximum heights this item can be found at
249 -- optional, defaults to no height restrictions
251 -- ^ table with types of dungeons this item can be found in
252 -- supported types: "normal" (the cobble/mossycobble one), "sandstone", "desert"
253 -- optional, defaults to no type restrictions
258 Allows creation of new fences with "fencelike" drawtype.
260 `default.register_fence(name, item definition)`
262 Registers a new fence. Custom fields texture and material are required, as
263 are name and description. The rest is optional. You can pass most normal
264 nodedef fields here except drawtype. The fence group will always be added
269 name = "default:fence_wood",
270 description = "Wooden Fence",
271 texture = "default_wood.png",
272 material = "default:wood",
273 groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
274 sounds = default.node_sound_wood_defaults(),
279 The walls API allows easy addition of stone auto-connecting wall nodes.
281 walls.register(name, desc, texture, mat, sounds)
282 ^ name = "walls:stone_wall". Node name.
283 ^ desc = "A Stone wall"
284 ^ texture = "default_stone.png"
285 ^ mat = "default:stone". Used to auto-generate crafting recipe.
286 ^ sounds = sounds: see [#Default sounds]
291 The farming API allows you to easily register plants and hoes.
293 `farming.register_hoe(name, hoe definition)`
294 * Register a new hoe, see [#hoe definition]
296 `farming.register_plant(name, Plant definition)`
297 * Register a new growing plant, see [#Plant definition]
299 `farming.registered_plants[name] = definition`
300 * Table of registered plants, indexed by plant name
306 description = "", -- Description for tooltip
307 inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
308 max_uses = 30, -- Uses until destroyed
309 material = "", -- Material for recipes
310 recipe = { -- Craft recipe, if material isn't used
311 {"air", "air", "air"},
320 description = "", -- Description of seed item
321 inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
322 steps = 8, -- How many steps the plant has to grow, until it can be harvested
323 -- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
324 minlight = 13, -- Minimum light to grow
325 maxlight = default.LIGHT_MAX -- Maximum light to grow
331 New node def property:
335 * Called when fire attempts to remove a burning node.
336 * `pos` Position of the burning node.
338 `on_ignite(pos, igniter)`
340 * Called when Flint and steel (or a mod defined ignitor) is used on a node.
341 Defining it may prevent the default action (spawning flames) from triggering.
342 * `pos` Position of the ignited node.
343 * `igniter` Player that used the tool, when available.
346 Give Initial Stuff API
347 ----------------------
349 `give_initial_stuff.give(player)`
351 ^ Give initial stuff to "player"
353 `give_initial_stuff.add(stack)`
355 ^ Add item to the initial stuff
356 ^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
357 ^ Can be called after the game has loaded
359 `give_initial_stuff.clear()`
361 ^ Removes all items from the initial stuff
362 ^ Can be called after the game has loaded
364 `give_initial_stuff.get_list()`
366 ^ returns list of item stacks
368 `give_initial_stuff.set_list(list)`
370 ^ List of initial items with numeric indices.
372 `give_initial_stuff.add_from_csv(str)`
374 ^ str is a comma separated list of initial stuff
375 ^ Adds items to the list of items to be given
381 The player API can register player models and update the player's appearence
383 * `player_api.register_model(name, def)`
384 * Register a new model to be used by players
385 * name: model filename such as "character.x", "foo.b3d", etc.
386 * def: See [#Model definition]
387 * saved to player_api.registered_models
389 * `player_api.registered_player_models[name]`
390 * Get a model's definition
391 * see [#Model definition]
393 * `player_api.set_model(player, model_name)`
394 * Change a player's model
395 * `player`: PlayerRef
396 * `model_name`: model registered with player_api.register_model()
398 * `player_api.set_animation(player, anim_name [, speed])`
399 * Applies an animation to a player
400 * anim_name: name of the animation.
401 * speed: frames per second. If nil, default from the model is used
403 * `player_api.set_textures(player, textures)`
404 * Sets player textures
405 * `player`: PlayerRef
406 * `textures`: array of textures, If `textures` is nil the default
407 textures from the model def are used
409 * `player_api.get_animation(player)`
410 * Returns a table containing fields `model`, `textures` and `animation`.
411 * Any of the fields of the returned table may be nil.
417 animation_speed = 30, -- Default animation speed, in FPS.
418 textures = {"character.png", }, -- Default array of textures.
419 visual_size = {x = 1, y = 1}, -- Used to scale the model.
421 -- <anim_name> = {x = <start_frame>, y = <end_frame>},
422 foo = {x = 0, y = 19},
423 bar = {x = 20, y = 39},
426 collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
427 stepheight = 0.6, -- In nodes
428 eye_height = 1.47, -- In nodes above feet position
435 `tnt.register_tnt(definition)`
437 ^ Register a new type of tnt.
439 * `name` The name of the node. If no prefix is given `tnt` is used.
440 * `description` A description for your TNT.
441 * `radius` The radius within which the TNT can destroy nodes. The default is 3.
442 * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
443 * `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
444 * `disable_drops` Disable drops. By default it is set to false.
445 * `ignore_protection` Don't check `minetest.is_protected` before removing a node.
446 * `ignore_on_blast` Don't call `on_blast` even if a node has one.
447 * `tiles` Textures for node
448 * `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
449 * `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
450 * `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
451 * `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
453 `tnt.boom(position[, definition])`
455 ^ Create an explosion.
457 * `position` The center of explosion.
458 * `definition` The TNT definion as passed to `tnt.register` with the following addition:
459 * `explode_center` false by default which removes TNT node on blast, when true will explode center node.
461 `tnt.burn(position, [nodename])`
463 ^ Ignite node at position, triggering its `on_ignite` callback (see fire mod).
464 If no such callback exists, fallback to turn tnt group nodes to their
466 nodename isn't required unless already known.
468 To make dropping items from node inventories easier, you can use the
469 following helper function from 'default':
471 default.get_inventory_drops(pos, inventory, drops)
473 ^ Return drops from node inventory "inventory" in drops.
475 * `pos` - the node position
476 * `inventory` - the name of the inventory (string)
477 * `drops` - an initialized list
479 The function returns no values. The drops are returned in the `drops`
480 parameter, and drops is not reinitialized so you can call it several
481 times in a row to add more inventory items to it.
484 `on_blast` callbacks:
486 Both nodedefs and entitydefs can provide an `on_blast()` callback
488 `nodedef.on_blast(pos, intensity)`
489 ^ Allow drop and node removal overriding
490 * `pos` - node position
491 * `intensity` - TNT explosion measure. larger or equal to 1.0
492 ^ Should return a list of drops (e.g. {"default:stone"})
493 ^ Should perform node removal itself. If callback exists in the nodedef
494 ^ then the TNT code will not destroy this node.
496 `entitydef.on_blast(luaobj, damage)`
497 ^ Allow TNT effects on entities to be overridden
498 * `luaobj` - LuaEntityRef of the entity
499 * `damage` - suggested HP damage value
500 ^ Should return a list of (bool do_damage, bool do_knockback, table drops)
501 * `do_damage` - if true then TNT mod wil damage the entity
502 * `do_knockback` - if true then TNT mod will knock the entity away
503 * `drops` - a list of drops, e.g. {"wool:red"}
509 The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
510 To use it, add the `on_screwdriver` function to the node definition.
512 `on_rotate(pos, node, user, mode, new_param2)`
514 * `pos` Position of the node that the screwdriver is being used on
516 * `user` The player who used the screwdriver
517 * `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
518 * `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
519 * return value: false to disallow rotation, nil to keep default behaviour, true to allow
520 it but to indicate that changed have already been made (so the screwdriver will wear out)
521 * use `on_rotate = false` to always disallow rotation
522 * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
528 The sethome API adds three global functions to allow mods to read a players home position,
529 set a players home position and teleport a player to home position.
533 * `name` Player who's home position you wish to get
534 * return value: false if no player home coords exist, position table if true
536 `sethome.set(name, pos)`
538 * `name` Player who's home position you wish to set
539 * `pos` Position table containing coords of home position
540 * return value: false if unable to set and save new home position, otherwise true
544 * `name` Player you wish to teleport to their home position
545 * return value: false if player cannot be sent home, otherwise true
555 * sfinv.set_page(player, pagename) - changes the page
556 * sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
557 * sfinv.register_page(name, def) - register a page, see section below
558 * sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
559 * Note: Page must already be defined, (opt)depend on the mod defining it.
560 * sfinv.set_player_inventory_formspec(player) - (re)builds page formspec
561 and calls set_inventory_formspec().
562 * sfinv.get_formspec(player, context) - builds current page's formspec
566 * sfinv.get_or_create_context(player) - gets the player's context
567 * sfinv.set_context(player, context)
571 * sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
572 * show_inv, defaults to false. Whether to show the player's main inventory
573 * size, defaults to `size[8,8.6]` if not specified
574 * sfinv.get_nav_fs(player, context, nav, current_idx) - creates tabheader or ""
578 * pages - table of pages[pagename] = def
579 * pages_unordered - array table of pages in order of addition (used to build navigation tabs).
580 * contexts - contexts[playername] = player_context
581 * enabled - set to false to disable. Good for inventory rehaul mods like unified inventory
585 A table with these keys:
587 * page - current page name
588 * nav - a list of page names
589 * nav_titles - a list of page titles
590 * nav_idx - current nav index (in nav and nav_titles)
591 * any thing you want to store
592 * sfinv will clear the stored data on log out / log in
594 ### sfinv.register_page
596 sfinv.register_page(name, def)
598 def is a table containing:
600 * `title` - human readable page name (required)
601 * `get(self, player, context)` - returns a formspec string. See formspec variables. (required)
602 * `is_in_nav(self, player, context)` - return true to show in the navigation (the tab header, by default)
603 * `on_player_receive_fields(self, player, context, fields)` - on formspec submit.
604 * `on_enter(self, player, context)` - called when the player changes pages, usually using the tabs.
605 * `on_leave(self, player, context)` - when leaving this page to go to another, called before other's on_enter
609 Use sfinv.make_formspec to apply a layout:
611 return sfinv.make_formspec(player, context, [[
612 list[current_player;craft;1.75,0.5;3,3;]
613 list[current_player;craftpreview;5.75,1.5;1,1;]
614 image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
615 listring[current_player;main]
616 listring[current_player;craft]
617 image[0,4.25;1,1;gui_hb_bg.png]
618 image[1,4.25;1,1;gui_hb_bg.png]
619 image[2,4.25;1,1;gui_hb_bg.png]
620 image[3,4.25;1,1;gui_hb_bg.png]
621 image[4,4.25;1,1;gui_hb_bg.png]
622 image[5,4.25;1,1;gui_hb_bg.png]
623 image[6,4.25;1,1;gui_hb_bg.png]
624 image[7,4.25;1,1;gui_hb_bg.png]
627 See above (methods section) for more options.
629 ### Customising themes
631 Simply override this function to change the navigation:
633 function sfinv.get_nav_fs(player, context, nav, current_idx)
637 And override this function to change the layout:
639 function sfinv.make_formspec(player, context, content, show_inv, size)
641 size or "size[8,8.6]",
643 sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
649 return table.concat(tmp, "")
655 The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
656 delivered with Minetest Game, to keep them compatible with other mods.
658 `stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
661 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
662 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
663 * `groups`: see [Known damage and digging time defining groups]
664 * `images`: see [Tile definition]
665 * `description`: used for the description field in the stair's definition
666 * `sounds`: see [#Default sounds]
668 `stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
671 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
672 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
673 * `groups`: see [Known damage and digging time defining groups]
674 * `images`: see [Tile definition]
675 * `description`: used for the description field in the stair's definition
676 * `sounds`: see [#Default sounds]
678 `stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
680 * A wrapper for stairs.register_stair and stairs.register_slab
681 * Uses almost the same arguments as stairs.register_stair
682 * `desc_stair`: Description for stair node
683 * `desc_slab`: Description for slab node
688 Creates panes that automatically connect to each other
690 `xpanes.register_pane(subname, def)`
692 * `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
693 * `def`: See [#Pane definition]
698 textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
699 groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
700 sounds = SoundSpec, -- See [#Default sounds]
701 recipe = {{"","","","","","","","",""}}, -- Recipe field only
702 use_texture_alpha = true, -- Optional boolean (default: `false`) for colored glass panes
708 The following nodes use the group `connect_to_raillike` and will only connect to
709 raillike nodes within this group and the same group value.
710 Use `minetest.raillike_group(<Name>)` to get the group value.
712 | Node type | Raillike group name
713 |-----------------------|---------------------
714 | default:rail | "rail"
715 | tnt:gunpowder | "gunpowder"
716 | tnt:gunpowder_burning | "gunpowder"
719 If you want to add a new rail type and want it to connect with default:rail,
720 add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
727 Sounds inside the default table can be used within the sounds field of node definitions.
729 * `default.node_sound_defaults()`
730 * `default.node_sound_stone_defaults()`
731 * `default.node_sound_dirt_defaults()`
732 * `default.node_sound_sand_defaults()`
733 * `default.node_sound_wood_defaults()`
734 * `default.node_sound_leaves_defaults()`
735 * `default.node_sound_glass_defaults()`
736 * `default.node_sound_metal_defaults()`
741 `default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
747 `default.get_hotbar_bg(x, y)`
749 * Get the hotbar background as string, containing the formspec elements
750 * x: Horizontal position in the formspec
751 * y: Vertical position in the formspec
755 * Background color formspec element
759 * Image overlay formspec element for the background to use in formspecs
763 * `listcolors` formspec element that is used to format the slots in formspecs
765 `default.gui_survival_form`
767 * Entire formspec for the survival inventory
769 `default.get_furnace_active_formspec(fuel_percent, item_percent)`
771 * Get the active furnace formspec using the defined GUI elements
772 * fuel_percent: Percent of how much the fuel is used
773 * item_percent: Percent of how much the item is cooked
775 `default.get_furnace_inactive_formspec()`
777 * Get the inactive furnace formspec using the defined GUI elements
783 To enable leaf decay for leaves when a tree is cut down by a player,
784 register the tree with the default.register_leafdecay(leafdecaydef)
787 If `param2` of any registered node is ~= 0, the node will always be
788 preserved. Thus, if the player places a node of that kind, you will
789 want to set `param2 = 1` or so.
791 The function `default.after_place_leaves` can be set as
792 `after_place_node of a node` to set param2 to 1 if the player places
793 the node (should not be used for nodes that use param2 otherwise
796 If the node is in the `leafdecay_drop` group then it will always be
799 `default.register_leafdecay(leafdecaydef)`
801 `leafdecaydef` is a table, with following members:
803 trunks = {"default:tree"}, -- nodes considered trunks
804 leaves = {"default:leaves", "default:apple"},
805 -- nodes considered for removal
806 radius = 3, -- radius to consider for searching
809 Note: all the listed nodes in `trunks` have their `on_after_destruct`
810 callback overridden. All the nodes listed in `leaves` have their
811 `on_timer` callback overridden.
817 To make recipes that will work with any dye ever made by anybody, define
818 them based on groups. You can select any group of groups, based on your need for
833 * `basecolor_magenta`
835 Extended color groups ( * means also base color )
838 * `excolor_lightgrey`
852 * `excolor_magenta` *
853 * `excolor_red_violet`
855 The whole unifieddyes palette as groups:
857 * `unicolor_<excolor>`
859 For the following, no white/grey/black is allowed:
861 * `unicolor_medium_<excolor>`
862 * `unicolor_dark_<excolor>`
863 * `unicolor_light_<excolor>`
864 * `unicolor_<excolor>_s50`
865 * `unicolor_medium_<excolor>_s50`
866 * `unicolor_dark_<excolor>_s50`
868 Example of one shapeless recipe using a color group:
870 minetest.register_craft({
872 output = '<mod>:item_yellow',
873 recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
878 * `dye.basecolors` are an array containing the names of available base colors
880 * `dye.excolors` are an array containing the names of the available extended colors
885 * `default.grow_tree(pos, is_apple_tree)`
886 * Grows a mgv6 tree or apple tree at pos
888 * `default.grow_jungle_tree(pos)`
889 * Grows a mgv6 jungletree at pos
891 * `default.grow_pine_tree(pos)`
892 * Grows a mgv6 pinetree at pos
894 * `default.grow_new_apple_tree(pos)`
895 * Grows a new design apple tree at pos
897 * `default.grow_new_jungle_tree(pos)`
898 * Grows a new design jungle tree at pos
900 * `default.grow_new_pine_tree(pos)`
901 * Grows a new design pine tree at pos
903 * `default.grow_new_snowy_pine_tree(pos)`
904 * Grows a new design snowy pine tree at pos
906 * `default.grow_new_acacia_tree(pos)`
907 * Grows a new design acacia tree at pos
909 * `default.grow_new_aspen_tree(pos)`
910 * Grows a new design aspen tree at pos
912 * `default.grow_bush(pos)`
913 * Grows a bush at pos
915 * `default.grow_acacia_bush(pos)`
916 * Grows an acaia bush at pos
922 "mycarts:myrail", -- Rail name
923 nodedef, -- standard nodedef
924 railparams -- rail parameter struct (optional)
928 on_step(obj, dtime), -- Event handler called when
930 acceleration, -- integer acceleration factor (negative
934 The event handler is called after all default calculations
935 are made, so the custom on_step handler can override things
936 like speed, acceleration, player attachment. The handler will
937 likely be called many times per second, so the function needs
938 to make sure that the event is handled properly.
943 The key API allows mods to add key functionality to nodes that have
944 ownership or specific permissions. Using the API will make it so
945 that a node owner can use skeleton keys on their nodes to create keys
946 for that node in that location, and give that key to other players,
947 allowing them some sort of access that they otherwise would not have
948 due to node protection.
950 To make your new nodes work with the key API, you need to register
951 two callback functions in each nodedef:
954 `on_key_use(pos, player)`
955 * Is called when a player right-clicks (uses) a normal key on your
957 * `pos` - position of the node
958 * `player` - PlayerRef
959 * return value: none, ignored
961 The `on_key_use` callback should validate that the player is wielding
962 a key item with the right key meta secret. If needed the code should
963 deny access to the node functionality.
965 If formspecs are used, the formspec callbacks should duplicate these
966 checks in the metadata callback functions.
969 `on_skeleton_key_use(pos, player, newsecret)`
971 * Is called when a player right-clicks (uses) a skeleton key on your
973 * `pos` - position of the node
974 * `player` - PlayerRef
975 * `newsecret` - a secret value(string)
977 * `secret` - `nil` or the secret value that unlocks the door
978 * `name` - a string description of the node ("a locked chest")
979 * `owner` - name of the node owner
981 The `on_skeleton_key_use` function should validate that the player has
982 the right permissions to make a new key for the item. The newsecret
983 value is useful if the node has no secret value. The function should
984 store this secret value somewhere so that in the future it may compare
985 key secrets and match them to allow access. If a node already has a
986 secret value, the function should return that secret value instead
987 of the newsecret value. The secret value stored for the node should
988 not be overwritten, as this would invalidate existing keys.
990 Aside from the secret value, the function should retun a descriptive
991 name for the node and the owner name. The return values are all
992 encoded in the key that will be given to the player in replacement
993 for the wielded skeleton key.
995 if `nil` is returned, it is assumed that the wielder did not have
996 permissions to create a key for this node, and no key is created.