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 Use `creative.register_tab(name, title, items)` to add a tab with filtered items.
76 creative.register_tab("tools", "Tools", minetest.registered_tools)
78 is used to show all tools. Name is used in the sfinv page name, title is the
81 `is_enabled_for` is used to check whether a player is in creative mode:
83 creative.is_enabled_for(name)
85 Override this to allow per-player game modes.
87 The contents of `creative.formspec_add` is appended to every creative inventory
88 page. Mods can use it to add additional formspec elements onto the default
89 creative inventory formspec to be drawn after each update.
94 The doors mod allows modders to register custom doors and trapdoors.
96 `doors.register_door(name, def)`
99 * `name` Name for door
100 * `def` See [#Door definition]
102 `doors.register_trapdoor(name, def)`
104 * Registers new trapdoor
105 * `name` Name for trapdoor
106 * `def` See [#Trapdoor definition]
108 `doors.register_fencegate(name, def)`
110 * Registers new fence gate
111 * `name` Name for fence gate
112 * `def` See [#Fence gate definition]
116 * `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
117 * Returns an ObjectRef to a door, or nil if the position does not contain a door
121 :open(player) -- Open the door object, returns if door was opened
122 :close(player) -- Close the door object, returns if door was closed
123 :toggle(player) -- Toggle the door state, returns if state was toggled
124 :state() -- returns the door state, true = open, false = closed
126 the "player" parameter can be omitted in all methods. If passed then
127 the usual permission checks will be performed to make sure the player
128 has the permissions needed to open this door. If omitted then no
129 permission checks are performed.
133 description = "Door description",
134 inventory_image = "mod_door_inv.png",
135 groups = {choppy = 2},
136 tiles = {"mod_door.png"}, -- UV map.
137 recipe = craftrecipe,
138 sounds = default.node_sound_wood_defaults(), -- optional
139 sound_open = sound play for open door, -- optional
140 sound_close = sound play for close door, -- optional
141 protected = false, -- If true, only placer can open the door (locked for others)
143 ### Trapdoor definition
145 description = "Trapdoor description",
146 inventory_image = "mod_trapdoor_inv.png",
147 groups = {choppy = 2},
148 tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
149 tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
150 sounds = default.node_sound_wood_defaults(), -- optional
151 sound_open = sound play for open door, -- optional
152 sound_close = sound play for close door, -- optional
153 protected = false, -- If true, only placer can open the door (locked for others)
155 ### Fence gate definition
157 description = "Wooden Fence Gate",
158 texture = "default_wood.png", -- `backface_culling` will automatically be
159 -- set to `true` if not specified.
160 material = "default:wood",
161 groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
162 sounds = default.node_sound_wood_defaults(), -- optional
167 The mod that places chests with loot in dungeons provides an API to register additional loot.
169 `dungeon_loot.register(def)`
171 * Registers one or more loot items
172 * `def` Can be a single [#Loot definition] or a list of them
174 `dungeon_loot.registered_loot`
176 * Table of all registered loot, not to be modified manually
182 -- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
183 -- due to an extra step in the selection process, 0.5 does not(!) mean that
184 -- on average every second chest will have this item
186 -- ^ table with minimum and maximum amounts of this item
187 -- optional, defaults to always single item
189 -- ^ table with minimum and maximum heights this item can be found at
190 -- optional, defaults to no height restrictions
192 -- ^ table with types of dungeons this item can be found in
193 -- supported types: "normal" (the cobble/mossycobble one), "sandstone", "desert"
194 -- optional, defaults to no type restrictions
199 Allows creation of new fences with "fencelike" drawtype.
201 `default.register_fence(name, item definition)`
203 Registers a new fence. Custom fields texture and material are required, as
204 are name and description. The rest is optional. You can pass most normal
205 nodedef fields here except drawtype. The fence group will always be added
210 name = "default:fence_wood",
211 description = "Wooden Fence",
212 texture = "default_wood.png",
213 material = "default:wood",
214 groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
215 sounds = default.node_sound_wood_defaults(),
220 The walls API allows easy addition of stone auto-connecting wall nodes.
222 walls.register(name, desc, texture, mat, sounds)
223 ^ name = "walls:stone_wall". Node name.
224 ^ desc = "A Stone wall"
225 ^ texture = "default_stone.png"
226 ^ mat = "default:stone". Used to auto-generate crafting recipe.
227 ^ sounds = sounds: see [#Default sounds]
232 The farming API allows you to easily register plants and hoes.
234 `farming.register_hoe(name, hoe definition)`
235 * Register a new hoe, see [#hoe definition]
237 `farming.register_plant(name, Plant definition)`
238 * Register a new growing plant, see [#Plant definition]
240 `farming.registered_plants[name] = definition`
241 * Table of registered plants, indexed by plant name
247 description = "", -- Description for tooltip
248 inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
249 max_uses = 30, -- Uses until destroyed
250 material = "", -- Material for recipes
251 recipe = { -- Craft recipe, if material isn't used
252 {"air", "air", "air"},
261 description = "", -- Description of seed item
262 inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
263 steps = 8, -- How many steps the plant has to grow, until it can be harvested
264 -- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
265 minlight = 13, -- Minimum light to grow
266 maxlight = default.LIGHT_MAX -- Maximum light to grow
272 New node def property:
276 * Called when fire attempts to remove a burning node.
277 * `pos` Position of the burning node.
279 `on_ignite(pos, igniter)`
281 * Called when Flint and steel (or a mod defined ignitor) is used on a node.
282 Defining it may prevent the default action (spawning flames) from triggering.
283 * `pos` Position of the ignited node.
284 * `igniter` Player that used the tool, when available.
287 Give Initial Stuff API
288 ----------------------
290 `give_initial_stuff.give(player)`
292 ^ Give initial stuff to "player"
294 `give_initial_stuff.add(stack)`
296 ^ Add item to the initial stuff
297 ^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
298 ^ Can be called after the game has loaded
300 `give_initial_stuff.clear()`
302 ^ Removes all items from the initial stuff
303 ^ Can be called after the game has loaded
305 `give_initial_stuff.get_list()`
307 ^ returns list of item stacks
309 `give_initial_stuff.set_list(list)`
311 ^ List of initial items with numeric indices.
313 `give_initial_stuff.add_from_csv(str)`
315 ^ str is a comma separated list of initial stuff
316 ^ Adds items to the list of items to be given
322 The player API can register player models and update the player's appearence
324 * `player_api.register_model(name, def)`
325 * Register a new model to be used by players
326 * name: model filename such as "character.x", "foo.b3d", etc.
327 * def: See [#Model definition]
328 * saved to player_api.registered_models
330 * `player_api.registered_player_models[name]`
331 * Get a model's definition
332 * see [#Model definition]
334 * `player_api.set_model(player, model_name)`
335 * Change a player's model
336 * `player`: PlayerRef
337 * `model_name`: model registered with player_api.register_model()
339 * `player_api.set_animation(player, anim_name [, speed])`
340 * Applies an animation to a player
341 * anim_name: name of the animation.
342 * speed: frames per second. If nil, default from the model is used
344 * `player_api.set_textures(player, textures)`
345 * Sets player textures
346 * `player`: PlayerRef
347 * `textures`: array of textures, If `textures` is nil the default
348 textures from the model def are used
350 * `player_api.get_animation(player)`
351 * Returns a table containing fields `model`, `textures` and `animation`.
352 * Any of the fields of the returned table may be nil.
358 animation_speed = 30, -- Default animation speed, in FPS.
359 textures = {"character.png", }, -- Default array of textures.
360 visual_size = {x = 1, y = 1}, -- Used to scale the model.
362 -- <anim_name> = {x = <start_frame>, y = <end_frame>},
363 foo = {x = 0, y = 19},
364 bar = {x = 20, y = 39},
367 collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.77, 0.3}, -- In nodes from feet position
368 stepheight = 0.6, -- In nodes
375 `tnt.register_tnt(definition)`
377 ^ Register a new type of tnt.
379 * `name` The name of the node. If no prefix is given `tnt` is used.
380 * `description` A description for your TNT.
381 * `radius` The radius within which the TNT can destroy nodes. The default is 3.
382 * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
383 * `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
384 * `disable_drops` Disable drops. By default it is set to false.
385 * `ignore_protection` Don't check `minetest.is_protected` before removing a node.
386 * `ignore_on_blast` Don't call `on_blast` even if a node has one.
387 * `tiles` Textures for node
388 * `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
389 * `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
390 * `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
391 * `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
393 `tnt.boom(position[, definition])`
395 ^ Create an explosion.
397 * `position` The center of explosion.
398 * `definition` The TNT definion as passed to `tnt.register` with the following addition:
399 * `explode_center` false by default which removes TNT node on blast, when true will explode center node.
401 `tnt.burn(position, [nodename])`
403 ^ Ignite node at position, triggering its `on_ignite` callback (see fire mod).
404 If no such callback exists, fallback to turn tnt group nodes to their
406 nodename isn't required unless already known.
408 To make dropping items from node inventories easier, you can use the
409 following helper function from 'default':
411 default.get_inventory_drops(pos, inventory, drops)
413 ^ Return drops from node inventory "inventory" in drops.
415 * `pos` - the node position
416 * `inventory` - the name of the inventory (string)
417 * `drops` - an initialized list
419 The function returns no values. The drops are returned in the `drops`
420 parameter, and drops is not reinitialized so you can call it several
421 times in a row to add more inventory items to it.
424 `on_blast` callbacks:
426 Both nodedefs and entitydefs can provide an `on_blast()` callback
428 `nodedef.on_blast(pos, intensity)`
429 ^ Allow drop and node removal overriding
430 * `pos` - node position
431 * `intensity` - TNT explosion measure. larger or equal to 1.0
432 ^ Should return a list of drops (e.g. {"default:stone"})
433 ^ Should perform node removal itself. If callback exists in the nodedef
434 ^ then the TNT code will not destroy this node.
436 `entitydef.on_blast(luaobj, damage)`
437 ^ Allow TNT effects on entities to be overridden
438 * `luaobj` - LuaEntityRef of the entity
439 * `damage` - suggested HP damage value
440 ^ Should return a list of (bool do_damage, bool do_knockback, table drops)
441 * `do_damage` - if true then TNT mod wil damage the entity
442 * `do_knockback` - if true then TNT mod will knock the entity away
443 * `drops` - a list of drops, e.g. {"wool:red"}
449 The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
450 To use it, add the `on_screwdriver` function to the node definition.
452 `on_rotate(pos, node, user, mode, new_param2)`
454 * `pos` Position of the node that the screwdriver is being used on
456 * `user` The player who used the screwdriver
457 * `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
458 * `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
459 * return value: false to disallow rotation, nil to keep default behaviour, true to allow
460 it but to indicate that changed have already been made (so the screwdriver will wear out)
461 * use `on_rotate = false` to always disallow rotation
462 * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
468 The sethome API adds three global functions to allow mods to read a players home position,
469 set a players home position and teleport a player to home position.
473 * `name` Player who's home position you wish to get
474 * return value: false if no player home coords exist, position table if true
476 `sethome.set(name, pos)`
478 * `name` Player who's home position you wish to set
479 * `pos` Position table containing coords of home position
480 * return value: false if unable to set and save new home position, otherwise true
484 * `name` Player you wish to teleport to their home position
485 * return value: false if player cannot be sent home, otherwise true
495 * sfinv.set_page(player, pagename) - changes the page
496 * sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
497 * sfinv.register_page(name, def) - register a page, see section below
498 * sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
499 * Note: Page must already be defined, (opt)depend on the mod defining it.
500 * sfinv.set_player_inventory_formspec(player) - (re)builds page formspec
501 and calls set_inventory_formspec().
502 * sfinv.get_formspec(player, context) - builds current page's formspec
506 * sfinv.get_or_create_context(player) - gets the player's context
507 * sfinv.set_context(player, context)
511 * sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
512 * show_inv, defaults to false. Whether to show the player's main inventory
513 * size, defaults to `size[8,8.6]` if not specified
514 * sfinv.get_nav_fs(player, context, nav, current_idx) - creates tabheader or ""
518 * pages - table of pages[pagename] = def
519 * pages_unordered - array table of pages in order of addition (used to build navigation tabs).
520 * contexts - contexts[playername] = player_context
521 * enabled - set to false to disable. Good for inventory rehaul mods like unified inventory
525 A table with these keys:
527 * page - current page name
528 * nav - a list of page names
529 * nav_titles - a list of page titles
530 * nav_idx - current nav index (in nav and nav_titles)
531 * any thing you want to store
532 * sfinv will clear the stored data on log out / log in
534 ### sfinv.register_page
536 sfinv.register_page(name, def)
538 def is a table containing:
540 * `title` - human readable page name (required)
541 * `get(self, player, context)` - returns a formspec string. See formspec variables. (required)
542 * `is_in_nav(self, player, context)` - return true to show in the navigation (the tab header, by default)
543 * `on_player_receive_fields(self, player, context, fields)` - on formspec submit.
544 * `on_enter(self, player, context)` - called when the player changes pages, usually using the tabs.
545 * `on_leave(self, player, context)` - when leaving this page to go to another, called before other's on_enter
549 Use sfinv.make_formspec to apply a layout:
551 return sfinv.make_formspec(player, context, [[
552 list[current_player;craft;1.75,0.5;3,3;]
553 list[current_player;craftpreview;5.75,1.5;1,1;]
554 image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
555 listring[current_player;main]
556 listring[current_player;craft]
557 image[0,4.25;1,1;gui_hb_bg.png]
558 image[1,4.25;1,1;gui_hb_bg.png]
559 image[2,4.25;1,1;gui_hb_bg.png]
560 image[3,4.25;1,1;gui_hb_bg.png]
561 image[4,4.25;1,1;gui_hb_bg.png]
562 image[5,4.25;1,1;gui_hb_bg.png]
563 image[6,4.25;1,1;gui_hb_bg.png]
564 image[7,4.25;1,1;gui_hb_bg.png]
567 See above (methods section) for more options.
569 ### Customising themes
571 Simply override this function to change the navigation:
573 function sfinv.get_nav_fs(player, context, nav, current_idx)
577 And override this function to change the layout:
579 function sfinv.make_formspec(player, context, content, show_inv, size)
581 size or "size[8,8.6]",
583 sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
589 return table.concat(tmp, "")
595 The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
596 delivered with Minetest Game, to keep them compatible with other mods.
598 `stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
601 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
602 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
603 * `groups`: see [Known damage and digging time defining groups]
604 * `images`: see [Tile definition]
605 * `description`: used for the description field in the stair's definition
606 * `sounds`: see [#Default sounds]
608 `stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
611 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
612 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
613 * `groups`: see [Known damage and digging time defining groups]
614 * `images`: see [Tile definition]
615 * `description`: used for the description field in the stair's definition
616 * `sounds`: see [#Default sounds]
618 `stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
620 * A wrapper for stairs.register_stair and stairs.register_slab
621 * Uses almost the same arguments as stairs.register_stair
622 * `desc_stair`: Description for stair node
623 * `desc_slab`: Description for slab node
628 Creates panes that automatically connect to each other
630 `xpanes.register_pane(subname, def)`
632 * `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
633 * `def`: See [#Pane definition]
638 textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
639 groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
640 sounds = SoundSpec, -- See [#Default sounds]
641 recipe = {{"","","","","","","","",""}}, -- Recipe field only
647 The following nodes use the group `connect_to_raillike` and will only connect to
648 raillike nodes within this group and the same group value.
649 Use `minetest.raillike_group(<Name>)` to get the group value.
651 | Node type | Raillike group name
652 |-----------------------|---------------------
653 | default:rail | "rail"
654 | tnt:gunpowder | "gunpowder"
655 | tnt:gunpowder_burning | "gunpowder"
658 If you want to add a new rail type and want it to connect with default:rail,
659 add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
666 Sounds inside the default table can be used within the sounds field of node definitions.
668 * `default.node_sound_defaults()`
669 * `default.node_sound_stone_defaults()`
670 * `default.node_sound_dirt_defaults()`
671 * `default.node_sound_sand_defaults()`
672 * `default.node_sound_wood_defaults()`
673 * `default.node_sound_leaves_defaults()`
674 * `default.node_sound_glass_defaults()`
675 * `default.node_sound_metal_defaults()`
680 `default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
686 `default.get_hotbar_bg(x, y)`
688 * Get the hotbar background as string, containing the formspec elements
689 * x: Horizontal position in the formspec
690 * y: Vertical position in the formspec
694 * Background color formspec element
698 * Image overlay formspec element for the background to use in formspecs
702 * `listcolors` formspec element that is used to format the slots in formspecs
704 `default.gui_survival_form`
706 * Entire formspec for the survival inventory
708 `default.get_chest_formspec(pos)`
710 * Get the chest formspec using the defined GUI elements
711 * pos: Location of the node
713 `default.get_furnace_active_formspec(fuel_percent, item_percent)`
715 * Get the active furnace formspec using the defined GUI elements
716 * fuel_percent: Percent of how much the fuel is used
717 * item_percent: Percent of how much the item is cooked
719 `default.get_furnace_inactive_formspec()`
721 * Get the inactive furnace formspec using the defined GUI elements
727 To enable leaf decay for leaves when a tree is cut down by a player,
728 register the tree with the default.register_leafdecay(leafdecaydef)
731 If `param2` of any registered node is ~= 0, the node will always be
732 preserved. Thus, if the player places a node of that kind, you will
733 want to set `param2 = 1` or so.
735 The function `default.after_place_leaves` can be set as
736 `after_place_node of a node` to set param2 to 1 if the player places
737 the node (should not be used for nodes that use param2 otherwise
740 If the node is in the `leafdecay_drop` group then it will always be
743 `default.register_leafdecay(leafdecaydef)`
745 `leafdecaydef` is a table, with following members:
747 trunks = {"default:tree"}, -- nodes considered trunks
748 leaves = {"default:leaves", "default:apple"},
749 -- nodes considered for removal
750 radius = 3, -- radius to consider for searching
753 Note: all the listed nodes in `trunks` have their `on_after_destruct`
754 callback overridden. All the nodes listed in `leaves` have their
755 `on_timer` callback overridden.
761 To make recipes that will work with any dye ever made by anybody, define
762 them based on groups. You can select any group of groups, based on your need for
777 * `basecolor_magenta`
779 Extended color groups ( * means also base color )
782 * `excolor_lightgrey`
796 * `excolor_magenta` *
797 * `excolor_red_violet`
799 The whole unifieddyes palette as groups:
801 * `unicolor_<excolor>`
803 For the following, no white/grey/black is allowed:
805 * `unicolor_medium_<excolor>`
806 * `unicolor_dark_<excolor>`
807 * `unicolor_light_<excolor>`
808 * `unicolor_<excolor>_s50`
809 * `unicolor_medium_<excolor>_s50`
810 * `unicolor_dark_<excolor>_s50`
812 Example of one shapeless recipe using a color group:
814 minetest.register_craft({
816 output = '<mod>:item_yellow',
817 recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
822 * `dye.basecolors` are an array containing the names of available base colors
824 * `dye.excolors` are an array containing the names of the available extended colors
829 * `default.grow_tree(pos, is_apple_tree)`
830 * Grows a mgv6 tree or apple tree at pos
832 * `default.grow_jungle_tree(pos)`
833 * Grows a mgv6 jungletree at pos
835 * `default.grow_pine_tree(pos)`
836 * Grows a mgv6 pinetree at pos
838 * `default.grow_new_apple_tree(pos)`
839 * Grows a new design apple tree at pos
841 * `default.grow_new_jungle_tree(pos)`
842 * Grows a new design jungle tree at pos
844 * `default.grow_new_pine_tree(pos)`
845 * Grows a new design pine tree at pos
847 * `default.grow_new_snowy_pine_tree(pos)`
848 * Grows a new design snowy pine tree at pos
850 * `default.grow_new_acacia_tree(pos)`
851 * Grows a new design acacia tree at pos
853 * `default.grow_new_aspen_tree(pos)`
854 * Grows a new design aspen tree at pos
856 * `default.grow_bush(pos)`
857 * Grows a bush at pos
859 * `default.grow_acacia_bush(pos)`
860 * Grows an acaia bush at pos
866 "mycarts:myrail", -- Rail name
867 nodedef, -- standard nodedef
868 railparams -- rail parameter struct (optional)
872 on_step(obj, dtime), -- Event handler called when
874 acceleration, -- integer acceleration factor (negative
878 The event handler is called after all default calculations
879 are made, so the custom on_step handler can override things
880 like speed, acceleration, player attachment. The handler will
881 likely be called many times per second, so the function needs
882 to make sure that the event is handled properly.
887 The key API allows mods to add key functionality to nodes that have
888 ownership or specific permissions. Using the API will make it so
889 that a node owner can use skeleton keys on their nodes to create keys
890 for that node in that location, and give that key to other players,
891 allowing them some sort of access that they otherwise would not have
892 due to node protection.
894 To make your new nodes work with the key API, you need to register
895 two callback functions in each nodedef:
898 `on_key_use(pos, player)`
899 * Is called when a player right-clicks (uses) a normal key on your
901 * `pos` - position of the node
902 * `player` - PlayerRef
903 * return value: none, ignored
905 The `on_key_use` callback should validate that the player is wielding
906 a key item with the right key meta secret. If needed the code should
907 deny access to the node functionality.
909 If formspecs are used, the formspec callbacks should duplicate these
910 checks in the metadata callback functions.
913 `on_skeleton_key_use(pos, player, newsecret)`
915 * Is called when a player right-clicks (uses) a skeleton key on your
917 * `pos` - position of the node
918 * `player` - PlayerRef
919 * `newsecret` - a secret value(string)
921 * `secret` - `nil` or the secret value that unlocks the door
922 * `name` - a string description of the node ("a locked chest")
923 * `owner` - name of the node owner
925 The `on_skeleton_key_use` function should validate that the player has
926 the right permissions to make a new key for the item. The newsecret
927 value is useful if the node has no secret value. The function should
928 store this secret value somewhere so that in the future it may compare
929 key secrets and match them to allow access. If a node already has a
930 secret value, the function should return that secret value instead
931 of the newsecret value. The secret value stored for the node should
932 not be overwritten, as this would invalidate existing keys.
934 Aside from the secret value, the function should retun a descriptive
935 name for the node and the owner name. The return values are all
936 encoded in the key that will be given to the player in replacement
937 for the wielded skeleton key.
939 if `nil` is returned, it is assumed that the wielder did not have
940 permissions to create a key for this node, and no key is created.