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 Allows creation of new fences with "fencelike" drawtype.
169 `default.register_fence(name, item definition)`
171 Registers a new fence. Custom fields texture and material are required, as
172 are name and description. The rest is optional. You can pass most normal
173 nodedef fields here except drawtype. The fence group will always be added
178 name = "default:fence_wood",
179 description = "Wooden Fence",
180 texture = "default_wood.png",
181 material = "default:wood",
182 groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
183 sounds = default.node_sound_wood_defaults(),
188 The walls API allows easy addition of stone auto-connecting wall nodes.
190 walls.register(name, desc, texture, mat, sounds)
191 ^ name = "walls:stone_wall". Node name.
192 ^ desc = "A Stone wall"
193 ^ texture = "default_stone.png"
194 ^ mat = "default:stone". Used to auto-generate crafting recipe.
195 ^ sounds = sounds: see [#Default sounds]
200 The farming API allows you to easily register plants and hoes.
202 `farming.register_hoe(name, hoe definition)`
203 * Register a new hoe, see [#hoe definition]
205 `farming.register_plant(name, Plant definition)`
206 * Register a new growing plant, see [#Plant definition]
208 `farming.registered_plants[name] = definition`
209 * Table of registered plants, indexed by plant name
215 description = "", -- Description for tooltip
216 inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
217 max_uses = 30, -- Uses until destroyed
218 material = "", -- Material for recipes
219 recipe = { -- Craft recipe, if material isn't used
220 {"air", "air", "air"},
229 description = "", -- Description of seed item
230 inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
231 steps = 8, -- How many steps the plant has to grow, until it can be harvested
232 -- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
233 minlight = 13, -- Minimum light to grow
234 maxlight = default.LIGHT_MAX -- Maximum light to grow
240 New node def property:
244 * Called when fire attempts to remove a burning node.
245 * `pos` Position of the burning node.
247 `on_ignite(pos, igniter)`
249 * Called when Flint and steel (or a mod defined ignitor) is used on a node.
250 Defining it may prevent the default action (spawning flames) from triggering.
251 * `pos` Position of the ignited node.
252 * `igniter` Player that used the tool, when available.
255 Give Initial Stuff API
256 ----------------------
258 `give_initial_stuff.give(player)`
260 ^ Give initial stuff to "player"
262 `give_initial_stuff.add(stack)`
264 ^ Add item to the initial stuff
265 ^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
266 ^ Can be called after the game has loaded
268 `give_initial_stuff.clear()`
270 ^ Removes all items from the initial stuff
271 ^ Can be called after the game has loaded
273 `give_initial_stuff.get_list()`
275 ^ returns list of item stacks
277 `give_initial_stuff.set_list(list)`
279 ^ List of initial items with numeric indices.
281 `give_initial_stuff.add_from_csv(str)`
283 ^ str is a comma separated list of initial stuff
284 ^ Adds items to the list of items to be given
290 The player API can register player models and update the player's appearence
292 * `player_api.register_model(name, def)`
293 * Register a new model to be used by players
294 * name: model filename such as "character.x", "foo.b3d", etc.
295 * def: See [#Model definition]
296 * saved to player_api.registered_models
298 * `player_api.registered_player_models[name]`
299 * Get a model's definition
300 * see [#Model definition]
302 * `player_api.set_model(player, model_name)`
303 * Change a player's model
304 * `player`: PlayerRef
305 * `model_name`: model registered with player_api.register_model()
307 * `player_api.set_animation(player, anim_name [, speed])`
308 * Applies an animation to a player
309 * anim_name: name of the animation.
310 * speed: frames per second. If nil, default from the model is used
312 * `player_api.set_textures(player, textures)`
313 * Sets player textures
314 * `player`: PlayerRef
315 * `textures`: array of textures, If `textures` is nil the default
316 textures from the model def are used
318 * `player_api.get_animation(player)`
319 * Returns a table containing fields `model`, `textures` and `animation`.
320 * Any of the fields of the returned table may be nil.
326 animation_speed = 30, -- Default animation speed, in FPS.
327 textures = {"character.png", }, -- Default array of textures.
328 visual_size = {x = 1, y = 1}, -- Used to scale the model.
330 -- <anim_name> = {x = <start_frame>, y = <end_frame>},
331 foo = {x = 0, y = 19},
332 bar = {x = 20, y = 39},
335 collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.77, 0.3}, -- In nodes from feet position
336 stepheight = 0.6, -- In nodes
343 `tnt.register_tnt(definition)`
345 ^ Register a new type of tnt.
347 * `name` The name of the node. If no prefix is given `tnt` is used.
348 * `description` A description for your TNT.
349 * `radius` The radius within which the TNT can destroy nodes. The default is 3.
350 * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
351 * `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
352 * `disable_drops` Disable drops. By default it is set to false.
353 * `ignore_protection` Don't check `minetest.is_protected` before removing a node.
354 * `ignore_on_blast` Don't call `on_blast` even if a node has one.
355 * `tiles` Textures for node
356 * `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
357 * `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
358 * `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
359 * `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)`
363 ^ Create an explosion.
365 * `position` The center of explosion.
366 * `definition` The TNT definion as passed to `tnt.register`
368 `tnt.burn(position, [nodename])`
370 ^ Ignite node at position, triggering its `on_ignite` callback (see fire mod).
371 If no such callback exists, fallback to turn tnt group nodes to their
373 nodename isn't required unless already known.
375 To make dropping items from node inventories easier, you can use the
376 following helper function from 'default':
378 default.get_inventory_drops(pos, inventory, drops)
380 ^ Return drops from node inventory "inventory" in drops.
382 * `pos` - the node position
383 * `inventory` - the name of the inventory (string)
384 * `drops` - an initialized list
386 The function returns no values. The drops are returned in the `drops`
387 parameter, and drops is not reinitialized so you can call it several
388 times in a row to add more inventory items to it.
391 `on_blast` callbacks:
393 Both nodedefs and entitydefs can provide an `on_blast()` callback
395 `nodedef.on_blast(pos, intensity)`
396 ^ Allow drop and node removal overriding
397 * `pos` - node position
398 * `intensity` - TNT explosion measure. larger or equal to 1.0
399 ^ Should return a list of drops (e.g. {"default:stone"})
400 ^ Should perform node removal itself. If callback exists in the nodedef
401 ^ then the TNT code will not destroy this node.
403 `entitydef.on_blast(luaobj, damage)`
404 ^ Allow TNT effects on entities to be overridden
405 * `luaobj` - LuaEntityRef of the entity
406 * `damage` - suggested HP damage value
407 ^ Should return a list of (bool do_damage, bool do_knockback, table drops)
408 * `do_damage` - if true then TNT mod wil damage the entity
409 * `do_knockback` - if true then TNT mod will knock the entity away
410 * `drops` - a list of drops, e.g. {"wool:red"}
416 The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
417 To use it, add the `on_screwdriver` function to the node definition.
419 `on_rotate(pos, node, user, mode, new_param2)`
421 * `pos` Position of the node that the screwdriver is being used on
423 * `user` The player who used the screwdriver
424 * `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
425 * `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
426 * return value: false to disallow rotation, nil to keep default behaviour, true to allow
427 it but to indicate that changed have already been made (so the screwdriver will wear out)
428 * use `on_rotate = false` to always disallow rotation
429 * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
435 The sethome API adds three global functions to allow mods to read a players home position,
436 set a players home position and teleport a player to home position.
440 * `name` Player who's home position you wish to get
441 * return value: false if no player home coords exist, position table if true
443 `sethome.set(name, pos)`
445 * `name` Player who's home position you wish to set
446 * `pos` Position table containing coords of home position
447 * return value: false if unable to set and save new home position, otherwise true
451 * `name` Player you wish to teleport to their home position
452 * return value: false if player cannot be sent home, otherwise true
462 * sfinv.set_page(player, pagename) - changes the page
463 * sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
464 * sfinv.register_page(name, def) - register a page, see section below
465 * sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
466 * Note: Page must already be defined, (opt)depend on the mod defining it.
467 * sfinv.set_player_inventory_formspec(player) - (re)builds page formspec
468 and calls set_inventory_formspec().
469 * sfinv.get_formspec(player, context) - builds current page's formspec
473 * sfinv.get_or_create_context(player) - gets the player's context
474 * sfinv.set_context(player, context)
478 * sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
479 * show_inv, defaults to false. Whether to show the player's main inventory
480 * size, defaults to `size[8,8.6]` if not specified
481 * sfinv.get_nav_fs(player, context, nav, current_idx) - creates tabheader or ""
485 * pages - table of pages[pagename] = def
486 * pages_unordered - array table of pages in order of addition (used to build navigation tabs).
487 * contexts - contexts[playername] = player_context
488 * enabled - set to false to disable. Good for inventory rehaul mods like unified inventory
492 A table with these keys:
494 * page - current page name
495 * nav - a list of page names
496 * nav_titles - a list of page titles
497 * nav_idx - current nav index (in nav and nav_titles)
498 * any thing you want to store
499 * sfinv will clear the stored data on log out / log in
501 ### sfinv.register_page
503 sfinv.register_page(name, def)
505 def is a table containing:
507 * `title` - human readable page name (required)
508 * `get(self, player, context)` - returns a formspec string. See formspec variables. (required)
509 * `is_in_nav(self, player, context)` - return true to show in the navigation (the tab header, by default)
510 * `on_player_receive_fields(self, player, context, fields)` - on formspec submit.
511 * `on_enter(self, player, context)` - called when the player changes pages, usually using the tabs.
512 * `on_leave(self, player, context)` - when leaving this page to go to another, called before other's on_enter
516 Use sfinv.make_formspec to apply a layout:
518 return sfinv.make_formspec(player, context, [[
519 list[current_player;craft;1.75,0.5;3,3;]
520 list[current_player;craftpreview;5.75,1.5;1,1;]
521 image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
522 listring[current_player;main]
523 listring[current_player;craft]
524 image[0,4.25;1,1;gui_hb_bg.png]
525 image[1,4.25;1,1;gui_hb_bg.png]
526 image[2,4.25;1,1;gui_hb_bg.png]
527 image[3,4.25;1,1;gui_hb_bg.png]
528 image[4,4.25;1,1;gui_hb_bg.png]
529 image[5,4.25;1,1;gui_hb_bg.png]
530 image[6,4.25;1,1;gui_hb_bg.png]
531 image[7,4.25;1,1;gui_hb_bg.png]
534 See above (methods section) for more options.
536 ### Customising themes
538 Simply override this function to change the navigation:
540 function sfinv.get_nav_fs(player, context, nav, current_idx)
544 And override this function to change the layout:
546 function sfinv.make_formspec(player, context, content, show_inv, size)
548 size or "size[8,8.6]",
550 sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
556 return table.concat(tmp, "")
562 The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
563 delivered with Minetest Game, to keep them compatible with other mods.
565 `stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
568 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
569 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
570 * `groups`: see [Known damage and digging time defining groups]
571 * `images`: see [Tile definition]
572 * `description`: used for the description field in the stair's definition
573 * `sounds`: see [#Default sounds]
575 `stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
578 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
579 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
580 * `groups`: see [Known damage and digging time defining groups]
581 * `images`: see [Tile definition]
582 * `description`: used for the description field in the stair's definition
583 * `sounds`: see [#Default sounds]
585 `stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
587 * A wrapper for stairs.register_stair and stairs.register_slab
588 * Uses almost the same arguments as stairs.register_stair
589 * `desc_stair`: Description for stair node
590 * `desc_slab`: Description for slab node
595 Creates panes that automatically connect to each other
597 `xpanes.register_pane(subname, def)`
599 * `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
600 * `def`: See [#Pane definition]
605 textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
606 groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
607 sounds = SoundSpec, -- See [#Default sounds]
608 recipe = {{"","","","","","","","",""}}, -- Recipe field only
614 The following nodes use the group `connect_to_raillike` and will only connect to
615 raillike nodes within this group and the same group value.
616 Use `minetest.raillike_group(<Name>)` to get the group value.
618 | Node type | Raillike group name
619 |-----------------------|---------------------
620 | default:rail | "rail"
621 | tnt:gunpowder | "gunpowder"
622 | tnt:gunpowder_burning | "gunpowder"
625 If you want to add a new rail type and want it to connect with default:rail,
626 add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
633 Sounds inside the default table can be used within the sounds field of node definitions.
635 * `default.node_sound_defaults()`
636 * `default.node_sound_stone_defaults()`
637 * `default.node_sound_dirt_defaults()`
638 * `default.node_sound_sand_defaults()`
639 * `default.node_sound_wood_defaults()`
640 * `default.node_sound_leaves_defaults()`
641 * `default.node_sound_glass_defaults()`
642 * `default.node_sound_metal_defaults()`
647 `default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
653 `default.get_hotbar_bg(x, y)`
655 * Get the hotbar background as string, containing the formspec elements
656 * x: Horizontal position in the formspec
657 * y: Vertical position in the formspec
661 * Background color formspec element
665 * Image overlay formspec element for the background to use in formspecs
669 * `listcolors` formspec element that is used to format the slots in formspecs
671 `default.gui_survival_form`
673 * Entire formspec for the survival inventory
675 `default.get_chest_formspec(pos)`
677 * Get the chest formspec using the defined GUI elements
678 * pos: Location of the node
680 `default.get_furnace_active_formspec(fuel_percent, item_percent)`
682 * Get the active furnace formspec using the defined GUI elements
683 * fuel_percent: Percent of how much the fuel is used
684 * item_percent: Percent of how much the item is cooked
686 `default.get_furnace_inactive_formspec()`
688 * Get the inactive furnace formspec using the defined GUI elements
694 To enable leaf decay for leaves when a tree is cut down by a player,
695 register the tree with the default.register_leafdecay(leafdecaydef)
698 If `param2` of any registered node is ~= 0, the node will always be
699 preserved. Thus, if the player places a node of that kind, you will
700 want to set `param2 = 1` or so.
702 The function `default.after_place_leaves` can be set as
703 `after_place_node of a node` to set param2 to 1 if the player places
704 the node (should not be used for nodes that use param2 otherwise
707 If the node is in the `leafdecay_drop` group then it will always be
710 `default.register_leafdecay(leafdecaydef)`
712 `leafdecaydef` is a table, with following members:
714 trunks = {"default:tree"}, -- nodes considered trunks
715 leaves = {"default:leaves", "default:apple"},
716 -- nodes considered for removal
717 radius = 3, -- radius to consider for searching
720 Note: all the listed nodes in `trunks` have their `on_after_destruct`
721 callback overridden. All the nodes listed in `leaves` have their
722 `on_timer` callback overridden.
728 To make recipes that will work with any dye ever made by anybody, define
729 them based on groups. You can select any group of groups, based on your need for
744 * `basecolor_magenta`
746 Extended color groups ( * means also base color )
749 * `excolor_lightgrey`
763 * `excolor_magenta` *
764 * `excolor_red_violet`
766 The whole unifieddyes palette as groups:
768 * `unicolor_<excolor>`
770 For the following, no white/grey/black is allowed:
772 * `unicolor_medium_<excolor>`
773 * `unicolor_dark_<excolor>`
774 * `unicolor_light_<excolor>`
775 * `unicolor_<excolor>_s50`
776 * `unicolor_medium_<excolor>_s50`
777 * `unicolor_dark_<excolor>_s50`
779 Example of one shapeless recipe using a color group:
781 minetest.register_craft({
783 output = '<mod>:item_yellow',
784 recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
789 * `dye.basecolors` are an array containing the names of available base colors
791 * `dye.excolors` are an array containing the names of the available extended colors
796 * `default.grow_tree(pos, is_apple_tree)`
797 * Grows a mgv6 tree or apple tree at pos
799 * `default.grow_jungle_tree(pos)`
800 * Grows a mgv6 jungletree at pos
802 * `default.grow_pine_tree(pos)`
803 * Grows a mgv6 pinetree at pos
805 * `default.grow_new_apple_tree(pos)`
806 * Grows a new design apple tree at pos
808 * `default.grow_new_jungle_tree(pos)`
809 * Grows a new design jungle tree at pos
811 * `default.grow_new_pine_tree(pos)`
812 * Grows a new design pine tree at pos
814 * `default.grow_new_snowy_pine_tree(pos)`
815 * Grows a new design snowy pine tree at pos
817 * `default.grow_new_acacia_tree(pos)`
818 * Grows a new design acacia tree at pos
820 * `default.grow_new_aspen_tree(pos)`
821 * Grows a new design aspen tree at pos
823 * `default.grow_bush(pos)`
824 * Grows a bush at pos
826 * `default.grow_acacia_bush(pos)`
827 * Grows an acaia bush at pos
833 "mycarts:myrail", -- Rail name
834 nodedef, -- standard nodedef
835 railparams -- rail parameter struct (optional)
839 on_step(obj, dtime), -- Event handler called when
841 acceleration, -- integer acceleration factor (negative
845 The event handler is called after all default calculations
846 are made, so the custom on_step handler can override things
847 like speed, acceleration, player attachment. The handler will
848 likely be called many times per second, so the function needs
849 to make sure that the event is handled properly.
854 The key API allows mods to add key functionality to nodes that have
855 ownership or specific permissions. Using the API will make it so
856 that a node owner can use skeleton keys on their nodes to create keys
857 for that node in that location, and give that key to other players,
858 allowing them some sort of access that they otherwise would not have
859 due to node protection.
861 To make your new nodes work with the key API, you need to register
862 two callback functions in each nodedef:
865 `on_key_use(pos, player)`
866 * Is called when a player right-clicks (uses) a normal key on your
868 * `pos` - position of the node
869 * `player` - PlayerRef
870 * return value: none, ignored
872 The `on_key_use` callback should validate that the player is wielding
873 a key item with the right key meta secret. If needed the code should
874 deny access to the node functionality.
876 If formspecs are used, the formspec callbacks should duplicate these
877 checks in the metadata callback functions.
880 `on_skeleton_key_use(pos, player, newsecret)`
882 * Is called when a player right-clicks (uses) a skeleton key on your
884 * `pos` - position of the node
885 * `player` - PlayerRef
886 * `newsecret` - a secret value(string)
888 * `secret` - `nil` or the secret value that unlocks the door
889 * `name` - a string description of the node ("a locked chest")
890 * `owner` - name of the node owner
892 The `on_skeleton_key_use` function should validate that the player has
893 the right permissions to make a new key for the item. The newsecret
894 value is useful if the node has no secret value. The function should
895 store this secret value somewhere so that in the future it may compare
896 key secrets and match them to allow access. If a node already has a
897 secret value, the function should return that secret value instead
898 of the newsecret value. The secret value stored for the node should
899 not be overwritten, as this would invalidate existing keys.
901 Aside from the secret value, the function should retun a descriptive
902 name for the node and the owner name. The return values are all
903 encoded in the key that will be given to the player in replacement
904 for the wielded skeleton key.
906 if `nil` is returned, it is assumed that the wielder did not have
907 permissions to create a key for this node, and no key is created.