-Minetest Lua Modding API Reference 0.4.14
+Minetest Lua Modding API Reference 0.4.15
=========================================
* More information at <http://www.minetest.net/>
* Developer Wiki: <http://dev.minetest.net/>
The `:` prefix can also be used for maintaining backwards compatibility.
### Aliases
-Aliases can be added by using `minetest.register_alias(name, convert_to)`.
+Aliases can be added by using `minetest.register_alias(name, convert_to)` or
+`minetest.register_alias_force(name, convert_to).
This will make Minetest to convert things called name to things called
`convert_to`.
+The only difference between `minetest.register_alias` and
+`minetest.register_alias_force` is that if an item called `name` exists,
+`minetest.register_alias` will do nothing while
+`minetest.register_alias_force` will unregister it.
+
This can be used for maintaining backwards compatibility.
This can be also used for setting quick access names for things, e.g. if
Example: `cobble.png^(thing1.png^thing2.png)`
A texture for `thing1.png^thing2.png` is created and the resulting
-texture is overlaid over `cobble.png`.
+texture is overlaid on top of `cobble.png`.
+
+### Escaping
+Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
+passing complex texture names as arguments. Escaping is done with backslash and
+is required for `^` and `:`.
+
+Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
+
+The lower 50 percent of `color.png^[mask:trans.png` are overlaid
+on top of `cobble.png`.
### Advanced texture modifiers
default_sandstone.png^[resize:16x16
+#### `[opacity:<r>`
+ Makes the base image transparent according to the given ratio.
+ r must be between 0 and 255.
+ 0 means totally transparent.
+ 255 means totally opaque.
+
+Example:
+
+ default_sandstone.png^[opacity:127
+
+#### `[invert:<mode>`
+Inverts the given channels of the base image.
+Mode may contain the characters "r", "g", "b", "a".
+Only the channels that are mentioned in the mode string will be inverted.
+
+Example:
+
+ default_apple.png^[invert:rgb
+
#### `[brighten`
Brightens the texture.
default_stone.png^[transformFXR90
#### `[inventorycube{<top>{<left>{<right>`
-`^` is replaced by `&` in texture names.
+Escaping does not apply here and `^` is replaced by `&` in texture names instead.
Create an inventory cube texture using the side textures.
The mask is applied using binary AND.
+#### `[sheet:<w>x<h>:<x>,<y>`
+Retrieves a tile at position x,y from the base image
+which it assumes to be a tilesheet with dimensions w,h.
+
+
#### `[colorize:<color>:<ratio>`
Colorize the textures with the given color.
`<color>` is specified as a `ColorString`.
Examples of sound parameter tables:
- -- Play location-less on all clients
+ -- Play locationless on all clients
{
gain = 1.0, -- default
}
- -- Play location-less to a player
+ -- Play locationless to one player
{
to_player = name,
gain = 1.0, -- default
}
+ -- Play locationless to one player, looped
+ {
+ to_player = name,
+ gain = 1.0, -- default
+ loop = true,
+ }
-- Play in a location
{
- pos = {x=1,y=2,z=3},
+ pos = {x = 1, y = 2, z = 3},
gain = 1.0, -- default
max_hear_distance = 32, -- default, uses an euclidean metric
}
object = <an ObjectRef>,
gain = 1.0, -- default
max_hear_distance = 32, -- default, uses an euclidean metric
- loop = true, -- only sounds connected to objects can be looped
+ loop = true,
}
+Looped sounds must either be connected to an object or played locationless to
+one player using `to_player = name,`
+
### `SimpleSoundSpec`
* e.g. `""`
* e.g. `"default_place_node"`
* e.g. `{}`
-* e.g. `{name="default_place_node"}`
-* e.g. `{name="default_place_node", gain=1.0}`
+* e.g. `{name = "default_place_node"}`
+* e.g. `{name = "default_place_node", gain = 1.0}`
Registered definitions of stuff
-------------------------------
* `minetest.register_craftitem(name, item definition)`
* added to `minetest.registered_items[name]`
+* `minetest.unregister_item(name)`
+ * Unregisters the item name from engine, and deletes the entry with key
+ * `name` from `minetest.registered_items` and from the associated item
+ * table according to its nature: minetest.registered_nodes[] etc
+
* `minetest.register_biome(biome definition)`
* returns an integer uniquely identifying the registered biome
* added to `minetest.registered_biome` with the key of `biome.name`
^ The rotation of this node is stored in param2. Plants are rotated this way.
Values range 0 - 179. The value stored in param2 is multiplied by two to
get the actual rotation of the node.
+ paramtype2 == "meshoptions"
+ ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
+ be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
+ a mesh selector. Currently the following meshes are choosable:
+ 0 = a "x" shaped plant (ordinary plant)
+ 1 = a "+" shaped plant (just rotated 45 degrees)
+ 2 = a "*" shaped plant with 3 faces instead of 2
+ 3 = a "#" shaped plant with 4 faces instead of 2
+ 4 = a "#" shaped plant with 4 faces that lean outwards
+ 5-7 are unused and reserved for future meshes.
+ Bits 3 through 7 are optional flags that can be combined and give these
+ effects:
+ bit 3 (0x08) - Makes the plant slightly vary placement horizontally
+ bit 4 (0x10) - Makes the plant mesh 1.4x larger
+ bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
+ bits 6-7 are reserved for future use.
collision_box = {
type = "fixed",
fixed = {
* `fixed_size`: `true`/`false` (optional)
* deprecated: `invsize[<W>,<H>;]`
+#### `container[<X>,<Y>]`
+* Start of a container block, moves all physical elements in the container by (X, Y)
+* Must have matching container_end
+* Containers can be nested, in which case the offsets are added
+ (child containers are relative to parent containers)
+
+#### `container_end[]`
+* End of a container, following elements are no longer relative to this container
+
#### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
* Show an inventory list
#### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
* Textual password style field; will be sent to server when a button is clicked
+* When enter is pressed in field, fields.key_enter_field will be sent with the name
+ of this field.
* `x` and `y` position the field relative to the top left of the menu
* `w` and `h` are the size of the field
* Fields are a set height, but will be vertically centred on `h`
* Position and size units are inventory slots
* `name` is the name of the field as returned in fields to `on_receive_fields`
* `label`, if not blank, will be text printed on the top left above the field
+* See field_close_on_enter to stop enter closing the formspec
#### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
* Textual field; will be sent to server when a button is clicked
+* When enter is pressed in field, fields.key_enter_field will be sent with the name
+ of this field.
* `x` and `y` position the field relative to the top left of the menu
* `w` and `h` are the size of the field
* Fields are a set height, but will be vertically centred on `h`
* `default` may contain variable references such as `${text}'` which
will fill the value from the metadata value `text`
* **Note**: no extra text or more than a single variable is supported ATM.
+* See field_close_on_enter to stop enter closing the formspec
#### `field[<name>;<label>;<default>]`
* As above, but without position/size units
+* When enter is pressed in field, fields.key_enter_field will be sent with the name
+ of this field.
* Special field for creating simple forms, such as sign text input
* Must be used without a `size[]` element
* A "Proceed" button will be added automatically
+* See field_close_on_enter to stop enter closing the formspec
+
+#### `field_close_on_enter[<name>;<close_on_enter>]`
+* <name> is the name of the field
+* if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
+* defaults to true when not specified (ie: no tag for a field)
#### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
* Same as fields above, but with multi-line input
* `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
* `"detached:<name>"`: A detached inventory
+Player Inventory lists
+----------------------
+* `main`: list containing the default inventory
+* `craft`: list containing the craft input
+* `craftpreview`: list containing the craft output
+* `hand`: list containing an override for the empty hand
+
`ColorString`
-------------
`#RGB` defines a color in hexadecimal format.
* `vector.distance(p1, p2)`: returns a number
* `vector.length(v)`: returns a number
* `vector.normalize(v)`: returns a vector
-* `vector.round(v)`: returns a vector, each dimension rounded to floor
+* `vector.floor(v)`: returns a vector, each dimension rounded down
+* `vector.round(v)`: returns a vector, each dimension rounded to nearest int
* `vector.apply(v, func)`: returns a vector
* `vector.equals(v1, v2)`: returns a boolean
* nil: return all entries,
* true: return only subdirectory names, or
* false: return only file names.
+* `minetest.get_version()`: returns a table containing components of the
+ engine version. Components:
+ * `project`: Name of the project, eg, "Minetest"
+ * `string`: Simple version, eg, "1.2.3-dev"
+ * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
+ Use this for informational purposes only. The information in the returned
+ table does not represent the capabilities of the engine, nor is it
+ reliable or verifyable. Compatible forks will have a different name and
+ version entirely. To check for the presence of engine features, test
+ whether the functions exported by the wanted features exist. For example:
+ `if core.nodeupdate then ... end`.
### Logging
* `minetest.debug(...)`
* `minetest.register_node(name, node definition)`
* `minetest.register_tool(name, item definition)`
* `minetest.register_craftitem(name, item definition)`
+* `minetest.unregister_item(name)`
* `minetest.register_alias(name, convert_to)`
+* `minetest.register_alias_force(name, convert_to)`
* `minetest.register_craft(recipe)`
* Check recipe table syntax for different types below.
* `minetest.clear_craft(recipe)`
* Warning! The type field ("shaped","cooking" or any other) will be ignored if the recipe
contains output. Erasing is then done independently from the crafting method.
* `minetest.register_ore(ore definition)`
+* `minetest.register_biome(biome definition)`
* `minetest.register_decoration(decoration definition)`
* `minetest.override_item(name, redefinition)`
* Overrides fields of an item registered with register_node/tool/craftitem.
* Note: Item must already be defined, (opt)depend on the mod defining it.
* Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
-
* `minetest.clear_registered_ores()`
+* `minetest.clear_registered_biomes()`
* `minetest.clear_registered_decorations()`
### Global callback registration functions
* `minetest.register_on_cheat(func(ObjectRef, cheat))`
* Called when a player cheats
* `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
- * `"moved_too_fast"`
- * `"interacted_too_far"`
- * `"finished_unknown_dig"`
+ * `moved_too_fast`
+ * `interacted_too_far`
+ * `interacted_while_dead`
+ * `finished_unknown_dig`
* `dug_unbreakable`
* `dug_too_fast`
* `minetest.register_on_chat_message(func(name, message))`
### Other registration functions
* `minetest.register_chatcommand(cmd, chatcommand definition)`
+ * Adds definition to minetest.registered_chatcommands
* `minetest.register_privilege(name, definition)`
* `definition`: `"description text"`
* `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
* `minetest.set_node(pos, node)`
* `minetest.add_node(pos, node): alias set_node(pos, node)`
* Set node at position (`node = {name="foo", param1=0, param2=0}`)
-* `minetest.swap_node(pos, node`
+* `minetest.swap_node(pos, node)`
* Set node at position, but don't remove metadata
* `minetest.remove_node(pos)`
* Equivalent to `set_node(pos, "air")`
* `minetest.get_mapgen_setting_noiseparams(name)`
* Same as above, but returns the value as a NoiseParams table if the setting `name` exists
and is a valid NoiseParams
-* `minetest.set_mapgen_setting(name, value, [override_meta=false])`
+* `minetest.set_mapgen_setting(name, value, [override_meta])`
* Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
- is not already present in map_meta.txt. If the optional boolean override_meta is set to true,
- this setting will become the active setting regardless of the map metafile contents.
+ is not already present in map_meta.txt.
+ * `override_meta` is an optional boolean (default: `false`). If this is set to true,
+ the setting will become the active setting regardless of the map metafile contents.
* Note: to set the seed, use "seed", not "fixed_map_seed"
-* `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta=false])`
- * Same as above, except value is a NoiseParams table
+* `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
+ * Same as above, except value is a NoiseParams table.
* `minetest.set_noiseparams(name, noiseparams, set_default)`
* Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
* `set_default` is an optional boolean (default: `true`) that specifies whether the setting
* increase level of leveled node by level, default `level` equals `1`
* if `totallevel > maxlevel`, returns rest (`total-max`)
* can be negative for decreasing
+* `core.check_single_for_falling(pos)`
+ * causes an unsupported `group:falling_node` node to fall and causes an
+ unattached `group:attached_node` node to fall.
+ * does not spread these updates to neighbours.
+* `core.check_for_falling(pos)`
+ * causes an unsupported `group:falling_node` node to fall and causes an
+ unattached `group:attached_node` node to fall.
+ * spread these updates to neighbours and can cause a cascade
+ of nodes to fall.
### Inventory
`minetest.get_inventory(location)`: returns an `InvRef`
* `{type="player", name="celeron55"}`
* `{type="node", pos={x=, y=, z=}}`
* `{type="detached", name="creative"}`
-* `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
+* `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
* callbacks: See "Detached inventory callbacks"
+ * player_name: Make detached inventory available to one player exclusively,
+ by default they will be sent to every player (even if not used).
+ Note that this parameter is mostly just a workaround and will be removed in future releases.
* Creates a detached inventory. If it already exists, it is cleared.
* `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
returns left over ItemStack
* `formname`: name passed to `on_player_receive_fields` callbacks.
It should follow the `"modname:<whatever>"` naming convention
* `formspec`: formspec to display
+* `minetest.close_formspec(playername, formname)`
+ * `playername`: name of player to close formspec
+ * `formname`: has to exactly match the one given in show_formspec, or the formspec will
+ not close.
+ * calling show_formspec(playername, formname, "") is equal to this expression
+ * to close a formspec regardless of the formname, call
+ minetest.close_formspec(playername, ""). USE THIS ONLY WHEN ABSOLUTELY NECESSARY!
* `minetest.formspec_escape(string)`: returns a string
* escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
* `minetest.explode_table_event(string)`: returns a table
* `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
and `reconnect` == true displays a reconnect button.
* `minetest.get_server_status()`: returns server status string
+* `minetest.get_server_uptime()`: returns the server uptime in seconds
### Bans
* `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
### Misc.
* `minetest.get_connected_players()`: returns list of `ObjectRefs`
+* `minetest.hud_replace_builtin(name, hud_definition)`
+ * Replaces definition of a builtin hud element
+ * `name`: `"breath"` or `"health"`
+ * `hud_definition`: definition to replace builtin definition
* `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
* Gives a unique hash number for a node position (16+16+16=48bit)
* `minetest.get_position_from_hash(hash)`: returns a position
the creative mode setting, and checks for "sneak" to set the `invert_wall`
parameter.
-* `minetest.forceload_block(pos)`
+* `minetest.forceload_block(pos[, transient])`
* forceloads the position `pos`.
* returns `true` if area could be forceloaded
- * Please note that forceloaded areas are saved when the server restarts.
+ * If `transient` is `false` or absent, the forceload will be persistent
+ (saved between server runs). If `true`, the forceload will be transient
+ (not saved between server runs).
-* `minetest.forceload_free_block(pos)`
+* `minetest.forceload_free_block(pos[, transient])`
* stops forceloading the position `pos`
+ * If `transient` is `false` or absent, frees a persistent forceload.
+ If `true`, frees a transient forceload.
* `minetest.request_insecure_environment()`: returns an environment containing
insecure functions if the calling mod has been listed as trusted in the
* Map of object references, indexed by active object id
* `minetest.luaentities`
* Map of Lua entities, indexed by active object id
+* `minetest.registered_chatcommands`
+ * Map of registered chat command definitions, indexed by name
* `minetest.registered_ores`
* List of registered ore definitions.
* `minetest.registered_biomes`
* `hud_set_hotbar_selected_image(texturename)`
* sets image for selected item of hotbar
* `hud_get_hotbar_selected_image`: returns texturename
-* `hud_replace_builtin(name, hud_definition)`
- * replace definition of a builtin hud element
- * `name`: `"breath"` or `"health"`
- * `hud_definition`: definition to replace builtin definition
* `set_sky(bgcolor, type, {texture names})`
* `bgcolor`: ColorSpec, defaults to white
* Available types:
#### Methods
* `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
(optional) Boolean values `include_borders` and `include_data` control what's copied.
+ Returns nil if specified area id does not exist.
* `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
what's copied.
#### Methods
* `is_empty()`: Returns `true` if stack is empty.
* `get_name()`: Returns item name (e.g. `"default:stone"`).
-* `set_name(item_name)`: Returns boolean success.
- Clears item on failure.
+* `set_name(item_name)`: Returns boolean whether item was cleared
* `get_count()`: Returns number of items on the stack.
-* `set_count(count)`
+* `set_count(count)`: Returns boolean whether item was cleared
* `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
-* `set_wear(wear)`: Returns boolean success.
- Clears item on failure.
+* `set_wear(wear)`: Returns boolean whether item was cleared
* `get_metadata()`: Returns metadata (a string attached to an item stack).
* `set_metadata(metadata)`: Returns true.
* `clear()`: removes all items from the stack, making it empty.
* `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
in the `VoxelManip`
* expects lighting data in the same format that `get_light_data()` returns
-* `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
+* `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
+ * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
+ * If the param `buffer` is present, this table will be used to store the result instead
* `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
* `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
* To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
* It has the member `.object`, which is an `ObjectRef` pointing to the object
* The original prototype stuff is visible directly via a metatable
* Callbacks:
- * `on_activate(self, staticdata)`
+ * `on_activate(self, staticdata, dtime_s)`
* Called when the object is instantiated.
+ * `dtime_s` is the time passed since the object was unloaded, which can
+ be used for updating the entity state.
* `on_step(self, dtime)`
* Called on every server tick, after movement and collision processing.
`dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
`in minetest.conf`.
- * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir`
+ * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
* Called when somebody punches the object.
* Note that you probably want to handle most punches using the
automatic armor group system.
on_activate = function(self, staticdata, dtime_s),
on_step = function(self, dtime),
- on_punch = function(self, hitter),
+ on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
on_rightclick = function(self, clicker),
get_staticdata = function(self),
-- ^ Called sometimes; the string returned is passed to on_activate when
-- the entity is re-activated from static state
- -- Also you can define arbitrary member variables here
- myvariable = whatever,
+ -- Also you can define arbitrary member variables here (see item definition for
+ -- more info)
+ _custom_field = whatever,
}
### ABM (ActiveBlockModifier) definition (`register_abm`)
{
description = "Steel Axe",
- groups = {}, -- key=name, value=rating; rating=1..3.
+ groups = {}, -- key = name, value = rating; rating = 1..3.
if rating not applicable, use 1.
- e.g. {wool=1, fluffy=3}
- {soil=2, outerspace=1, crumbly=1}
- {bendy=2, snappy=1},
- {hard=1, metal=1, spikes=1}
+ e.g. {wool = 1, fluffy = 3}
+ {soil = 2, outerspace = 1, crumbly = 1}
+ {bendy = 2, snappy = 1},
+ {hard = 1, metal = 1, spikes = 1}
inventory_image = "default_tool_steelaxe.png",
wield_image = "",
- wield_scale = {x=1,y=1,z=1},
+ wield_scale = {x = 1, y = 1, z = 1},
stack_max = 99,
range = 4.0,
liquids_pointable = false,
tool_capabilities = {
full_punch_interval = 1.0,
- max_drop_level=0,
- groupcaps={
+ max_drop_level = 0,
+ groupcaps = {
-- For example:
- snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
- choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
+ choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
},
- damage_groups = {groupname=damage},
+ damage_groups = {groupname = damage},
},
node_placement_prediction = nil,
--[[
actual result to client in a short moment.
]]
sound = {
+ breaks = "default_tool_break", -- tools only
place = --[[<SimpleSoundSpec>]],
},
on_place = func(itemstack, placer, pointed_thing),
--[[
^ Shall place item and return the leftover itemstack
+ ^ The placer may be any ObjectRef or nil.
^ default: minetest.item_place ]]
on_secondary_use = func(itemstack, user, pointed_thing),
--[[
^ Same as on_place but called when pointing at nothing.
+ ^ The user may be any ObjectRef or nil.
^ pointed_thing : always { type = "nothing" }
]]
on_drop = func(itemstack, dropper, pos),
--[[
^ Shall drop item and return the leftover itemstack
+ ^ The dropper may be any ObjectRef or nil.
^ default: minetest.item_drop ]]
on_use = func(itemstack, user, pointed_thing),
--[[
inventory, or an itemstack to replace the original itemstack.
e.g. itemstack:take_item(); return itemstack
^ Otherwise, the function is free to do what it wants.
+ ^ The user may be any ObjectRef or nil.
^ The default functions handle regular use cases.
]]
after_use = func(itemstack, user, node, digparams),
itemstack:add_wear(digparams.wear)
return itemstack
end
+ ^ The user may be any ObjectRef or nil.
+ ]]
+ _custom_field = whatever,
+ --[[
+ ^ Add your own custom fields. By convention, all custom field names
+ should start with `_` to avoid naming collisions with future engine
+ usage.
]]
}
* `image` (name)
### Tile animation definition
-* `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
+
+ {
+ type = "vertical_frames",
+ aspect_w = 16,
+ -- ^ specify width of a frame in pixels
+ aspect_h = 16,
+ -- ^ specify height of a frame in pixels
+ length = 3.0,
+ -- ^ specify full loop length
+ }
+
+ {
+ type = "sheet_2d",
+ frames_w = 5,
+ -- ^ specify width in number of frames
+ frames_h = 3,
+ -- ^ specify height in number of frames
+ frame_length = 0.5,
+ -- ^ specify length of a single frame
+ }
### Node definition (`register_node`)
^ Don't forget to use "leveled" type nodebox. ]]
liquid_range = 8, -- number of flowing nodes around source (max. 8)
drowning = 0, -- Player will take this amount of damage if no bubbles are left
- light_source = 0, -- Amount of light emitted by node
+ light_source = 0, --[[
+ ^ Amount of light emitted by node.
+ ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
+ ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
damage_per_second = 0, -- If player is inside node, this damage is caused
node_box = {type="regular"}, -- See "Node boxes"
connects_to = nodenames, --[[
{
deco_type = "simple", -- See "Decoration types"
place_on = "default:dirt_with_grass",
- -- ^ Node that decoration can be placed on
+ -- ^ Node (or list of nodes) that the decoration can be placed on
sidelen = 8,
-- ^ Size of divisions made in the chunk being generated.
-- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
-- ^ Minimum and maximum `y` positions these decorations can be generated at.
-- ^ This parameter refers to the `y` position of the decoration base, so
-- the actual maximum height would be `height_max + size.Y`.
+ spawn_by = "default:water",
+ -- ^ Node (or list of nodes) that the decoration only spawns next to.
+ -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
+ -- ^ one plane at Y = surface and one plane at Y = surface = + 1.
+ num_spawn_by = 1,
+ -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
+ -- ^ If absent or -1, decorations occur next to any nodes.
flags = "liquid_surface, force_placement",
-- ^ Flags for all decoration types.
-- ^ "liquid_surface": Instead of placement on the highest solid surface
-- ^ Number of nodes high the decoration is made.
-- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
height_max = 0,
- -- ^ Number of nodes the decoration can be at maximum.
+ -- ^ Number of nodes the decoration can be at maximum.
-- ^ If absent, the parameter 'height' is used as a constant.
- spawn_by = "default:water",
- -- ^ Node that the decoration only spawns next to.
- -- ^ The neighbours checked are the 8 nodes horizontally surrounding the lowest node of the
- -- ^ decoration, and the 8 nodes horizontally surrounding the ground node below the decoration.
- num_spawn_by = 1,
- -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
- -- ^ If absent or -1, decorations occur next to any nodes.
+ param2 = 0,
+ -- ^ Param2 value of placed decoration node.
----- Schematic-type parameters
schematic = "foobar.mts",
collision_removal = false,
-- ^ collision_removal: if true then particle is removed when it collides,
-- ^ requires collisiondetection = true to have any effect
+ attached = ObjectRef,
+ -- ^ attached: if defined, particle positions, velocities and accelerations
+ -- ^ are relative to this object's position and yaw.
vertical = false,
-- ^ vertical: if true faces player using y axis only
texture = "image.png",