**WARNING: The client API is currently unstable, and may break/change without warning.**
-Content and functionality can be added to Minetest 0.4 by using Lua
+Content and functionality can be added to Minetest 0.4.15-dev+ by using Lua
scripting in run-time loaded mods.
A mod is a self-contained bunch of scripts, textures and other related
things that is loaded by and interfaces with Minetest.
-Mods are contained and ran solely on the server side. Definitions and media
-files are automatically transferred to the client.
+Transfering client-sided mods form the server to the client is planned, but not implemented yet.
If you see a deficiency in the API, feel free to attempt to add the
functionality in the engine and API. You can send such improvements as
Modpack support
----------------
+**NOTE: Not implemented yet.**
+
Mods can be put in a subdirectory, if the parent directory, which otherwise
should be a mod, contains a file named `modpack.txt`. This file shall be
empty, except for lines starting with `#`, which are comments.
Mod directory structure
------------------------
- mods
- |-- modname
- | |-- depends.txt
- | |-- screenshot.png
- | |-- description.txt
- | |-- settingtypes.txt
- | |-- init.lua
- | |-- models
- | |-- textures
- | | |-- modname_stuff.png
- | | `-- modname_something_else.png
- | |-- sounds
- | |-- media
- | `-- <custom data>
- `-- another
-
+ clientmods
+ ├── modname
+ | ├── depends.txt
+ | ├── init.lua
+ └── another
### modname
-The location of this directory can be fetched by using
-`minetest.get_modpath(modname)`.
+The location of this directory.
-### `depends.txt`
+### depends.txt
List of mods that have to be loaded before loading this mod.
A single line contains a single modname.
to a single modname. Their meaning is that if the specified mod
is missing, that does not prevent this mod from being loaded.
-### `screenshot.png`
-A screenshot shown in the mod manager within the main menu. It should
-have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
-
-### `description.txt`
-A File containing description to be shown within mainmenu.
-
-### `settingtypes.txt`
-A file in the same format as the one in builtin. It will be parsed by the
-settings menu and the settings will be displayed in the "Mods" category.
-
-### `init.lua`
+### init.lua
The main Lua script. Running this script should register everything it
wants to register. Subsequent execution depends on minetest calling the
registered callbacks.
The `:` prefix can also be used for maintaining backwards compatibility.
-### Aliases
-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
-you have an item called `epiclylongmodname:stuff`, you could do
-
- minetest.register_alias("stuff", "epiclylongmodname:stuff")
-
-and be able to use `/giveme stuff`.
-
Sounds
------
+**NOTE: Not fully implemented yet.**
+
Only Ogg Vorbis files are supported.
For positional playing of sounds, only single-channel (mono) files are
Looped sounds must either be connected to an object or played locationless to
one player using `to_player = name,`
-### `SimpleSoundSpec`
+### SimpleSoundSpec
* e.g. `""`
* e.g. `"default_place_node"`
* e.g. `{}`
For helper functions see "Vector helpers".
-### `pointed_thing`
+### pointed_thing
* `{type="nothing"}`
* `{type="node", under=pos, above=pos}`
* `{type="object", ref=ObjectRef}`
Formspec
--------
-Formspec defines a menu. Currently not much else than inventories are
-supported. It is a string, with a somewhat strange format.
+Formspec defines a menu. It is a string, with a somewhat strange format.
Spaces and newlines can be inserted between the blocks, as is used in the
examples.
* `table.copy(table)`: returns a table
* returns a deep copy of `table`
-`minetest` namespace reference
+Minetest namespace reference
------------------------------
### Utilities
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`.
+ `if minetest.nodeupdate then ... end`.
### Logging
* `minetest.debug(...)`
* Encodes a string in base64.
* `minetest.decode_base64(string)`: returns string
* Decodes a string encoded in base64.
-* `core.gettext(string) : returns string
+* `minetest.gettext(string) : returns string
* look up the translation of a string in the gettext message catalog
* `fgettext_ne(string, ...)`
- * call core.gettext(string), replace "$1"..."$9" with the given
+ * call minetest.gettext(string), replace "$1"..."$9" with the given
extra arguments and return the result
* `fgettext(string, ...)` : returns string
- * same as fgettext_ne(), but calls core.formspec_escape before returning result
+ * same as fgettext_ne(), but calls minetest.formspec_escape before returning result
### UI
* `minetest.ui.minimap`
* Reference to the minimap object. See `Minimap` class reference for methods.
-* `show_formspec(formname, formspec)` : returns true on success
+* `minetest.show_formspec(formname, formspec)` : returns true on success
* Shows a formspec to the player
+* `minetest.display_chat_message(message)` returns true on success
+ * Shows a chat message to the current player.
Class reference
---------------
-### `Minimap`
+### Minimap
An interface to manipulate minimap on client UI
* `show()`: shows the minimap (if not disabled by server)
* `get_mode()`: returns the current minimap mode
* `toggle_shape()`: toggles minimap shape to round or square.
-### `Settings`
+### Settings
An interface to read config files in the format of `minetest.conf`.
It can be created via `Settings(filename)`.
{
params = "<name> <privilege>", -- Short parameter description
description = "Remove privilege from player", -- Full description
- privs = {privs=true}, -- Require the "privs" privilege to run
- func = function(name, param), -- Called when command is run.
+ func = function(param), -- Called when command is run.
-- Returns boolean success and text output.
}
Most text can contain escape sequences, that can for example color the text.
There are a few exceptions: tab headers, dropdowns and vertical labels can't.
The following functions provide escape sequences:
-* `core.get_color_escape_sequence(color)`:
+* `minetest.get_color_escape_sequence(color)`:
* `color` is a ColorString
* The escape sequence sets the text color to `color`
-* `core.colorize(color, message)`:
+* `minetest.colorize(color, message)`:
* Equivalent to:
- `core.get_color_escape_sequence(color) ..
+ `minetest.get_color_escape_sequence(color) ..
message ..
- core.get_color_escape_sequence("#ffffff")`
+ minetest.get_color_escape_sequence("#ffffff")`
* `color.get_background_escape_sequence(color)`
* `color` is a ColorString
* The escape sequence sets the background of the whole text element to
[CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
To specify the value of the alpha channel, append `#AA` to the end of the color name
(e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
-value must (always) be two hexadecima
+value must (always) be two hexadecimal digits.