From: pauloue Date: Fri, 3 Aug 2018 20:36:24 +0000 (-0400) Subject: lua_api.txt: Improve code block format (#7599) X-Git-Tag: 5.0.0~272 X-Git-Url: https://git.librecmc.org/?a=commitdiff_plain;h=3e6da817910a4f93353ef2e0b50fb9eb8bd88606;p=oweals%2Fminetest.git lua_api.txt: Improve code block format (#7599) Remove ^ and --[[ ]] symbols. Fix comment indentation level. Separate fields with blank lines. Remove period from single-sentence descriptions, add periods to multi-sentence descriptions. Separate inline comments from the code with two spaces. --- diff --git a/doc/lua_api.txt b/doc/lua_api.txt index 75d96f1c6..2f2a921b2 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -5176,105 +5176,134 @@ Definition tables Object properties ----------------- -Used by `ObjectRef` methods. +Used by `ObjectRef` methods. Part of an Entity definition. { hp_max = 1, - -- ^ For players: Defaults to `minetest.PLAYER_MAX_HP_DEFAULT` + -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`. + breath_max = 0, - -- ^ For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT` + -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`. + zoom_fov = 0.0, - -- ^ For players only. Zoom FOV in degrees. - -- Note that zoom loads and/or generates world beyond the server's - -- maximum send and generate distances, so acts like a telescope. - -- Smaller zoomFOV values increase the distance loaded and/or generated. - -- Defaults to 15 in creative mode, 0 in survival mode. - -- zoom_fov = 0 disables zooming for the player. + -- For players only. Zoom FOV in degrees. + -- Note that zoom loads and/or generates world beyond the server's + -- maximum send and generate distances, so acts like a telescope. + -- Smaller zoom_fov values increase the distance loaded/generated. + -- Defaults to 15 in creative mode, 0 in survival mode. + -- zoom_fov = 0 disables zooming for the player. + eye_height = 1.625, - -- ^ For players only. Camera height above feet position in nodes. - -- Defaults to 1.625. + -- For players only. Camera height above feet position in nodes. + -- Defaults to 1.625. + physical = true, + collide_with_objects = true, - -- ^ Collide with other objects if physical = true. + -- Collide with other objects if physical = true + weight = 5, - collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, + + collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, - -- ^ Default, uses collision box dimensions when not set. - -- ^ For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from - -- object position. + -- Selection box uses collision box dimensions when not set. + -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from + -- object position. + pointable = true, - -- ^ Overrides selection box when false. + -- Overrides selection box when false + visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem", - -- ^ "cube" is a node-sized cube. - -- ^ "sprite" is a flat texture always facing the player. - -- ^ "upright_sprite" is a vertical flat texture. - -- ^ "mesh" uses the defined mesh model. - -- ^ "wielditem" is used for dropped items - -- (see builtin/game/item_entity.lua). - -- For this use 'textures = {itemname}'. - -- If the item has a 'wield_image' the object will be an extrusion of - -- that, otherwise: - -- If 'itemname' is a cubic node or nodebox the object will appear - -- identical to 'itemname'. - -- If 'itemname' is a plantlike node the object will be an extrusion of - -- its texture. - -- Otherwise for non-node items, the object will be an extrusion of - -- 'inventory_image'. + -- "cube" is a node-sized cube. + -- "sprite" is a flat texture always facing the player. + -- "upright_sprite" is a vertical flat texture. + -- "mesh" uses the defined mesh model. + -- "wielditem" is used for dropped items. + -- (see builtin/game/item_entity.lua). + -- For this use 'textures = {itemname}'. + -- If the item has a 'wield_image' the object will be an extrusion of + -- that, otherwise: + -- If 'itemname' is a cubic node or nodebox the object will appear + -- identical to 'itemname'. + -- If 'itemname' is a plantlike node the object will be an extrusion + -- of its texture. + -- Otherwise for non-node items, the object will be an extrusion of + -- 'inventory_image'. + visual_size = {x = 1, y = 1}, - -- ^ `x` multiplies horizontal (X and Z) visual size. - -- ^ `y` multiplies vertical (Y) visual size. + -- `x` multiplies horizontal (X and Z) visual size. + -- `y` multiplies vertical (Y) visual size. + mesh = "model", + textures = {}, - -- ^ Number of required textures depends on visual. - -- ^ "cube" uses 6 textures in the way a node does. - -- ^ "sprite" uses 1 texture. - -- ^ "upright_sprite" uses 2 textures: {front, back}. - -- ^ "wielditem" expects 'textures = {itemname}' (see 'visual' above). + -- Number of required textures depends on visual. + -- "cube" uses 6 textures in the way a node does. + -- "sprite" uses 1 texture. + -- "upright_sprite" uses 2 textures: {front, back}. + -- "wielditem" expects 'textures = {itemname}' (see 'visual' above). + colors = {}, - -- ^ Number of required colors depends on visual. + -- Number of required colors depends on visual + use_texture_alpha = false, - -- ^ Use texture's alpha channel, excludes "upright_sprite" and "wielditem" - -- ^ Note: currently causes visual issues when viewed through other - -- ^ semi-transparent materials such as water. + -- Use texture's alpha channel. + -- Excludes "upright_sprite" and "wielditem". + -- Note: currently causes visual issues when viewed through other + -- semi-transparent materials such as water. + spritediv = {x = 1, y = 1}, - -- ^ Used with spritesheet textures for animation and/or frame selection - -- according to position relative to player. - -- ^ Defines the number of columns and rows in the spritesheet: - -- {columns, rows}. + -- Used with spritesheet textures for animation and/or frame selection + -- according to position relative to player. + -- Defines the number of columns and rows in the spritesheet: + -- {columns, rows}. + initial_sprite_basepos = {x = 0, y = 0}, - -- ^ Used with spritesheet textures. - -- ^ Defines the {column, row} position of the initially used frame in the - -- spritesheet. + -- Used with spritesheet textures. + -- Defines the {column, row} position of the initially used frame in the + -- spritesheet. + is_visible = true, + makes_footstep_sound = false, + automatic_rotate = 0, - -- ^ Set constant rotation in radians per second, positive or negative. - -- ^ Set to 0 to disable constant rotation. + -- Set constant rotation in radians per second, positive or negative. + -- Set to 0 to disable constant rotation. + stepheight = 0, + automatic_face_movement_dir = 0.0, - -- ^ Automatically set yaw to movement direction, offset in degrees, - -- 'false' to disable. + -- Automatically set yaw to movement direction, offset in degrees. + -- 'false' to disable. + automatic_face_movement_max_rotation_per_sec = -1, - -- ^ Limit automatic rotation to this value in degrees per second, - -- value < 0 no limit. + -- Limit automatic rotation to this value in degrees per second. + -- No limit if value < 0. + backface_culling = true, - -- ^ Set to false to disable backface_culling for model. + -- Set to false to disable backface_culling for model + glow = 0, - -- ^ Add this much extra lighting when calculating texture color. - -- Value < 0 disables light's effect on texture color. - -- For faking self-lighting, UI style entities, or programmatic coloring - -- in mods. + -- Add this much extra lighting when calculating texture color. + -- Value < 0 disables light's effect on texture color. + -- For faking self-lighting, UI style entities, or programmatic coloring + -- in mods. + nametag = "", - -- ^ By default empty, for players their name is shown if empty. - nametag_color = , - -- ^ Sets color of nametag as ColorSpec. + -- By default empty, for players their name is shown if empty + + nametag_color = , + -- Sets color of nametag + infotext = "", - -- ^ By default empty, text to be shown when pointed at object. + -- By default empty, text to be shown when pointed at object + static_save = true, - -- ^ If false, never save this object statically. It will simply be - -- deleted when the block gets unloaded. - -- The get_staticdata() callback is never called then. - -- Defaults to 'true' + -- If false, never save this object statically. It will simply be + -- deleted when the block gets unloaded. + -- The get_staticdata() callback is never called then. + -- Defaults to 'true'. } Entity definition @@ -5288,21 +5317,26 @@ Used by `minetest.register_entity`. mesh = "boats_boat.obj", ..., }, - -- ^ A table of object properties, see the `Object properties` section. - -- ^ Object properties being read directly from the entity definition - -- table is deprecated. Define object properties in this - -- `initial_properties` table instead. + -- A table of object properties, see the `Object properties` section. + -- Object properties being read directly from the entity definition + -- table is deprecated. Define object properties in this + -- `initial_properties` table instead. + on_activate = function(self, staticdata, dtime_s), + on_step = function(self, dtime), + 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 + -- Called sometimes; the string returned is passed to on_activate when + -- the entity is re-activated from static state _custom_field = whatever, - -- ^ You can define arbitrary member variables here (see item definition - -- for more info) by using a '_' prefix. + -- You can define arbitrary member variables here (see Item definition + -- for more info) by using a '_' prefix } ABM (ActiveBlockModifier) definition @@ -5312,34 +5346,40 @@ Used by `minetest.register_abm`. { label = "Lava cooling", - ^ Descriptive label for profiling purposes (optional). - Definitions with identical labels will be listed as one. + -- Descriptive label for profiling purposes (optional). + -- Definitions with identical labels will be listed as one. + nodenames = {"default:lava_source"}, - ^ Apply `action` function to these nodes. - ^ `group:groupname` can also be used here. + -- Apply `action` function to these nodes. + -- `group:groupname` can also be used here. + neighbors = {"default:water_source", "default:water_flowing"}, - ^ Only apply `action` to nodes that have one of, or any - combination of, these neighbors. - ^ If left out or empty, any neighbor will do. - ^ `group:groupname` can also be used here. + -- Only apply `action` to nodes that have one of, or any + -- combination of, these neighbors. + -- If left out or empty, any neighbor will do. + -- `group:groupname` can also be used here. + interval = 1.0, - ^ Operation interval in seconds. + -- Operation interval in seconds + chance = 1, - ^ Chance of triggering `action` per-node per-interval is 1.0 / this - value. + -- Chance of triggering `action` per-node per-interval is 1.0 / this + -- value + catch_up = true, - ^ If true, catch-up behaviour is enabled: The `chance` value is - temporarily reduced when returning to an area to simulate time lost - by the area being unattended. Note that the `chance` value can often - be reduced to 1. + -- If true, catch-up behaviour is enabled: The `chance` value is + -- temporarily reduced when returning to an area to simulate time lost + -- by the area being unattended. Note that the `chance` value can often + -- be reduced to 1. + action = function(pos, node, active_object_count, active_object_count_wider), - ^ Function triggered for each qualifying node. - ^ `active_object_count` is number of active objects in the node's - mapblock. - ^ `active_object_count_wider` is number of active objects in the node's - mapblock plus all 26 neighboring mapblocks. If any neighboring - mapblocks are unloaded an estmate is calculated for them based on - loaded mapblocks. + -- Function triggered for each qualifying node. + -- `active_object_count` is number of active objects in the node's + -- mapblock. + -- `active_object_count_wider` is number of active objects in the node's + -- mapblock plus all 26 neighboring mapblocks. If any neighboring + -- mapblocks are unloaded an estmate is calculated for them based on + -- loaded mapblocks. } LBM (LoadingBlockModifier) definition @@ -5349,17 +5389,21 @@ Used by `minetest.register_lbm`. { label = "Upgrade legacy doors", - -- ^ Descriptive label for profiling purposes (optional). - -- Definitions with identical labels will be listed as one. + -- Descriptive label for profiling purposes (optional). + -- Definitions with identical labels will be listed as one. + name = "modname:replace_legacy_door", + nodenames = {"default:lava_source"}, - -- ^ List of node names to trigger the LBM on. - -- Also non-registered nodes will work. - -- Groups (as of group:groupname) will work as well. + -- List of node names to trigger the LBM on. + -- Also non-registered nodes will work. + -- Groups (as of group:groupname) will work as well. + run_at_every_load = false, - -- ^ Whether to run the LBM's action every time a block gets loaded, - -- and not just for blocks that were saved last time before LBMs were - -- introduced to the world. + -- Whether to run the LBM's action every time a block gets loaded, + -- and not just for blocks that were saved last time before LBMs were + -- introduced to the world. + action = func(pos, node), } @@ -5371,32 +5415,43 @@ Used by `minetest.register_node`, `minetest.register_craftitem`, and { description = "Steel Axe", - 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} + + 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} + inventory_image = "default_tool_steelaxe.png", + inventory_overlay = "overlay.png", - ^ An overlay which does not get colorized. + -- An overlay which does not get colorized + wield_image = "", + wield_overlay = "", + palette = "", - --[[ - ^ An image file containing the palette of a node. - ^ You can set the currently used color as the - ^ "palette_index" field of the item stack metadata. - ^ The palette is always stretched to fit indices - ^ between 0 and 255, to ensure compatibility with - ^ "colorfacedir" and "colorwallmounted" nodes. - ]] + -- An image file containing the palette of a node. + -- You can set the currently used color as the "palette_index" field of + -- the item stack metadata. + -- The palette is always stretched to fit indices between 0 and 255, to + -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes. + color = "0xFFFFFFFF", - ^ The color of the item. The palette overrides this. + -- The color of the item. The palette overrides this. + wield_scale = {x = 1, y = 1, z = 1}, + stack_max = 99, + range = 4.0, + liquids_pointable = false, + + -- See "Tools" section tool_capabilities = { full_punch_interval = 1.0, max_drop_level = 0, @@ -5407,84 +5462,79 @@ Used by `minetest.register_node`, `minetest.register_craftitem`, and }, damage_groups = {groupname = damage}, }, + node_placement_prediction = nil, - --[[ - ^ If nil and item is node, prediction is made automatically - ^ If nil and item is not a node, no prediction is made - ^ If "" and item is anything, no prediction is made - ^ Otherwise should be name of node which the client immediately places - on ground when the player places the item. Server will always update - actual result to client in a short moment. - ]] + -- If nil and item is node, prediction is made automatically. + -- If nil and item is not a node, no prediction is made. + -- If "" and item is anything, no prediction is made. + -- Otherwise should be name of node which the client immediately places + -- on ground when the player places the item. Server will always update + -- actual result to client in a short moment. + node_dig_prediction = "air", - --[[ - ^ if "", no prediction is made - ^ if "air", node is removed - ^ Otherwise should be name of node which the client immediately places - upon digging. Server will always update actual result shortly. - ]] + -- if "", no prediction is made. + -- if "air", node is removed. + -- Otherwise should be name of node which the client immediately places + -- upon digging. Server will always update actual result shortly. + sound = { - breaks = "default_tool_break", -- tools only - place = --[[]], + breaks = "default_tool_break", -- tools only + place = , }, 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 ]] + -- 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" } - ]] + -- 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 ]] + -- 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), - --[[ - ^ default: nil - ^ Function must return either nil if no item shall be removed from - 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. - ]] + -- default: nil + -- Function must return either nil if no item shall be removed from + -- 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), - --[[ - ^ default: nil - ^ If defined, should return an itemstack and will be called instead of - wearing out the tool. If returns nil, does nothing. - If after_use doesn't exist, it is the same as: - function(itemstack, user, node, digparams) - itemstack:add_wear(digparams.wear) - return itemstack - end - ^ The user may be any ObjectRef or nil. - ]] + -- default: nil + -- If defined, should return an itemstack and will be called instead of + -- wearing out the tool. If returns nil, does nothing. + -- If after_use doesn't exist, it is the same as: + -- function(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. - ]] + -- Add your own custom fields. By convention, all custom field names + -- should start with `_` to avoid naming collisions with future engine + -- usage. } Tile definition --------------- + * `"image.png"` * `{name="image.png", animation={Tile Animation definition}}` * `{name="image.png", backface_culling=bool, tileable_vertical=bool, - tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}` + tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}` * backface culling enabled by default for most nodes * tileable flags are info for shaders, how they should treat texture - when displacement mapping is used + when displacement mapping is used. Directions are from the point of view of the tile texture, - not the node it's on + not the node it's on. * align style determines whether the texture will be rotated with the node or kept aligned with its surroundings. "user" means that client setting will be used, similar to `glasslike_framed_optional`. @@ -5505,22 +5555,28 @@ Tile animation definition { type = "vertical_frames", + aspect_w = 16, - -- ^ specify width of a frame in pixels + -- Width of a frame in pixels + aspect_h = 16, - -- ^ specify height of a frame in pixels + -- Height of a frame in pixels + length = 3.0, - -- ^ specify full loop length + -- Full loop length } { type = "sheet_2d", + frames_w = 5, - -- ^ specify width in number of frames + -- Width in number of frames + frames_h = 3, - -- ^ specify height in number of frames + -- Height in number of frames + frame_length = 0.5, - -- ^ specify length of a single frame + -- Length of a single frame } Node definition @@ -5531,252 +5587,284 @@ Used by `minetest.register_node`. { -- , - drawtype = "normal", -- See "Node drawtypes" - visual_scale = 1.0, --[[ - ^ Supported for drawtypes "plantlike", "signlike", "torchlike", - ^ "firelike", "mesh". - ^ For plantlike and firelike, the image will start at the bottom of the - ^ node, for the other drawtypes the image will be centered on the node. - ^ Note that positioning for "torchlike" may still change. ]] - tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[ - ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z - ^ Old field name was 'tile_images'. - ^ List can be shortened to needed length ]] - overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[ - ^ Same as `tiles`, but these textures are drawn on top of the - ^ base tiles. You can use this to colorize only specific parts of - ^ your texture. If the texture name is an empty string, that - ^ overlay is not drawn. Since such tiles are drawn twice, it - ^ is not recommended to use overlays on very common nodes. ]] - special_tiles = {tile definition 1, Tile definition 2}, --[[ - ^ Special textures of node; used rarely - ^ Old field name was 'special_materials'. - ^ List can be shortened to needed length ]] - color = ColorSpec, --[[ - ^ The node's original color will be multiplied with this color. - ^ If the node has a palette, then this setting only has an effect - ^ in the inventory and on the wield item. ]] + drawtype = "normal", -- See "Node drawtypes" + + visual_scale = 1.0, + -- Supported for drawtypes "plantlike", "signlike", "torchlike", + -- "firelike", "mesh". + -- For plantlike and firelike, the image will start at the bottom of the + -- node, for the other drawtypes the image will be centered on the node. + -- Note that positioning for "torchlike" may still change. + + tiles = {tile definition 1, def2, def3, def4, def5, def6}, + -- Textures of node; +Y, -Y, +X, -X, +Z, -Z + -- Old field name was 'tile_images'. + -- List can be shortened to needed length. + + overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, + -- Same as `tiles`, but these textures are drawn on top of the base + -- tiles. You can use this to colorize only specific parts of your + -- texture. If the texture name is an empty string, that overlay is not + -- drawn. Since such tiles are drawn twice, it is not recommended to use + -- overlays on very common nodes. + + special_tiles = {tile definition 1, Tile definition 2}, + -- Special textures of node; used rarely. + -- Old field name was 'special_materials'. + -- List can be shortened to needed length. + + color = ColorSpec, + -- The node's original color will be multiplied with this color. + -- If the node has a palette, then this setting only has an effect in + -- the inventory and on the wield item. + use_texture_alpha = false, - ^ Use texture's alpha channel. - palette = "palette.png", --[[ - ^ The node's `param2` is used to select a pixel from the image - ^ (pixels are arranged from left to right and from top to bottom). - ^ The node's color will be multiplied with the selected pixel's - ^ color. Tiles can override this behavior. - ^ Only when `paramtype2` supports palettes. ]] + -- Use texture's alpha channel + + palette = "palette.png", + -- The node's `param2` is used to select a pixel from the image. + -- Pixels are arranged from left to right and from top to bottom. + -- The node's color will be multiplied with the selected pixel's color. + -- Tiles can override this behavior. + -- Only when `paramtype2` supports palettes. + post_effect_color = "green#0F", - ^ Screen tint if player is inside node, see "ColorSpec". - paramtype = "none", -- See "Nodes". - paramtype2 = "none", -- See "Nodes" - place_param2 = nil, -- Force value for param2 when player places node + -- Screen tint if player is inside node, see "ColorSpec". + + paramtype = "none", -- See "Nodes" + + paramtype2 = "none", -- See "Nodes" + + place_param2 = nil, -- Force value for param2 when player places node + is_ground_content = true, - ^ If false, the cave generator will not carve through this node. + -- If false, the cave generator will not carve through this node + sunlight_propagates = false, - ^ If true, sunlight will go infinitely through this. - walkable = true, -- If true, objects collide with node - pointable = true, -- If true, can be pointed at - diggable = true, -- If false, can never be dug - climbable = false, -- If true, can be climbed on (ladder) - buildable_to = false, -- If true, placed nodes can replace this node - floodable = false, --[[ - ^ If true, liquids flow into and replace this node. - ^ Warning: making a liquid node 'floodable' will cause problems. ]] - liquidtype = "none", -- "none"/"source"/"flowing" - liquid_alternative_flowing = "", -- Flowing version of source liquid - liquid_alternative_source = "", -- Source version of flowing liquid - liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7) - liquid_renewable = true, --[[ - ^ If true, a new liquid source can be created by placing two or more - sources nearby. ]] - leveled = 16, --[[ - ^ Only valid for "nodebox" drawtype with 'type = "leveled"'. - ^ Allows defining the nodebox height without using param2. - ^ The nodebox height is 'leveled' / 64 nodes. - ^ The maximum value of 'leveled' is 127. ]] - liquid_range = 8, -- number of flowing nodes around source (max. 8) + -- If true, sunlight will go infinitely through this node + + walkable = true, -- If true, objects collide with node + + pointable = true, -- If true, can be pointed at + + diggable = true, -- If false, can never be dug + + climbable = false, -- If true, can be climbed on (ladder) + + buildable_to = false, -- If true, placed nodes can replace this node + + floodable = false, + -- If true, liquids flow into and replace this node. + -- Warning: making a liquid node 'floodable' will cause problems. + + liquidtype = "none", -- "none" / "source" / "flowing" + + liquid_alternative_flowing = "", -- Flowing version of source liquid + + liquid_alternative_source = "", -- Source version of flowing liquid + + liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7) + + liquid_renewable = true, + -- If true, a new liquid source can be created by placing two or more + -- sources nearby + + leveled = 16, + -- Only valid for "nodebox" drawtype with 'type = "leveled"'. + -- Allows defining the nodebox height without using param2. + -- The nodebox height is 'leveled' / 64 nodes. + -- The maximum value of 'leveled' is 127. + + 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. - ^ 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.]] + -- Player will take this amount of damage if no bubbles are left + + light_source = 0, + -- Amount of light emitted by node. + -- To set the maximum (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, --[[ - ^ Used for nodebox nodes with the type == "connected" - ^ Specifies to what neighboring nodes connections will be drawn - ^ e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]] + -- If player is inside node, this damage is caused + + node_box = {type="regular"}, -- See "Node boxes" + + connects_to = nodenames, + -- Used for nodebox nodes with the type == "connected". + -- Specifies to what neighboring nodes connections will be drawn. + -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"` + connect_sides = { "top", "bottom", "front", "left", "back", "right" }, - -- [[ - ^ Tells connected nodebox nodes to connect only to these sides of this - ^ node. ]] + -- Tells connected nodebox nodes to connect only to these sides of this + -- node + mesh = "model", + selection_box = { type = "fixed", fixed = { {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16}, }, }, - ^ Custom selection box definition. Multiple boxes can be defined. - ^ If drawtype "nodebox" is used and selection_box is nil, then node_box - ^ definition is used for the selection box. + -- Custom selection box definition. Multiple boxes can be defined. + -- If "nodebox" drawtype is used and selection_box is nil, then node_box + -- definition is used for the selection box. + collision_box = { type = "fixed", fixed = { {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16}, }, }, - ^ Custom collision box definition. Multiple boxes can be defined. - ^ If drawtype "nodebox" is used and collision_box is nil, then node_box - ^ definition is used for the collision box. - ^ For both of the above a box is defined as: - ^ {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center. + -- Custom collision box definition. Multiple boxes can be defined. + -- If "nodebox" drawtype is used and collision_box is nil, then node_box + -- definition is used for the collision box. + -- Both of the boxes above are defined as: + -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center. + + -- Support maps made in and before January 2012 legacy_facedir_simple = false, - ^ Support maps made in and before January 2012. legacy_wallmounted = false, - ^ Support maps made in and before January 2012. - waving = 0, --[[ - ^ Valid for mesh, nodebox, plantlike, allfaces_optional nodes. - ^ 1 - wave node like plants (top of node moves, bottom is fixed) - ^ 2 - wave node like leaves (whole node moves side-to-side) - ^ caveats: not all models will properly wave. - ^ plantlike drawtype nodes can only wave like plants. - ^ allfaces_optional drawtype nodes can only wave like leaves. --]] + + waving = 0, + -- Valid for mesh, nodebox, plantlike, allfaces_optional nodes. + -- 1 - wave node like plants (top of node moves, bottom is fixed) + -- 2 - wave node like leaves (whole node moves side-to-side) + -- caveats: not all models will properly wave. + -- plantlike drawtype nodes can only wave like plants. + -- allfaces_optional drawtype nodes can only wave like leaves. + sounds = { footstep = , - dig = , -- "__group" = group-based sound (default) + dig = , -- "__group" = group-based sound (default) dug = , place = , place_failed = , }, + drop = "", - ^ Name of dropped node when dug. Default is the node itself. - ^ Alternatively: + -- Name of dropped node when dug. Default is the node itself. + -- Alternatively: drop = { - max_items = 1, -- Maximum number of items to drop. - items = { -- Choose max_items randomly from this list. + -- Maximum number of items to drop + max_items = 1, + -- Choose max_items randomly from this list + items = { { - items = {"foo:bar", "baz:frob"}, -- Items to drop. - rarity = 1, -- Probability of dropping is 1 / rarity. - inherit_color = true, -- To inherit palette color from the - node. + items = {"foo:bar", "baz:frob"}, -- Items to drop + rarity = 1, -- Probability of dropping is 1 / rarity + inherit_color = true, -- Inherit palette color from the node }, }, }, - on_construct = func(pos), --[[ - ^ Node constructor; called after adding node - ^ Can set up metadata and stuff like that - ^ Not called for bulk node placement (i.e. schematics and VoxelManip) - ^ default: nil ]] - - on_destruct = func(pos), --[[ - ^ Node destructor; called before removing node - ^ Not called for bulk node placement (i.e. schematics and VoxelManip) - ^ default: nil ]] - - after_destruct = func(pos, oldnode), --[[ - ^ Node destructor; called after removing node - ^ Not called for bulk node placement (i.e. schematics and VoxelManip) - ^ default: nil ]] - - on_flood = func(pos, oldnode, newnode), --[[ - ^ Called when a liquid (newnode) is about to flood oldnode, if - ^ it has `floodable = true` in the nodedef. Not called for bulk - ^ node placement (i.e. schematics and VoxelManip) or air nodes. If - ^ return true the node is not flooded, but on_flood callback will - ^ most likely be called over and over again every liquid update - ^ interval. Default: nil. - ^ Warning: making a liquid node 'floodable' will cause problems. ]] - - preserve_metadata = func(pos, oldnode, oldmeta, drops) --[[ - ^ Called when oldnode is about be converted to an item, but before the - ^ node is deleted from the world or the drops are added. This is - ^ generally the result of either the node being dug or an attached node - ^ becoming detached. - ^ drops is a table of ItemStacks, so any metadata to be preserved can - ^ be added directly to one or more of the dropped items. See - ^ "ItemStackMetaRef". - ^ default: nil ]] - - after_place_node = func(pos, placer, itemstack, pointed_thing) --[[ - ^ Called after constructing node when node was placed using - ^ minetest.item_place_node / minetest.place_node - ^ If return true no item is taken from itemstack - ^ `placer` may be any valid ObjectRef or nil - ^ default: nil ]] - - after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[ - ^ oldmetadata is in table format - ^ Called after destructing node when node was dug using - ^ minetest.node_dig / minetest.dig_node - ^ default: nil ]] - - can_dig = function(pos, [player]) --[[ - ^ returns true if node can be dug, or false if not - ^ default: nil ]] - - on_punch = func(pos, node, puncher, pointed_thing), --[[ - ^ default: minetest.node_punch - ^ By default: Calls minetest.register_on_punchnode callbacks ]] + on_construct = func(pos), + -- Node constructor; called after adding node. + -- Can set up metadata and stuff like that. + -- Not called for bulk node placement (i.e. schematics and VoxelManip). + -- default: nil + + on_destruct = func(pos), + -- Node destructor; called before removing node. + -- Not called for bulk node placement. + -- default: nil + + after_destruct = func(pos, oldnode), + -- Node destructor; called after removing node. + -- Not called for bulk node placement. + -- default: nil + + on_flood = func(pos, oldnode, newnode), + -- Called when a liquid (newnode) is about to flood oldnode, if it has + -- `floodable = true` in the nodedef. Not called for bulk node placement + -- (i.e. schematics and VoxelManip) or air nodes. If return true the + -- node is not flooded, but on_flood callback will most likely be called + -- over and over again every liquid update interval. + -- Default: nil + -- Warning: making a liquid node 'floodable' will cause problems. + + preserve_metadata = func(pos, oldnode, oldmeta, drops), + -- Called when oldnode is about be converted to an item, but before the + -- node is deleted from the world or the drops are added. This is + -- generally the result of either the node being dug or an attached node + -- becoming detached. + -- drops is a table of ItemStacks, so any metadata to be preserved can + -- be added directly to one or more of the dropped items. See + -- "ItemStackMetaRef". + -- default: nil + + after_place_node = func(pos, placer, itemstack, pointed_thing), + -- Called after constructing node when node was placed using + -- minetest.item_place_node / minetest.place_node. + -- If return true no item is taken from itemstack. + -- `placer` may be any valid ObjectRef or nil. + -- default: nil + + after_dig_node = func(pos, oldnode, oldmetadata, digger), + -- oldmetadata is in table format. + -- Called after destructing node when node was dug using + -- minetest.node_dig / minetest.dig_node. + -- default: nil + + can_dig = function(pos, [player]), + + on_punch = func(pos, node, puncher, pointed_thing), + -- Returns true if node can be dug, or false if not. + -- default: nil + -- default: minetest.node_punch + -- By default calls minetest.register_on_punchnode callbacks. on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), - --[[ - ^ default: nil - ^ itemstack will hold clicker's wielded item - ^ Shall return the leftover itemstack - ^ Note: pointed_thing can be nil, if a mod calls this function - ^ This function does not get triggered by clients <=0.4.16 if the - ^ "formspec" node metadata field is set ]] - - on_dig = func(pos, node, digger), --[[ - ^ default: minetest.node_dig - ^ By default: checks privileges, wears out tool and removes node ]] - - on_timer = function(pos,elapsed), --[[ - ^ default: nil - ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef - ^ elapsed is the total time passed since the timer was started - ^ return true to run the timer for another cycle with the same timeout - ^ value. ]] - - on_receive_fields = func(pos, formname, fields, sender), --[[ - ^ fields = {name1 = value1, name2 = value2, ...} - ^ Called when an UI form (e.g. sign text input) returns data - ^ default: nil ]] + -- default: nil + -- itemstack will hold clicker's wielded item. + -- Shall return the leftover itemstack. + -- Note: pointed_thing can be nil, if a mod calls this function. + -- This function does not get triggered by clients <=0.4.16 if the + -- "formspec" node metadata field is set. + + on_dig = func(pos, node, digger), + -- default: minetest.node_dig + -- By default checks privileges, wears out tool and removes node. + + on_timer = function(pos, elapsed), + -- default: nil + -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef. + -- elapsed is the total time passed since the timer was started. + -- return true to run the timer for another cycle with the same timeout + -- value. + + on_receive_fields = func(pos, formname, fields, sender), + -- fields = {name1 = value1, name2 = value2, ...} + -- Called when an UI form (e.g. sign text input) returns data. + -- default: nil allow_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player), - --[[ - ^ Called when a player wants to move items inside the inventory - ^ Return value: number of items allowed to move ]] + -- Called when a player wants to move items inside the inventory. + -- Return value: number of items allowed to move. allow_metadata_inventory_put = func(pos, listname, index, stack, player), - --[[ - ^ Called when a player wants to put something into the inventory - ^ Return value: number of items allowed to put - ^ Return value: -1: Allow and don't modify item count in inventory ]] + -- Called when a player wants to put something into the inventory. + -- Return value: number of items allowed to put. + -- Return value -1: Allow and don't modify item count in inventory. allow_metadata_inventory_take = func(pos, listname, index, stack, player), - --[[ - ^ Called when a player wants to take something out of the inventory - ^ Return value: number of items allowed to take - ^ Return value: -1: Allow and don't modify item count in inventory ]] + -- Called when a player wants to take something out of the inventory. + -- Return value: number of items allowed to take. + -- Return value -1: Allow and don't modify item count in inventory. on_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player), on_metadata_inventory_put = func(pos, listname, index, stack, player), on_metadata_inventory_take = func(pos, listname, index, stack, player), - --[[ - ^ Called after the actual action has happened, according to what was - ^ allowed. - ^ No return value ]] - - on_blast = func(pos, intensity), --[[ - ^ intensity: 1.0 = mid range of regular TNT - ^ If defined, called when an explosion touches the node, instead of - removing the node ]] + -- Called after the actual action has happened, according to what was + -- allowed. + -- No return value. + + on_blast = func(pos, intensity), + -- intensity: 1.0 = mid range of regular TNT. + -- If defined, called when an explosion touches the node, instead of + -- removing the node. } Crafting recipes @@ -5791,24 +5879,26 @@ Used by `minetest.register_craft`. recipe = { {'default:cobble', 'default:cobble', 'default:cobble'}, {'', 'default:stick', ''}, - {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly' + {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly' }, - replacements = --[[]] + replacements = , + -- `replacements`: replace one input item with another item on crafting + -- (optional). } ### Shapeless { - type = "shapeless", - output = 'mushrooms:mushroom_stew', - recipe = { - "mushrooms:bowl", - "mushrooms:mushroom_brown", - "mushrooms:mushroom_red", - }, - replacements = --[[]] + type = "shapeless", + output = 'mushrooms:mushroom_stew', + recipe = { + "mushrooms:bowl", + "mushrooms:mushroom_brown", + "mushrooms:mushroom_red", + }, + replacements = , + -- `replacements`: replace one input item with another item on crafting + -- (optional). } ### Tool repair @@ -5840,34 +5930,43 @@ Ore definition Used by `minetest.register_ore`. -See 'Ore types' section above for essential information. +See 'Ores' section above for essential information. { ore_type = "scatter", + ore = "default:stone_with_coal", + ore_param2 = 3, - -- ^ Facedir rotation. Default is 0 (unchanged rotation) + -- Facedir rotation. Default is 0 (unchanged rotation) + wherein = "default:stone", - -- ^ a list of nodenames is supported too + -- A list of nodenames is supported too + clust_scarcity = 8 * 8 * 8, - -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node - -- ^ If the desired average distance between ores is 'd', set this to - -- ^ d * d * d. + -- Ore has a 1 out of clust_scarcity chance of spawning in a node. + -- If the desired average distance between ores is 'd', set this to + -- d * d * d. + clust_num_ores = 8, - -- ^ Number of ores in a cluster + -- Number of ores in a cluster + clust_size = 3, - -- ^ Size of the bounding box of the cluster - -- ^ In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27 - -- ^ nodes are coal ore. + -- Size of the bounding box of the cluster. + -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27 + -- nodes are coal ore. + + -- Lower and upper limits for ore y_min = -31000, y_max = 64, - -- ^ Lower and upper limits for ore. + flags = "", - -- ^ Attributes for this ore generation, see 'Ore attributes' section - -- ^ above. + -- Attributes for the ore generation, see 'Ore attributes' section above + noise_threshold = 0.5, - -- ^ If noise is above this threshold, ore is placed. Not needed for a - -- ^ uniform distribution. + -- If noise is above this threshold, ore is placed. Not needed for a + -- uniform distribution. + noise_params = { offset = 0, scale = 1, @@ -5876,22 +5975,27 @@ See 'Ore types' section above for essential information. octaves = 3, persist = 0.7 }, - -- ^ NoiseParams structure describing one of the perlin noises used for - -- ^ ore distribution. - -- ^ Needed by "sheet", "puff", "blob" and "vein" ores. - -- ^ Omit from "scatter" ore for a uniform ore distribution. - -- ^ Omit from "stratum ore for a simple horizontal strata from y_min to - -- ^ y_max. - biomes = {"desert", "rainforest"} - -- ^ List of biomes in which this decoration occurs. - -- ^ Occurs in all biomes if this is omitted, and ignored if the Mapgen - -- ^ being used does not support biomes. - -- ^ Can be a list of (or a single) biome names, IDs, or definitions. + -- NoiseParams structure describing one of the perlin noises used for + -- ore distribution. + -- Needed by "sheet", "puff", "blob" and "vein" ores. + -- Omit from "scatter" ore for a uniform ore distribution. + -- Omit from "stratum" ore for a simple horizontal strata from y_min to + -- y_max. + + biomes = {"desert", "rainforest"}, + -- List of biomes in which this ore occurs. + -- Occurs in all biomes if this is omitted, and ignored if the Mapgen + -- being used does not support biomes. + -- Can be a list of (or a single) biome names, IDs, or definitions. + + -- Type-specific parameters + + -- sheet column_height_min = 1, column_height_max = 16, column_midpoint_factor = 0.5, - -- ^ See 'Ore types' section above. - -- ^ The above 3 parameters are only valid for "sheet" ore. + + -- puff np_puff_top = { offset = 4, scale = 2, @@ -5908,11 +6012,11 @@ See 'Ore types' section above for essential information. octaves = 3, persist = 0.7 }, - -- ^ See 'Ore types' section above. - -- ^ The above 2 parameters are only valid for "puff" ore. + + -- vein random_factor = 1.0, - -- ^ See 'Ore types' section above. - -- ^ Only valid for "vein" ore. + + -- stratum np_stratum_thickness = { offset = 8, scale = 4, @@ -5922,8 +6026,6 @@ See 'Ore types' section above for essential information. persist = 0.7 }, stratum_thickness = 8, - -- ^ See 'Ore types' section above. - -- ^ The above 2 parameters are only valid for "stratum" ore. } Biome definition @@ -5933,86 +6035,105 @@ Used by `minetest.register_biome`. { name = "tundra", + node_dust = "default:snow", - -- ^ Node dropped onto upper surface after all else is generated. + -- Node dropped onto upper surface after all else is generated + node_top = "default:dirt_with_snow", depth_top = 1, - -- ^ Node forming surface layer of biome and thickness of this layer. + -- Node forming surface layer of biome and thickness of this layer + node_filler = "default:permafrost", depth_filler = 3, - -- ^ Node forming lower layer of biome and thickness of this layer. + -- Node forming lower layer of biome and thickness of this layer + node_stone = "default:bluestone", - -- ^ Node that replaces all stone nodes between roughly y_min and y_max. + -- Node that replaces all stone nodes between roughly y_min and y_max. + node_water_top = "default:ice", depth_water_top = 10, - -- ^ Node forming a surface layer in seawater with the defined thickness. + -- Node forming a surface layer in seawater with the defined thickness + node_water = "", - -- ^ Node that replaces all seawater nodes not in the defined surface - -- ^ layer. + -- Node that replaces all seawater nodes not in the surface layer + node_river_water = "default:ice", - -- ^ Node that replaces river water in mapgens that use - -- ^ default:river_water. + -- Node that replaces river water in mapgens that use + -- default:river_water + node_riverbed = "default:gravel", depth_riverbed = 2, - -- ^ Node placed under river water and thickness of this layer. + -- Node placed under river water and thickness of this layer + node_cave_liquid = "default:water_source", - -- ^ Nodes placed as a blob of liquid in 50% of large caves. - -- ^ If absent, cave liquids fall back to classic behaviour of lava or - -- ^ water distributed according to a hardcoded 3D noise. + -- Nodes placed as a blob of liquid in 50% of large caves. + -- If absent, cave liquids fall back to classic behaviour of lava or + -- water distributed according to a hardcoded 3D noise. + node_dungeon = "default:cobble", - -- ^ Node used for primary dungeon structure. - -- ^ If absent, dungeon materials fall back to classic behaviour. - -- ^ If present, the following two nodes are also used. + -- Node used for primary dungeon structure. + -- If absent, dungeon materials fall back to classic behaviour. + -- If present, the following two nodes are also used. + node_dungeon_alt = "default:mossycobble", - -- ^ Node used for randomly-distributed alternative structure nodes. - -- ^ If alternative structure nodes are not wanted leave this absent for - -- ^ performance reasons. + -- Node used for randomly-distributed alternative structure nodes. + -- If alternative structure nodes are not wanted leave this absent for + -- performance reasons. + node_dungeon_stair = "stairs:stair_cobble", - -- ^ Node used for dungeon stairs. - -- ^ If absent, stairs fall back to 'node_dungeon'. + -- Node used for dungeon stairs. + -- If absent, stairs fall back to 'node_dungeon'. + y_max = 31000, y_min = 1, - -- ^ Upper and lower limits for biome. - -- ^ Alternatively you can use xyz limits as shown below. + -- Upper and lower limits for biome. + -- Alternatively you can use xyz limits as shown below. + max_pos = {x = 31000, y = 128, z = 31000}, min_pos = {x = -31000, y = 9, z = -31000}, - -- ^ xyz limits for biome, an alternative to using 'y_min' and 'y_max'. - -- ^ Biome is limited to a cuboid defined by these positions. - -- ^ Any x, y or z field left undefined defaults to -31000 in 'min_pos' or - -- ^ 31000 in 'max_pos'. + -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'. + -- Biome is limited to a cuboid defined by these positions. + -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or + -- 31000 in 'max_pos'. + vertical_blend = 8, - -- ^ Vertical distance in nodes above 'y_max' over which the biome will - -- ^ blend with the biome above. - -- ^ Set to 0 for no vertical blend. Defaults to 0. + -- Vertical distance in nodes above 'y_max' over which the biome will + -- blend with the biome above. + -- Set to 0 for no vertical blend. Defaults to 0. + heat_point = 0, humidity_point = 50, - -- ^ Characteristic temperature and humidity for the biome. - -- ^ These values create 'biome points' on a voronoi diagram with heat and - -- ^ humidity as axes. The resulting voronoi cells determine the - -- ^ distribution of the biomes. - -- ^ Heat and humidity have average values of 50, vary mostly between - -- ^ 0 and 100 but can exceed these values. + -- Characteristic temperature and humidity for the biome. + -- These values create 'biome points' on a voronoi diagram with heat and + -- humidity as axes. The resulting voronoi cells determine the + -- distribution of the biomes. + -- Heat and humidity have average values of 50, vary mostly between + -- 0 and 100 but can exceed these values. } Decoration definition --------------------- -Used by `minetest.register_decoration`. +See "Decoration types". Used by `minetest.register_decoration`. { - deco_type = "simple", -- See "Decoration types" + deco_type = "simple", + place_on = "default:dirt_with_grass", - -- ^ Node (or list of nodes) that the decoration can be placed on + -- Node (or list of nodes) that the decoration can be placed on + sidelen = 8, - -- ^ Size of the square divisions of the mapchunk being generated. - -- ^ Determines the resolution of noise variation if used. - -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made - -- ^ equal to the chunk size. + -- Size of the square divisions of the mapchunk being generated. + -- Determines the resolution of noise variation if used. + -- If the chunk size is not evenly divisible by sidelen, sidelen is made + -- equal to the chunk size. + fill_ratio = 0.02, - -- ^ The value determines 'decorations per surface node'. - -- ^ Used only if noise_params is not specified. - -- ^ If >= 10.0 complete coverage is enabled and decoration placement uses - -- ^ a different and much faster method. + -- The value determines 'decorations per surface node'. + -- Used only if noise_params is not specified. + -- If >= 10.0 complete coverage is enabled and decoration placement uses + -- a different and much faster method. + noise_params = { offset = 0, scale = 0.45, @@ -6023,82 +6144,93 @@ Used by `minetest.register_decoration`. lacunarity = 2.0, flags = "absvalue" }, - -- ^ NoiseParams structure describing the perlin noise used for decoration - -- ^ distribution. - -- ^ A noise value is calculated for each square division and determines - -- ^ 'decorations per surface node' within each division. - -- ^ If the noise value >= 10.0 complete coverage is enabled and decoration - -- ^ placement uses a different and much faster method. + -- NoiseParams structure describing the perlin noise used for decoration + -- distribution. + -- A noise value is calculated for each square division and determines + -- 'decorations per surface node' within each division. + -- If the noise value >= 10.0 complete coverage is enabled and + -- decoration placement uses a different and much faster method. + biomes = {"Oceanside", "Hills", "Plains"}, - -- ^ List of biomes in which this decoration occurs. Occurs in all biomes - -- ^ if this is omitted, and ignored if the Mapgen being used does not - -- ^ support biomes. - -- ^ Can be a list of (or a single) biome names, IDs, or definitions. - y_min = -31000 - y_max = 31000 - -- ^ Lower and upper limits for decoration. - -- ^ These parameters refer to the Y co-ordinate of the 'place_on' node. + -- List of biomes in which this decoration occurs. Occurs in all biomes + -- if this is omitted, and ignored if the Mapgen being used does not + -- support biomes. + -- Can be a list of (or a single) biome names, IDs, or definitions. + + y_min = -31000, + y_max = 31000, + -- Lower and upper limits for decoration. + -- These parameters refer to the Y co-ordinate of the 'place_on' node. + spawn_by = "default:water", - -- ^ Node (or list of nodes) that the decoration only spawns next to. - -- ^ Checks two horizontal planes of 8 neighbouring nodes (including - -- ^ diagonal neighbours), one plane level with the 'place_on' node and a - -- ^ plane one node above that. + -- Node (or list of nodes) that the decoration only spawns next to. + -- Checks two horizontal planes of 8 neighbouring nodes (including + -- diagonal neighbours), one plane level with the 'place_on' node and a + -- plane one node above that. + 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. + -- 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, all_floors, all_ceilings", - -- ^ Flags for all decoration types. - -- ^ "liquid_surface": Instead of placement on the highest solid surface - -- ^ in a mapchunk column, placement is on the highest liquid surface. - -- ^ Placement is disabled if solid nodes are found above the liquid - -- ^ surface. - -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced - -- ^ by the decoration. - -- ^ "all_floors", "all_ceilings": Instead of placement on the highest - -- ^ surface in a mapchunk the decoration is placed on all floor and/or - -- ^ ceiling surfaces, for example in caves and dungeons. - -- ^ Ceiling decorations act as an inversion of floor decorations so the - -- ^ effect of 'place_offset_y' is inverted. - -- ^ Y-slice probabilities do not function correctly for ceiling - -- ^ schematic decorations as the behaviour is unchanged. - -- ^ If a single decoration registration has both flags the floor and - -- ^ ceiling decorations will be aligned vertically. + -- Flags for all decoration types. + -- "liquid_surface": Instead of placement on the highest solid surface + -- in a mapchunk column, placement is on the highest liquid surface. + -- Placement is disabled if solid nodes are found above the liquid + -- surface. + -- "force_placement": Nodes other than "air" and "ignore" are replaced + -- by the decoration. + -- "all_floors", "all_ceilings": Instead of placement on the highest + -- surface in a mapchunk the decoration is placed on all floor and/or + -- ceiling surfaces, for example in caves and dungeons. + -- Ceiling decorations act as an inversion of floor decorations so the + -- effect of 'place_offset_y' is inverted. + -- Y-slice probabilities do not function correctly for ceiling + -- schematic decorations as the behaviour is unchanged. + -- If a single decoration registration has both flags the floor and + -- ceiling decorations will be aligned vertically. ----- Simple-type parameters + decoration = "default:grass", - -- ^ The node name used as the decoration. - -- ^ If instead a list of strings, a randomly selected node from the list - -- ^ is placed as the decoration. + -- The node name used as the decoration. + -- If instead a list of strings, a randomly selected node from the list + -- is placed as the decoration. + height = 1, - -- ^ Decoration height in nodes. - -- ^ If height_max is not 0, this is the lower limit of a randomly - -- ^ selected height. + -- Decoration height in nodes. + -- If height_max is not 0, this is the lower limit of a randomly + -- selected height. + height_max = 0, - -- ^ Upper limit of the randomly selected height. - -- ^ If absent, the parameter 'height' is used as a constant. + -- Upper limit of the randomly selected height. + -- If absent, the parameter 'height' is used as a constant. + param2 = 0, - -- ^ Param2 value of decoration nodes. - -- ^ If param2_max is not 0, this is the lower limit of a randomly - -- ^ selected param2. + -- Param2 value of decoration nodes. + -- If param2_max is not 0, this is the lower limit of a randomly + -- selected param2. + param2_max = 0, - -- ^ Upper limit of the randomly selected param2. - -- ^ If absent, the parameter 'param2' is used as a constant. + -- Upper limit of the randomly selected param2. + -- If absent, the parameter 'param2' is used as a constant. + place_offset_y = 0, - -- ^ Y offset of the decoration base node relative to the standard base - -- ^ node position. - -- ^ Can be positive or negative. Default is 0. - -- ^ Effect is inverted for "all_ceilings" decorations. - -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer - -- ^ to the 'place_on' node. + -- Y offset of the decoration base node relative to the standard base + -- node position. + -- Can be positive or negative. Default is 0. + -- Effect is inverted for "all_ceilings" decorations. + -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer + -- to the 'place_on' node. ----- Schematic-type parameters + schematic = "foobar.mts", - -- ^ If schematic is a string, it is the filepath relative to the current - -- ^ working directory of the specified Minetest schematic file. - -- ^ - OR -, could be the ID of a previously registered schematic - -- ^ - OR -, could instead be a table containing two mandatory fields, - -- ^ size and data, and an optional table yslice_prob: + -- If schematic is a string, it is the filepath relative to the current + -- working directory of the specified Minetest schematic file. + -- Could also be the ID of a previously registered schematic. + schematic = { size = {x = 4, y = 6, z = 4}, data = { @@ -6113,20 +6245,26 @@ Used by `minetest.register_decoration`. ... }, }, - -- ^ See 'Schematic specifier' for details. + -- Alternative schematic specification by supplying a table. The fields + -- size and data are mandatory whereas yslice_prob is optional. + -- See 'Schematic specifier' for details. + replacements = {["oldname"] = "convert_to", ...}, + flags = "place_center_x, place_center_y, place_center_z", - -- ^ Flags for schematic decorations. See 'Schematic attributes'. + -- Flags for schematic decorations. See 'Schematic attributes'. + rotation = "90", - -- ^ Rotation can be "0", "90", "180", "270", or "random". + -- Rotation can be "0", "90", "180", "270", or "random" + place_offset_y = 0, - -- ^ If the flag 'place_center_y' is set this parameter is ignored. - -- ^ Y offset of the schematic base node layer relative to the 'place_on' - -- ^ node. - -- ^ Can be positive or negative. Default is 0. - -- ^ Effect is inverted for "all_ceilings" decorations. - -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer - -- ^ to the 'place_on' node. + -- If the flag 'place_center_y' is set this parameter is ignored. + -- Y offset of the schematic base node layer relative to the 'place_on' + -- node. + -- Can be positive or negative. Default is 0. + -- Effect is inverted for "all_ceilings" decorations. + -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer + -- to the 'place_on' node. } Chat command definition @@ -6135,12 +6273,14 @@ Chat command definition Used by `minetest.register_chatcommand`. { - params = " ", -- 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. - -- Returns boolean success and text - -- output. + params = " ", -- 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. Returns boolean success and text output. } Note that in params, use of symbols is as follows: @@ -6162,52 +6302,61 @@ Used by `minetest.create_detached_inventory`. { allow_move = func(inv, from_list, from_index, to_list, to_index, count, player), - -- ^ Called when a player wants to move items inside the inventory - -- ^ Return value: number of items allowed to move + -- Called when a player wants to move items inside the inventory. + -- Return value: number of items allowed to move. allow_put = func(inv, listname, index, stack, player), - -- ^ Called when a player wants to put something into the inventory - -- ^ Return value: number of items allowed to put - -- ^ Return value: -1: Allow and don't modify item count in inventory + -- Called when a player wants to put something into the inventory. + -- Return value: number of items allowed to put. + -- Return value -1: Allow and don't modify item count in inventory. allow_take = func(inv, listname, index, stack, player), - -- ^ Called when a player wants to take something out of the inventory - -- ^ Return value: number of items allowed to take - -- ^ Return value: -1: Allow and don't modify item count in inventory + -- Called when a player wants to take something out of the inventory. + -- Return value: number of items allowed to take. + -- Return value -1: Allow and don't modify item count in inventory. on_move = func(inv, from_list, from_index, to_list, to_index, count, player), on_put = func(inv, listname, index, stack, player), on_take = func(inv, listname, index, stack, player), - -- ^ Called after the actual action has happened, according to what was - -- ^ allowed. - -- ^ No return value + -- Called after the actual action has happened, according to what was + -- allowed. + -- No return value. } HUD Definition -------------- +See "HUD" section. + Used by `Player:hud_add`. Returned by `Player:hud_get`. { - hud_elem_type = "image", -- see HUD element types - -- ^ type of HUD element, can be either of "image", "text", "statbar", - "inventory". + hud_elem_type = "image", -- See HUD element types + -- Type of element, can be "image", "text", "statbar", or "inventory" + position = {x=0.5, y=0.5}, - -- ^ Left corner position of element + -- Left corner position of element + name = "", + scale = {x = 2, y = 2}, + text = "", + number = 2, + item = 3, - -- ^ Selected item in inventory. 0 for no item selected. + -- Selected item in inventory. 0 for no item selected. + direction = 0, - -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top + -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top + alignment = {x=0, y=0}, - -- ^ See "HUD Element Types" + offset = {x=0, y=0}, - -- ^ See "HUD Element Types" + size = { x=100, y=100 }, - -- ^ Size of element in pixels + -- Size of element in pixels } Particle definition @@ -6219,26 +6368,34 @@ Used by `minetest.add_particle`. pos = {x=0, y=0, z=0}, velocity = {x=0, y=0, z=0}, acceleration = {x=0, y=0, z=0}, - -- ^ Spawn particle at pos with velocity and acceleration + -- Spawn particle at pos with velocity and acceleration + expirationtime = 1, - -- ^ Disappears after expirationtime seconds + -- Disappears after expirationtime seconds + size = 1, + collisiondetection = false, - -- ^ collisiondetection: if true collides with physical objects + -- If true collides with physical objects + collision_removal = false, - -- ^ collision_removal: if true then particle is removed when it collides, - -- ^ requires collisiondetection = true to have any effect + -- If true particle is removed when it collides. + -- Requires collisiondetection = true to have any effect. + vertical = false, - -- ^ vertical: if true faces player using y axis only + -- If true faces player using y axis only + texture = "image.png", - -- ^ Uses texture (string) + playername = "singleplayer", - -- ^ Optional, if specified spawns particle only on the player's client + -- Optional, if specified spawns particle only on the player's client + animation = {Tile Animation definition}, - -- ^ Optional, specifies how to animate the particle texture + -- Optional, specifies how to animate the particle texture + glow = 0 - -- ^ Optional, specify particle self-luminescence in darkness. - -- ^ Values 0-14. + -- Optional, specify particle self-luminescence in darkness. + -- Values 0-14. } @@ -6249,9 +6406,11 @@ Used by `minetest.add_particlespawner`. { amount = 1, + time = 1, - -- ^ If time is 0 has infinite lifespan and spawns the amount on a - -- ^ per-second basis. + -- If time is 0 has infinite lifespan and spawns the amount on a + -- per-second basis. + minpos = {x=0, y=0, z=0}, maxpos = {x=0, y=0, z=0}, minvel = {x=0, y=0, z=0}, @@ -6262,30 +6421,34 @@ Used by `minetest.add_particlespawner`. maxexptime = 1, minsize = 1, maxsize = 1, - -- ^ The particle's properties are random values in between the bounds: - -- ^ minpos/maxpos, minvel/maxvel (velocity), - -- ^ minacc/maxacc (acceleration), minsize/maxsize, - -- ^ minexptime/maxexptime (expirationtime). + -- The particle's properties are random values in between the bounds + -- pos, velocity, acceleration, expirationtime, size + collisiondetection = false, - -- ^ collisiondetection: if true uses collision detection + -- If true collides with physical objects + collision_removal = false, - -- ^ collision_removal: if true then particle is removed when it collides, - -- ^ requires collisiondetection = true to have any effect + -- If true 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. + -- 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 + -- If true faces player using y axis only + texture = "image.png", - -- ^ Uses texture (string) - playername = "singleplayer" - -- ^ Playername is optional, if specified spawns particle only on the - -- ^ player's client. + + playername = "singleplayer", + -- Optional, if specified spawns particle only on the player's client + animation = {Tile Animation definition}, - -- ^ Optional, specifies how to animate the particle texture + -- Optional, specifies how to animate the particle texture + glow = 0 - -- ^ Optional, specify particle self-luminescence in darkness. - -- ^ Values 0-14. + -- Optional, specify particle self-luminescence in darkness. + -- Values 0-14. } `HTTPRequest` definition @@ -6295,23 +6458,28 @@ Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`. { url = "http://example.org", + timeout = 10, - -- ^ Timeout for connection in seconds. Default is 3 seconds. + -- Timeout for connection in seconds. Default is 3 seconds. + post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"}, - -- ^ Optional, if specified a POST request with post_data is performed. - -- ^ Accepts both a string and a table. If a table is specified, encodes - -- ^ table as x-www-form-urlencoded key-value pairs. - -- ^ If post_data ist not specified, a GET request is performed instead. + -- Optional, if specified a POST request with post_data is performed. + -- Accepts both a string and a table. If a table is specified, encodes + -- table as x-www-form-urlencoded key-value pairs. + -- If post_data is not specified, a GET request is performed instead. + user_agent = "ExampleUserAgent", - -- ^ Optional, if specified replaces the default minetest user agent with - -- ^ given string. + -- Optional, if specified replaces the default minetest user agent with + -- given string + extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" }, - -- ^ Optional, if specified adds additional headers to the HTTP request. - -- ^ You must make sure that the header strings follow HTTP specification - -- ^ ("Key: Value"). + -- Optional, if specified adds additional headers to the HTTP request. + -- You must make sure that the header strings follow HTTP specification + -- ("Key: Value"). + multipart = boolean - -- ^ Optional, if true performs a multipart HTTP request. - -- ^ Default is false. + -- Optional, if true performs a multipart HTTP request. + -- Default is false. } `HTTPRequestResult` definition @@ -6322,14 +6490,18 @@ Passed to `HTTPApiTable.fetch` callback. Returned by { completed = true, - -- ^ If true, the request has finished (either succeeded, failed or timed - out). + -- If true, the request has finished (either succeeded, failed or timed + -- out) + succeeded = true, - -- ^ If true, the request was successful + -- If true, the request was successful + timeout = false, - -- ^ If true, the request timed out + -- If true, the request timed out + code = 200, - -- ^ HTTP status code + -- HTTP status code + data = "response" } @@ -6340,30 +6512,37 @@ Used by `minetest.register_authentication_handler`. { get_auth = func(name), - -- ^ Get authentication data for existing player `name` (`nil` if player - doesn't exist). - -- ^ returns following structure: - -- ^ `{password=, privileges=, last_login=}` + -- Get authentication data for existing player `name` (`nil` if player + -- doesn't exist). + -- Returns following structure: + -- `{password=, privileges=
, last_login=}` + create_auth = func(name, password), - -- ^ Create new auth data for player `name` - -- ^ Note that `password` is not plain-text but an arbitrary - -- ^ representation decided by the engine + -- Create new auth data for player `name`. + -- Note that `password` is not plain-text but an arbitrary + -- representation decided by the engine. + delete_auth = func(name), - -- ^ Delete auth data of player `name`, returns boolean indicating success - -- ^ (false if player nonexistant). + -- Delete auth data of player `name`. + -- Returns boolean indicating success (false if player is nonexistent). + set_password = func(name, password), - -- ^ Set password of player `name` to `password` - Auth data should be created if not present + -- Set password of player `name` to `password`. + -- Auth data should be created if not present. + set_privileges = func(name, privileges), - -- ^ Set privileges of player `name` - -- ^ `privileges` is in table form, auth data should be created if not - -- ^ present. + -- Set privileges of player `name`. + -- `privileges` is in table form, auth data should be created if not + -- present. + reload = func(), - -- ^ Reload authentication data from the storage location - -- ^ Returns boolean indicating success + -- Reload authentication data from the storage location. + -- Returns boolean indicating success. + record_login = func(name), - -- ^ Called when player joins, used for keeping track of last_login + -- Called when player joins, used for keeping track of last_login + iterate = func(), - -- ^ Returns an iterator (use with `for` loops) for all player names - -- ^ currently in the auth database. + -- Returns an iterator (use with `for` loops) for all player names + -- currently in the auth database }