minetest_game API ====================== GitHub Repo: https://github.com/minetest/minetest_game Introduction ------------ The minetest_game gamemode offers multiple new possibilities in addition to Minetest's built-in API, allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes. For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt Please note: [XYZ] refers to a section the Minetest API [#ABC] refers to a section in this document ^ Explanation for line above Bucket API ---------- The bucket API allows registering new types of buckets for non-default liquids. bucket.register_liquid( "default:lava_source", -- Source node name "default:lava_flowing", -- Flowing node name "bucket:bucket_lava", -- Name to be used for bucket "bucket_lava.png", -- Bucket texture (for wielditem and inventory_image) "Lava Bucket" -- Bucket description ) Doors API --------- The doors mod allows modders to register custom doors. doors.register_door(name, def) ^ name: "Door name" ^ def: See [#Door definition] #Door definition ---------------- { description = "Door description", inventory_image = "mod_door_inv.png", groups = {group = 1}, tiles_bottom: [Tile definition], ^ the tiles of the bottom part of the door {front, side} tiles_top: [Tile definition], ^ the tiles of the bottom part of the door {front, side} node_box_bottom = regular nodebox, see [Node boxes], OPTIONAL, node_box_top = regular nodebox, see [Node boxes], OPTIONAL, selection_box_bottom = regular nodebox, see [Node boxes], OPTIONAL, selection_box_top = regular nodebox, see [Node boxes], OPTIONAL, sound_open_door = sound play for open door, OPTIONAL, sound_close_door = sound play for close door, OPTIONAL, only_placer_can_open = true/false, ^ If true, only placer can open the door (locked for others) } Farming API ----------- The farming API allows you to easily register plants and hoes. farming.register_hoe(name, hoe definition) -> Register a new hoe, see [#hoe definition] farming.register_plant(name, Plant definition) -> Register a new growing plant, see [#Plant definition] #Hoe Definition --------------- { description = "", -- Description for tooltip inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image max_uses = 30, -- Uses until destroyed recipe = { -- Craft recipe {"air", "air", "air"}, {"", "group:stick"}, {"", "group:stick"}, } } #Plant definition ----------------- { description = "", -- Description of seed item inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image steps = 8, -- How many steps the plant has to grow, until it can be harvested ^ Always provide a plant texture for ech step, format: modname_plantname_i.png (i = stepnumber) minlight = 13, -- Minimum light to grow maxlight = default.LIGHT_MAX -- Maximum light to grow } Stairs API ---------- The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those delivered with minetest_game, to keep them compatible with other mods. stairs.register_stair(subname, recipeitem, groups, images, description, sounds) -> Registers a stair. -> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname" -> recipeitem: Item used in the craft recipe, e.g. "default:cobble" -> groups: see [Known damage and digging time defining groups] -> images: see [Tile definition] -> description: used for the description field in the stair's definition -> sounds: see [#Default sounds] stairs.register_slab(subname, recipeitem, groups, images, description, sounds) -> Registers a slabs -> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname" -> recipeitem: Item used in the craft recipe, e.g. "default:cobble" -> groups: see [Known damage and digging time defining groups] -> images: see [Tile definition] -> description: used for the description field in the stair's definition -> sounds: see [#Default sounds] stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds) -> A wrapper for stairs.register_stair and stairs.register_slab -> Uses almost the same arguments as stairs.register_stair -> desc_stair: Description for stair node -> desc_slab: Description for slab node Xpanes API ---------- Creates panes that automatically connect to each other xpanes.register_pane(subname, def) -> subname: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}" -> def: See [#Pane definition] #Pane definition ---------------- { textures = {"texture_Bottom_top", "texture_left_right", "texture_front_back"}, ^ More tiles aren't supported groups = {group = rating}, ^ Uses the known node groups, see [Known damage and digging time defining groups] sounds = SoundSpec, ^ See [#Default sounds] recipe = {{"","","","","","","","",""}}, ^ Recipe field only } Default sounds -------------- Sounds inside the default table can be used within the sounds field of node definitions. default.node_sound_defaults() default.node_sound_stone_defaults() default.node_sound_dirt_defaults() default.node_sound_sand_defaults() default.node_sound_wood_defaults() default.node_sound_leaves_defaults() default.node_sound_glass_defaults() Default constants ----------------- default.LIGHT_MAX ^ The maximum light level (see [Node definition] light_source) Player API ---------- The player API can register player models and update the player's appearence default.player_register_model(name, def) ^ Register a new model to be used by players. -> name: model filename such as "character.x", "foo.b3d", etc. -> def: See [#Model definition] default.registered_player_models[name] ^ Get a model's definition -> see [#Model definition] default.player_set_model(player, model_name) ^ Change a player's model -> player: PlayerRef -> model_name: model registered with player_register_model() default.player_set_animation(player, anim_name [, speed]) ^ Applies an animation to a player -> anim_name: name of the animation. -> speed: frames per second. If nil, default from the model is used default.player_set_textures(player, textures) ^ Sets player textures -> player: PlayerRef -> textures: array of textures ^ If is nil, the default textures from the model def are used default.player_get_animation(player) ^ Returns a table containing fields "model", "textures" and "animation". ^ Any of the fields of the returned table may be nil. -> player: PlayerRef Model Definition ---------------- { animation_speed = 30, -- Default animation speed, in FPS. textures = {"character.png", }, -- Default array of textures. visual_size = {x=1, y=1,}, -- Used to scale the model. animations = { -- = { x=, y=, }, foo = { x= 0, y=19, }, bar = { x=20, y=39, }, -- ... }, } Leafdecay --------- To enable leaf decay for a node, add it to the "leafdecay" group. The rating of the group determines how far from a node in the group "tree" the node can be without decaying. If param2 of the node is ~= 0, the node will always be preserved. Thus, if the player places a node of that kind, you will want to set param2=1 or so. The function default.after_place_leaves can be set as after_place_node of a node to set param2 to 1 if the player places the node (should not be used for nodes that use param2 otherwise (e.g. facedir)). If the node is in the leafdecay_drop group then it will always be dropped as an item. Dyes ---- To make recipes that will work with any dye ever made by anybody, define them based on groups. You can select any group of groups, based on your need for amount of colors. #Color groups ------------- Base color groups: - basecolor_white - basecolor_grey - basecolor_black - basecolor_red - basecolor_yellow - basecolor_green - basecolor_cyan - basecolor_blue - basecolor_magenta Extended color groups (* = equal to a base color): * excolor_white - excolor_lightgrey * excolor_grey - excolor_darkgrey * excolor_black * excolor_red - excolor_orange * excolor_yellow - excolor_lime * excolor_green - excolor_aqua * excolor_cyan - excolor_sky_blue * excolor_blue - excolor_violet * excolor_magenta - excolor_red_violet The whole unifieddyes palette as groups: - unicolor_ For the following, no white/grey/black is allowed: - unicolor_medium_ - unicolor_dark_ - unicolor_light_ - unicolor__s50 - unicolor_medium__s50 - unicolor_dark__s50 Example of one shapeless recipe using a color group: minetest.register_craft({ type = "shapeless", output = ':item_yellow', recipe = {':item_no_color', 'group:basecolor_yellow'}, }) #Color lists ------------ dye.basecolors ^ Array containing the names of available base colors dye.excolors ^ Array containing the names of the available extended colors Trees ----- default.grow_tree(pos, is_apple_tree) ^ Grows a tree or apple tree at pos default.grow_jungle_tree(pos) ^ Grows a jungletree at pos default.grow_pine_tree(pos) ^ Grows a pinetree at pos