page. Mods can use it to add additional formspec elements onto the default
creative inventory formspec to be drawn after each update.
+Group overrides can be used for any registered item, node or tool. Use one of
+the groups stated below to pick which category it will appear in.
+
+ node = 1 -- Appears in the Nodes category
+ tool = 1 -- Appears in the Tools category
+ craftitem = 1 -- Appears in the Items category
+
Chests API
----------
* A table indexed by player name to keep track of who opened what chest.
* Key: The name of the player.
* Value: A table containing information about the chest the player is looking at.
- e.g `{ pos = {1, 1, 1}, sound = null, swap = "chest" }`
+ e.g `{ pos = {1, 1, 1}, sound = null, swap = "default:chest" }`
`default.chest.register_chest(name, def)`
* Registers new chest
- * `name` Name for chest
+ * `name` Name for chest e.g. "default:chest"
* `def` See [#Chest Definition]
### Chest Definition
Players API
-----------
-The player API can register player models and update the player's appearence
+The player API can register player models and update the player's appearance.
* `player_api.register_model(name, def)`
* Register a new model to be used by players
* Any of the fields of the returned table may be nil.
* player: PlayerRef
+* `player_api.player_attached`
+ * A table that maps a player name to a boolean.
+ * If the value for a given player is set to true, the default player
+ animations (walking, digging, ...) will no longer be updated.
+ Knockback from damage is also prevented for that player.
+
### Model Definition
{
-- <anim_name> = {x = <start_frame>, y = <end_frame>},
foo = {x = 0, y = 19},
bar = {x = 20, y = 39},
- -- ...
+ -- ...
},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
stepheight = 0.6, -- In nodes