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-rw-r--r--doc/lua_api.txt258
1 files changed, 184 insertions, 74 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt
index 754f0305a..7104af3e7 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -256,6 +256,9 @@ Subfolders with names starting with `_` or `.` are ignored.
If a subfolder contains a media file with the same name as a media file
in one of its parents, the parent's file is used.
+Although it is discouraged, a mod can overwrite a media file of any mod that it
+depends on by supplying a file with an equal name.
+
Naming conventions
------------------
@@ -1045,9 +1048,9 @@ The function of `param2` is determined by `paramtype2` in node definition.
* The height of the 'plantlike' section is stored in `param2`.
* The height is (`param2` / 16) nodes.
* `paramtype2 = "degrotate"`
- * Only valid for "plantlike" drawtype. The rotation of the node is stored in
- `param2`.
- * Values range 0 - 179. The value stored in `param2` is multiplied by two to
+ * Valid for `plantlike` and `mesh` drawtypes. The rotation of the node is
+ stored in `param2`.
+ * Values range 0–239. The value stored in `param2` is multiplied by 1.5 to
get the actual rotation in degrees of the node.
* `paramtype2 = "meshoptions"`
* Only valid for "plantlike" drawtype. `param2` encodes the shape and
@@ -1085,6 +1088,11 @@ The function of `param2` is determined by `paramtype2` in node definition.
* `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
and 63 being full.
* Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
+* `paramtype2 = "colordegrotate"`
+ * Same as `degrotate`, but with colors.
+ * The first (most-significant) three bits of `param2` tells which color
+ is picked from the palette. The palette should have 8 pixels.
+ * Remaining 5 bits store rotation in range 0–23 (i.e. in 15° steps)
* `paramtype2 = "none"`
* `param2` will not be used by the engine and can be used to store
an arbitrary value
@@ -1104,8 +1112,20 @@ Look for examples in `games/devtest` or `games/minetest_game`.
* Invisible, uses no texture.
* `liquid`
* The cubic source node for a liquid.
+ * Faces bordering to the same node are never rendered.
+ * Connects to node specified in `liquid_alternative_flowing`.
+ * Use `backface_culling = false` for the tiles you want to make
+ visible when inside the node.
* `flowingliquid`
* The flowing version of a liquid, appears with various heights and slopes.
+ * Faces bordering to the same node are never rendered.
+ * Connects to node specified in `liquid_alternative_source`.
+ * Node textures are defined with `special_tiles` where the first tile
+ is for the top and bottom faces and the second tile is for the side
+ faces.
+ * `tiles` is used for the item/inventory/wield image rendering.
+ * Use `backface_culling = false` for the special tiles you want to make
+ visible when inside the node
* `glasslike`
* Often used for partially-transparent nodes.
* Only external sides of textures are visible.
@@ -1132,14 +1152,20 @@ Look for examples in `games/devtest` or `games/minetest_game`.
used to compensate for how `glasslike` reduces visual thickness.
* `torchlike`
* A single vertical texture.
- * If placed on top of a node, uses the first texture specified in `tiles`.
- * If placed against the underside of a node, uses the second texture
- specified in `tiles`.
- * If placed on the side of a node, uses the third texture specified in
- `tiles` and is perpendicular to that node.
+ * If `paramtype2="[color]wallmounted":
+ * If placed on top of a node, uses the first texture specified in `tiles`.
+ * If placed against the underside of a node, uses the second texture
+ specified in `tiles`.
+ * If placed on the side of a node, uses the third texture specified in
+ `tiles` and is perpendicular to that node.
+ * If `paramtype2="none"`:
+ * Will be rendered as if placed on top of a node (see
+ above) and only the first texture is used.
* `signlike`
* A single texture parallel to, and mounted against, the top, underside or
side of a node.
+ * If `paramtype2="[color]wallmounted", it rotates according to `param2`
+ * If `paramtype2="none"`, it will always be on the floor.
* `plantlike`
* Two vertical and diagonal textures at right-angles to each other.
* See `paramtype2 = "meshoptions"` above for other options.
@@ -1722,7 +1748,15 @@ to games.
* `3`: the node always gets the digging time 0 seconds (torch)
* `disable_jump`: Player (and possibly other things) cannot jump from node
or if their feet are in the node. Note: not supported for `new_move = false`
-* `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
+* `fall_damage_add_percent`: modifies the fall damage suffered when hitting
+ the top of this node. There's also an armor group with the same name.
+ The final player damage is determined by the following formula:
+ damage =
+ collision speed
+ * ((node_fall_damage_add_percent + 100) / 100) -- node group
+ * ((player_fall_damage_add_percent + 100) / 100) -- player armor group
+ - (14) -- constant tolerance
+ Negative damage values are discarded as no damage.
* `falling_node`: if there is no walkable block under the node it will fall
* `float`: the node will not fall through liquids
* `level`: Can be used to give an additional sense of progression in the game.
@@ -1742,11 +1776,15 @@ to games.
`"toolrepair"` crafting recipe
-### `ObjectRef` groups
+### `ObjectRef` armor groups
* `immortal`: Skips all damage and breath handling for an object. This group
- will also hide the integrated HUD status bars for players, and is
- automatically set to all players when damage is disabled on the server.
+ will also hide the integrated HUD status bars for players. It is
+ automatically set to all players when damage is disabled on the server and
+ cannot be reset (subject to change).
+* `fall_damage_add_percent`: Modifies the fall damage suffered by players
+ when they hit the ground. It is analog to the node group with the same
+ name. See the node group above for the exact calculation.
* `punch_operable`: For entities; disables the regular damage mechanism for
players punching it by hand or a non-tool item, so that it can do something
else than take damage.
@@ -2113,7 +2151,7 @@ Examples
list[current_player;main;0,3.5;8,4;]
list[current_player;craft;3,0;3,3;]
list[current_player;craftpreview;7,1;1,1;]
-
+
Version History
---------------
@@ -2226,7 +2264,8 @@ Elements
* Show an inventory list if it has been sent to the client. Nothing will
be shown if the inventory list is of size 0.
* **Note**: With the new coordinate system, the spacing between inventory
- slots is one-fourth the size of an inventory slot.
+ slots is one-fourth the size of an inventory slot by default. Also see
+ [Styling Formspecs] for changing the size of slots and spacing.
### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
@@ -2294,7 +2333,7 @@ Elements
* `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
* `frame start` (Optional): The index of the frame to start on. Default `1`.
-### `model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation X,Y>;<continuous>;<mouse control>;<frame loop range>]`
+### `model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation X,Y>;<continuous>;<mouse control>;<frame loop range>;<animation speed>]`
* Show a mesh model.
* `name`: Element name that can be used for styling
@@ -2308,6 +2347,7 @@ Elements
* `frame loop range` (Optional): Range of the animation frames.
* Defaults to the full range of all available frames.
* Syntax: `<begin>,<end>`
+* `animation speed` (Optional): Sets the animation speed. Default 0 FPS.
### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
@@ -2673,7 +2713,7 @@ Elements
* `span=<value>`: number of following columns to affect
(default: infinite).
-### `style[<selector 1>,<selector 2>;<prop1>;<prop2>;...]`
+### `style[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
* Set the style for the element(s) matching `selector` by name.
* `selector` can be one of:
@@ -2686,7 +2726,7 @@ Elements
* See [Styling Formspecs].
-### `style_type[<selector 1>,<selector 2>;<prop1>;<prop2>;...]`
+### `style_type[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
* Set the style for the element(s) matching `selector` by type.
* `selector` can be one of:
@@ -2759,10 +2799,10 @@ Styling Formspecs
Formspec elements can be themed using the style elements:
- style[<name 1>,<name 2>;<prop1>;<prop2>;...]
- style[<name 1>:<state>,<name 2>:<state>;<prop1>;<prop2>;...]
- style_type[<type 1>,<type 2>;<prop1>;<prop2>;...]
- style_type[<type 1>:<state>,<type 2>:<state>;<prop1>;<prop2>;...]
+ style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]
+ style[<name 1>:<state>,<name 2>:<state>,...;<prop1>;<prop2>;...]
+ style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]
+ style_type[<type 1>:<state>,<type 2>:<state>,...;<prop1>;<prop2>;...]
Where a prop is:
@@ -2809,6 +2849,7 @@ Some types may inherit styles from parent types.
* image_button
* item_image_button
* label
+* list
* model
* pwdfield, inherits from field
* scrollbar
@@ -2869,14 +2910,14 @@ Some types may inherit styles from parent types.
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
* padding - rect, adds space between the edges of the button and the content. This value is
relative to bgimg_middle.
- * sound - a sound to be played when clicked.
+ * sound - a sound to be played when triggered.
* textcolor - color, default white.
* checkbox
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * sound - a sound to be played when clicked.
+ * sound - a sound to be played when triggered.
* dropdown
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * sound - a sound to be played when clicked.
+ * sound - a sound to be played when the entry is changed.
* field, pwdfield, textarea
* border - set to false to hide the textbox background and border. Default true.
* font - Sets font type. See button `font` property for more information.
@@ -2896,6 +2937,10 @@ Some types may inherit styles from parent types.
* font - Sets font type. See button `font` property for more information.
* font_size - Sets font size. See button `font_size` property for more information.
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
+* list
+ * noclip - boolean, set to true to allow the element to exceed formspec bounds.
+ * size - 2d vector, sets the size of inventory slots in coordinates.
+ * spacing - 2d vector, sets the space between inventory slots in coordinates.
* image_button (additional properties)
* fgimg - standard image. Defaults to none.
* fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
@@ -2903,12 +2948,12 @@ Some types may inherit styles from parent types.
* fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
* This is deprecated, use states instead.
* NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
- * sound - a sound to be played when clicked.
+ * sound - a sound to be played when triggered.
* scrollbar
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
* tabheader
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * sound - a sound to be played when clicked.
+ * sound - a sound to be played when a different tab is selected.
* textcolor - color. Default white.
* table, textlist
* font - Sets font type. See button `font` property for more information.
@@ -3067,9 +3112,8 @@ Colors
Named colors are also supported and are equivalent 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 hexadecimal digits.
+To specify the value of the alpha channel, append `#A` or `#AA` to the end of
+the color name (e.g. `colorname#08`).
`ColorSpec`
-----------
@@ -3135,6 +3179,16 @@ For the following functions, `v`, `v1`, `v2` are vectors,
* Returns a vector.
* A copy of `a` if `a` is a vector.
* `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
+* `vector.from_string(s[, init])`:
+ * Returns `v, np`, where `v` is a vector read from the given string `s` and
+ `np` is the next position in the string after the vector.
+ * Returns `nil` on failure.
+ * `s`: Has to begin with a substring of the form `"(x, y, z)"`. Additional
+ spaces, leaving away commas and adding an additional comma to the end
+ is allowed.
+ * `init`: If given starts looking for the vector at this string index.
+* `vector.to_string(v)`:
+ * Returns a string of the form `"(x, y, z)"`.
* `vector.direction(p1, p2)`:
* Returns a vector of length 1 with direction `p1` to `p2`.
* If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
@@ -3149,6 +3203,7 @@ For the following functions, `v`, `v1`, `v2` are vectors,
* Returns a vector, each dimension rounded down.
* `vector.round(v)`:
* Returns a vector, each dimension rounded to nearest integer.
+ * At a multiple of 0.5, rounds away from zero.
* `vector.apply(v, func)`:
* Returns a vector where the function `func` has been applied to each
component.
@@ -3223,6 +3278,8 @@ Helper functions
* If the absolute value of `x` is within the `tolerance` or `x` is NaN,
`0` is returned.
* `math.factorial(x)`: returns the factorial of `x`
+* `math.round(x)`: Returns `x` rounded to the nearest integer.
+ * At a multiple of 0.5, rounds away from zero.
* `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
* `separator`: string, default: `","`
* `include_empty`: boolean, default: `false`
@@ -3260,7 +3317,6 @@ Helper functions
* returns true when the passed number represents NaN.
* `minetest.get_us_time()`
* returns time with microsecond precision. May not return wall time.
- * This value might overflow on certain 32-bit systems!
* `table.copy(table)`: returns a table
* returns a deep copy of `table`
* `table.indexof(list, val)`: returns the smallest numerical index containing
@@ -3271,7 +3327,8 @@ Helper functions
* Appends all values in `other_table` to `table` - uses `#table + 1` to
find new indices.
* `table.key_value_swap(t)`: returns a table with keys and values swapped
- * If multiple keys in `t` map to the same value, the result is undefined.
+ * If multiple keys in `t` map to the same value, it is unspecified which
+ value maps to that key.
* `table.shuffle(table, [from], [to], [random_func])`:
* Shuffles elements `from` to `to` in `table` in place
* `from` defaults to `1`
@@ -4381,6 +4438,11 @@ Utilities
object_step_has_moveresult = true,
-- Whether get_velocity() and add_velocity() can be used on players (5.4.0)
direct_velocity_on_players = true,
+ -- nodedef's use_texture_alpha accepts new string modes (5.4.0)
+ use_texture_alpha_string_modes = true,
+ -- degrotate param2 rotates in units of 1.5° instead of 2°
+ -- thus changing the range of values from 0-179 to 0-240 (5.5.0)
+ degrotate_240_steps = true,
}
* `minetest.has_feature(arg)`: returns `boolean, missing_features`
@@ -4440,6 +4502,9 @@ Utilities
* `minetest.sha1(data, [raw])`: returns the sha1 hash of data
* `data`: string of data to hash
* `raw`: return raw bytes instead of hex digits, default: false
+* `minetest.colorspec_to_colorstring(colorspec)`: Converts a ColorSpec to a
+ ColorString. If the ColorSpec is invalid, returns `nil`.
+ * `colorspec`: The ColorSpec to convert
Logging
-------
@@ -4589,6 +4654,10 @@ Call these functions only at load time!
the puncher to the punched.
* `damage`: Number that represents the damage calculated by the engine
* should return `true` to prevent the default damage mechanism
+* `minetest.register_on_rightclickplayer(function(player, clicker))`
+ * Called when a player is right-clicked
+ * `player`: ObjectRef - Player that was right-clicked
+ * `clicker`: ObjectRef - Object that right-clicked, may or may not be a player
* `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
* Called when the player gets damaged or healed
* `player`: ObjectRef of the player
@@ -4639,6 +4708,7 @@ Call these functions only at load time!
* `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
* `moved_too_fast`
* `interacted_too_far`
+ * `interacted_with_self`
* `interacted_while_dead`
* `finished_unknown_dig`
* `dug_unbreakable`
@@ -4879,7 +4949,7 @@ Environment access
* Punch node with the same effects that a player would cause
* `minetest.spawn_falling_node(pos)`
* Change node into falling node
- * Returns `true` if successful, `false` on failure
+ * Returns `true` and the ObjectRef of the spawned entity if successful, `false` on failure
* `minetest.find_nodes_with_meta(pos1, pos2)`
* Get a table of positions of nodes that have metadata within a region
@@ -5434,20 +5504,22 @@ Server
* Returns a code (0: successful, 1: no such player, 2: player is connected)
* `minetest.remove_player_auth(name)`: remove player authentication data
* Returns boolean indicating success (false if player nonexistant)
-* `minetest.dynamic_add_media(filepath)`
- * Adds the file at the given path to the media sent to clients by the server
- on startup and also pushes this file to already connected clients.
+* `minetest.dynamic_add_media(filepath, callback)`
+ * `filepath`: path to a media file on the filesystem
+ * `callback`: function with arguments `name`, where name is a player name
+ (previously there was no callback argument; omitting it is deprecated)
+ * Adds the file to the media sent to clients by the server on startup
+ and also pushes this file to already connected clients.
The file must be a supported image, sound or model format. It must not be
modified, deleted, moved or renamed after calling this function.
The list of dynamically added media is not persisted.
- * Returns boolean indicating success (duplicate files count as error)
- * The media will be ready to use (in e.g. entity textures, sound_play)
- immediately after calling this function.
+ * Returns false on error, true if the request was accepted
+ * The given callback will be called for every player as soon as the
+ media is available on the client.
Old clients that lack support for this feature will not see the media
- unless they reconnect to the server.
- * Since media transferred this way does not use client caching or HTTP
- transfers, dynamic media should not be used with big files or performance
- will suffer.
+ unless they reconnect to the server. (callback won't be called)
+ * Since media transferred this way currently does not use client caching
+ or HTTP transfers, dynamic media should not be used with big files.
Bans
----
@@ -6025,18 +6097,18 @@ an itemstring, a table or `nil`.
stack).
* `set_metadata(metadata)`: (DEPRECATED) Returns true.
* `get_description()`: returns the description shown in inventory list tooltips.
- * The engine uses the same as this function for item descriptions.
+ * The engine uses this when showing item descriptions in tooltips.
* Fields for finding the description, in order:
* `description` in item metadata (See [Item Metadata].)
* `description` in item definition
* item name
-* `get_short_description()`: returns the short description.
+* `get_short_description()`: returns the short description or nil.
* Unlike the description, this does not include new lines.
- * The engine uses the same as this function for short item descriptions.
* Fields for finding the short description, in order:
* `short_description` in item metadata (See [Item Metadata].)
* `short_description` in item definition
- * first line of the description (See `get_description()`.)
+ * first line of the description (From item meta or def, see `get_description()`.)
+ * Returns nil if none of the above are set
* `clear()`: removes all items from the stack, making it empty.
* `replace(item)`: replace the contents of this stack.
* `item` can also be an itemstring or table.
@@ -6213,8 +6285,8 @@ object you are working with still exists.
* `time_from_last_punch` = time since last punch action of the puncher
* `direction`: can be `nil`
* `right_click(clicker)`; `clicker` is another `ObjectRef`
-* `get_hp()`: returns number of hitpoints (2 * number of hearts)
-* `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
+* `get_hp()`: returns number of health points
+* `set_hp(hp, reason)`: set number of health points
* See reason in register_on_player_hpchange
* Is limited to the range of 0 ... 65535 (2^16 - 1)
* For players: HP are also limited by `hp_max` specified in the player's
@@ -6237,21 +6309,22 @@ object you are working with still exists.
`frame_loop`.
* `set_animation_frame_speed(frame_speed)`
* `frame_speed`: number, default: `15.0`
-* `set_attach(parent, bone, position, rotation, forced_visible)`
- * `bone`: string
- * `position`: `{x=num, y=num, z=num}` (relative)
- * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
+* `set_attach(parent[, bone, position, rotation, forced_visible])`
+ * `bone`: string. Default is `""`, the root bone
+ * `position`: `{x=num, y=num, z=num}`, relative, default `{x=0, y=0, z=0}`
+ * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees.
+ Default `{x=0, y=0, z=0}`
* `forced_visible`: Boolean to control whether the attached entity
- should appear in first person.
+ should appear in first person. Default `false`.
* `get_attach()`: returns parent, bone, position, rotation, forced_visible,
or nil if it isn't attached.
* `get_children()`: returns a list of ObjectRefs that are attached to the
object.
* `set_detach()`
-* `set_bone_position(bone, position, rotation)`
- * `bone`: string
- * `position`: `{x=num, y=num, z=num}` (relative)
- * `rotation`: `{x=num, y=num, z=num}`
+* `set_bone_position([bone, position, rotation])`
+ * `bone`: string. Default is `""`, the root bone
+ * `position`: `{x=num, y=num, z=num}`, relative, `default {x=0, y=0, z=0}`
+ * `rotation`: `{x=num, y=num, z=num}`, default `{x=0, y=0, z=0}`
* `get_bone_position(bone)`: returns position and rotation of the bone
* `set_properties(object property table)`
* `get_properties()`: returns object property table
@@ -6259,15 +6332,21 @@ object you are working with still exists.
* `get_nametag_attributes()`
* returns a table with the attributes of the nametag of an object
* {
- color = {a=0..255, r=0..255, g=0..255, b=0..255},
text = "",
+ color = {a=0..255, r=0..255, g=0..255, b=0..255},
+ bgcolor = {a=0..255, r=0..255, g=0..255, b=0..255},
}
* `set_nametag_attributes(attributes)`
* sets the attributes of the nametag of an object
* `attributes`:
{
- color = ColorSpec,
text = "My Nametag",
+ color = ColorSpec,
+ -- ^ Text color
+ bgcolor = ColorSpec or false,
+ -- ^ Sets background color of nametag
+ -- `false` will cause the background to be set automatically based on user settings
+ -- Default: false
}
#### Lua entity only (no-op for other objects)
@@ -6579,8 +6658,8 @@ object you are working with still exists.
* `frame_speed` sets the animations frame speed. Default is 30.
* `get_local_animation()`: returns idle, walk, dig, walk_while_dig tables and
`frame_speed`.
-* `set_eye_offset(firstperson, thirdperson)`: defines offset vectors for camera
- per player.
+* `set_eye_offset([firstperson, thirdperson])`: defines offset vectors for
+ camera per player. An argument defaults to `{x=0, y=0, z=0}` if unspecified.
* in first person view
* in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
* `get_eye_offset()`: returns first and third person offsets.
@@ -6936,10 +7015,18 @@ Player properties need to be saved manually.
-- in mods.
nametag = "",
- -- By default empty, for players their name is shown if empty
+ -- The name to display on the head of the object. By default empty.
+ -- If the object is a player, a nil or empty nametag is replaced by the player's name.
+ -- For all other objects, a nil or empty string removes the nametag.
+ -- To hide a nametag, set its color alpha to zero. That will disable it entirely.
nametag_color = <ColorSpec>,
- -- Sets color of nametag
+ -- Sets text color of nametag
+
+ nametag_bgcolor = <ColorSpec>,
+ -- Sets background color of nametag
+ -- `false` will cause the background to be set automatically based on user settings.
+ -- Default: false
infotext = "",
-- By default empty, text to be shown when pointed at object
@@ -7152,8 +7239,9 @@ Used by `minetest.register_node`, `minetest.register_craftitem`, and
short_description = "Steel Axe",
-- Must not contain new lines.
- -- Defaults to the first line of description.
- -- See also: `get_short_description` in [`ItemStack`]
+ -- Defaults to nil.
+ -- Use an [`ItemStack`] to get the short description, eg:
+ -- ItemStack(itemname):get_short_description()
groups = {},
-- key = name, value = rating; rating = 1..3.
@@ -7326,10 +7414,18 @@ Used by `minetest.register_node`.
-- 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
- -- If this is set to false, the node will be rendered fully opaque
- -- regardless of any texture transparency.
+ use_texture_alpha = ...,
+ -- Specifies how the texture's alpha channel will be used for rendering.
+ -- possible values:
+ -- * "opaque": Node is rendered opaque regardless of alpha channel
+ -- * "clip": A given pixel is either fully see-through or opaque
+ -- depending on the alpha channel being below/above 50% in value
+ -- * "blend": The alpha channel specifies how transparent a given pixel
+ -- of the rendered node is
+ -- The default is "opaque" for drawtypes normal, liquid and flowingliquid;
+ -- "clip" otherwise.
+ -- If set to a boolean value (deprecated): true either sets it to blend
+ -- or clip, false sets it to clip or opaque mode depending on the drawtype.
palette = "palette.png",
-- The node's `param2` is used to select a pixel from the image.
@@ -7371,7 +7467,16 @@ Used by `minetest.register_node`.
-- If true, liquids flow into and replace this node.
-- Warning: making a liquid node 'floodable' will cause problems.
- liquidtype = "none", -- "none" / "source" / "flowing"
+ liquidtype = "none", -- specifies liquid physics
+ -- * "none": no liquid physics
+ -- * "source": spawns flowing liquid nodes at all 4 sides and below;
+ -- recommended drawtype: "liquid".
+ -- * "flowing": spawned from source, spawns more flowing liquid nodes
+ -- around it until `liquid_range` is reached;
+ -- will drain out without a source;
+ -- recommended drawtype: "flowingliquid".
+ -- If it's "source" or "flowing" and `liquid_range > 0`, then
+ -- both `liquid_alternative_*` fields must be specified
liquid_alternative_flowing = "", -- Flowing version of source liquid
@@ -7394,7 +7499,10 @@ Used by `minetest.register_node`.
-- `minetest.set_node_level` and `minetest.add_node_level`.
-- Values above 124 might causes collision detection issues.
- liquid_range = 8, -- Number of flowing nodes around source (max. 8)
+ liquid_range = 8,
+ -- Maximum distance that flowing liquid nodes can spread around
+ -- source on flat land;
+ -- maximum = 8; set to 0 to disable liquid flow
drowning = 0,
-- Player will take this amount of damage if no bubbles are left
@@ -7604,6 +7712,8 @@ Used by `minetest.register_node`.
on_dig = function(pos, node, digger),
-- default: minetest.node_dig
-- By default checks privileges, wears out tool and removes node.
+ -- return true if the node was dug successfully, false otherwise.
+ -- Deprecated: returning nil is the same as returning true.
on_timer = function(pos, elapsed),
-- default: nil
@@ -7643,12 +7753,12 @@ Used by `minetest.register_node`.
-- intensity: 1.0 = mid range of regular TNT.
-- If defined, called when an explosion touches the node, instead of
-- removing the node.
-
+
mod_origin = "modname",
-- stores which mod actually registered a node
-- if it can not find a source, returns "??"
-- useful for getting what mod truly registered something
- -- example: if a node is registered as ":othermodname:nodename",
+ -- example: if a node is registered as ":othermodname:nodename",
-- nodename will show "othermodname", but mod_orgin will say "modname"
}
@@ -8339,7 +8449,7 @@ 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 request to be completed in seconds. Default depends on engine settings.
method = "GET", "POST", "PUT" or "DELETE"
-- The http method to use. Defaults to "GET".