From fd1103390e5be7936df03e4830175b01f9fc54f4 Mon Sep 17 00:00:00 2001 From: ANAND Date: Sun, 31 Mar 2019 16:55:53 +0530 Subject: [PATCH] Remove game_api.txt and minetest.conf.example (#391) --- game_api.txt | 384 ------------------------------------------ minetest.conf.example | 26 --- 2 files changed, 410 deletions(-) delete mode 100644 game_api.txt delete mode 100644 minetest.conf.example diff --git a/game_api.txt b/game_api.txt deleted file mode 100644 index 791a7f9..0000000 --- a/game_api.txt +++ /dev/null @@ -1,384 +0,0 @@ -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 - ) - -Beds API --------- - beds.register_bed( - "beds:bed", -- Bed name - def: See [#Bed definition] -- Bed definition - ) - - beds.read_spawns() -- returns a table containing players respawn positions - beds.kick_players() -- forces all players to leave bed - beds.skip_night() -- sets world time to morning and saves respawn position of all players currently sleeping - -#Bed definition ---------------- -{ - description = "Simple Bed", - inventory_image = "beds_bed.png", - wield_image = "beds_bed.png", - tiles = { - bottom = {[Tile definition], - ^ the tiles of the bottom part of the bed - }, - top = {[Tile definition], - ^ the tiles of the bottom part of the bed - } - }, - nodebox = { - bottom = regular nodebox, see [Node boxes], -- bottm part of bed - top = regular nodebox, see [Node boxes], -- top part of bed - }, - selectionbox = regular nodebox, see [Node boxes], -- for both nodeboxes - recipe = { -- Craft recipe - {"group:wool", "group:wool", "group:wool"}, - {"group:wood", "group:wood", "group:wood"} - } -} - -Doors API ---------- -The doors mod allows modders to register custom doors and trapdoors. - -doors.register_door(name, def) -^ name: "Door name" -^ def: See [#Door definition] - -> Registers new door - -doors.register_trapdoor(name, def) -^ name: "Trapdoor name" -^ def: See [#Trapdoor definition] - -> Registers new trapdoor - -#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) -} - -#Trapdoor definition ----------------- -{ - tile_front = "doors_trapdoor.png", - ^ the texture for the front and back of the trapdoor - tile_side: "doors_trapdoor_side.png", - ^ the tiles of the four side parts of the trapdoor - sound_open = sound to play when opening the trapdoor, OPTIONAL, - sound_close = sound to play when closing the trapdoor, OPTIONAL, - -> You can add any other node definition properties for minetest.register_node, - such as wield_image, inventory_image, sounds, groups, description, ... - Only node_box, selection_box, tiles, drop, drawtype, paramtype, paramtype2, on_rightclick - will be overwritten by the trapdoor registration function -} - -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 - material = "", -- Material for recipes - recipe = { -- Craft recipe, if material isn't used - {"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 each step, format: modname_plantname_i.png (i = stepnumber) - minlight = 13, -- Minimum light to grow - maxlight = default.LIGHT_MAX -- Maximum light to grow -} - -Screwdriver API ---------------- -The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it. -To use it, add the on_screwdriver function to the node definition. -on_rotate(pos, node, user, mode, new_param2) -^ pos: position of the node that the screwdriver is being used on -^ node: that node -^ user: the player who used the screwdriver -^ mode: screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS -^ new_param2: the new value of param2 that would have been set if on_rotate wasn't there -^ return value: false to disallow rotation, nil to keep default behaviour, true to allow - it but to indicate that changed have already been made (so the screwdriver will wear out) -^ use on_rotate = screwdriver.disallow to always disallow rotation -^ use on_rotate = screwdriver.rotate_simple to allow only face rotation - -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 -} - -Raillike definitions --------------------- -The following nodes use the group `connect_to_raillike` and will only connect to -raillike nodes within this group and the same group value. -Use `minetest.raillike_group()` to get the group value. - -| Node type | Raillike group name -+-----------------------+---------------------------------- -| default:rail | "rail" -| tnt:gunpowder | "gunpowder" -| tnt:gunpowder_burning | "gunpowder" - -Example: -If you want to add a new rail type and want it to connect with default:rail, -add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table -of your node. - - -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 diff --git a/minetest.conf.example b/minetest.conf.example deleted file mode 100644 index 38869e7..0000000 --- a/minetest.conf.example +++ /dev/null @@ -1,26 +0,0 @@ -# This file contains settings of minetest_game that can be changed in -# minetest.conf -# -# By default, all the settings are commented and not functional. -# Uncomment settings by removing the preceding #. - -# Whether creative mode (fast digging of all blocks, unlimited resources) should be enabled -#creative_mode = false - -# The time in seconds after which the bones of a dead player can be looted by everyone -# 0 to disable -#share_bones_time = 1200 - -# Whether fire should be disabled (all fire nodes will instantly disappear) -#disable_fire = false - -# Whether steel tools, torches and cobblestone should be given to new players -#give_initial_stuff = false - -# Whether the TNT mod should be enabled -#enable_tnt = - -# The radius of a TNT explosion -#tnt_radius = 3 - -# See mods/ctf_pvp_engine/minetest.conf.example for ctf_pvp_engine settings.