@@ -51,7 +51,7 @@ where gameid is unique to each game.
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The game directory contains the file game.conf, which contains these fields:
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name = <Human-readable full name of the game>
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- eg .
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+ e.g .
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name = Minetest
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The game directory can contain the file minetest.conf, which will be used
@@ -66,22 +66,22 @@ Generic:
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$path_user/mods/ <-- User-installed mods
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$worldpath/worldmods/
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- In a run-in-place version (eg . the distributed windows version):
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+ In a run-in-place version (e.g . the distributed windows version):
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minetest-0.4.x/games/gameid/mods/
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- minetest-0.4.x/mods/gameid/ <-- User-installed mods
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+ minetest-0.4.x/mods/ <-- User-installed mods
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minetest-0.4.x/worlds/worldname/worldmods/
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- On an installed version on linux :
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+ On an installed version on Linux :
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/usr/share/minetest/games/gameid/mods/
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- ~/.minetest/mods/gameid/ <-- User-installed mods
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+ ~/.minetest/mods/ <-- User-installed mods
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~/.minetest/worlds/worldname/worldmods
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Mod load path for world-specific games
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--------------------------------------
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It is possible to include a game in a world; in this case, no mods or
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games are loaded or checked from anywhere else.
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- This is useful for eg . adventure worlds.
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+ This is useful for e.g . adventure worlds.
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This happens if the following directory exists:
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$world/game/
@@ -127,7 +127,7 @@ screenshot.png:
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A screenshot shown in modmanager within mainmenu.
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description.txt:
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- File containing desctiption to be shown within mainmenu.
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+ File containing description to be shown within mainmenu.
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init.lua:
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The main Lua script. Running this script should register everything it
@@ -170,30 +170,30 @@ convert_to.
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This can be used for maintaining backwards compatibility.
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- This can be also used for setting quick access names for things, eg . if
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+ This can be also used for setting quick access names for things, e.g . if
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you have an item called epiclylongmodname:stuff, you could do
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minetest.register_alias("stuff", "epiclylongmodname:stuff")
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and be able to use "/giveme stuff".
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Textures
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--------
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- Mods should generally prefix their textures with modname_, eg . given
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+ Mods should generally prefix their textures with modname_, e.g . given
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the mod name "foomod", a texture could be called
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"foomod_foothing.png"
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Textures are referred to by their complete name, or alternatively by
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stripping out the file extension:
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- eg . foomod_foothing.png
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- eg . foomod_foothing
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+ e.g . foomod_foothing.png
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+ e.g . foomod_foothing
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Sounds
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-------
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- Only OGG files are supported.
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+ Only OGG Vorbis files are supported.
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For positional playing of sounds, only single-channel (mono) files are
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supported. Otherwise OpenAL will play them non-positionally.
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- Mods should generally prefix their sounds with modname_, eg . given
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+ Mods should generally prefix their sounds with modname_, e.g . given
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the mod name "foomod", a sound could be called
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"foomod_foosound.ogg"
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@@ -210,11 +210,11 @@ from the available ones of the following files:
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foomod_foosound.9.ogg
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Examples of sound parameter tables:
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- -- Play locationless on all clients
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+ -- Play location-less on all clients
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{
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gain = 1.0, -- default
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}
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- -- Play locationless to a player
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+ -- Play location-less to a player
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{
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to_player = name,
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gain = 1.0, -- default
@@ -234,11 +234,11 @@ Examples of sound parameter tables:
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}
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SimpleSoundSpec:
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- eg . ""
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- eg . "default_place_node"
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- eg . {}
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- eg . {name="default_place_node"}
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- eg . {name="default_place_node", gain=1.0}
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+ e.g . ""
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+ e.g . "default_place_node"
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+ e.g . {}
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+ e.g . {name="default_place_node"}
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+ e.g . {name="default_place_node", gain=1.0}
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Registered definitions of stuff
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--------------------------------
@@ -259,7 +259,7 @@ minetest.register_craftitem(name, item definition)
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-> minetest.registered_items[name]
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Note that in some cases you will stumble upon things that are not contained
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- in these tables (eg . when a mod has been removed). Always check for
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+ in these tables (e.g . when a mod has been removed). Always check for
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existence before trying to access the fields.
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Example: If you want to check the drawtype of a node, you could do:
@@ -384,7 +384,7 @@ A box is defined as:
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A box of a regular node would look like:
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{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
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- type = "leveled" is same as "fixed", but y2 will be automaticaly setted to level from param2
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+ type = "leveled" is same as "fixed", but y2 will be automatically set to level from param2
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Ore types
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---------------
@@ -561,16 +561,16 @@ Craftitem (register_craftitem):
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Items and item stacks can exist in three formats:
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Serialized; This is called stackstring or itemstring:
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- eg . 'default:dirt 5'
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- eg . 'default:pick_wood 21323'
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- eg . 'default:apple'
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+ e.g . 'default:dirt 5'
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+ e.g . 'default:pick_wood 21323'
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+ e.g . 'default:apple'
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Table format:
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- eg . {name="default:dirt", count=5, wear=0, metadata=""}
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+ e.g . {name="default:dirt", count=5, wear=0, metadata=""}
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^ 5 dirt nodes
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- eg . {name="default:pick_wood", count=1, wear=21323, metadata=""}
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- ^ a wooden pick about 1/3 weared out
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- eg . {name="default:apple", count=1, wear=0, metadata=""}
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+ e.g . {name="default:pick_wood", count=1, wear=21323, metadata=""}
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+ ^ a wooden pick about 1/3 worn out
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+ e.g . {name="default:apple", count=1, wear=0, metadata=""}
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^ an apple.
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ItemStack:
@@ -604,7 +604,7 @@ You can read the rating of a group for an item or a node by using
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Groups of items
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----------------
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- Groups of items can define what kind of an item it is (eg . wool).
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+ Groups of items can define what kind of an item it is (e.g . wool).
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Groups of nodes
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----------------
@@ -617,7 +617,7 @@ For entities, groups are, as of now, used only for calculating damage.
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The rating is the percentage of damage caused by tools with this damage group.
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See "Entity damage mechanism".
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- object.get_armor_groups() -> a group-rating table (eg . {fleshy=100})
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+ object.get_armor_groups() -> a group-rating table (e.g . {fleshy=100})
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object.set_armor_groups({fleshy=30, cracky=80})
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Groups of tools
@@ -648,8 +648,8 @@ Special groups
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---------------
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- immortal: Disables the group damage system for an entity
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- level: Can be used to give an additional sense of progression in the game.
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- - A larger level will cause eg . a weapon of a lower level make much less
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- damage, and get weared out much faster, or not be able to get drops
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+ - A larger level will cause e.g . a weapon of a lower level make much less
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+ damage, and get worn out much faster, or not be able to get drops
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from destroyed nodes.
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- 0 is something that is directly accessible at the start of gameplay
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- There is no upper limit
@@ -672,9 +672,9 @@ Known damage and digging time defining groups
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----------------------------------------------
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- crumbly: dirt, sand
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- cracky: tough but crackable stuff like stone.
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- - snappy: something that can be cut using fine tools; eg . leaves, small
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+ - snappy: something that can be cut using fine tools; e.g . leaves, small
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plants, wire, sheets of metal
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- - choppy: something that can be cut using force; eg . trees, wooden planks
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+ - choppy: something that can be cut using force; e.g . trees, wooden planks
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- fleshy: Living things like animals and the player. This could imply
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some blood effects when hitting.
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- explody: Especially prone to explosions
@@ -693,7 +693,7 @@ Item groups are often used for defining, well, //groups of items//.
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- eatable: anything that can be eaten. Rating might define HP gain in half
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hearts.
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- flammable: can be set on fire. Rating might define the intensity of the
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- fire, affecting eg . the speed of the spreading of an open fire.
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+ fire, affecting e.g . the speed of the spreading of an open fire.
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- wool: any wool (any origin, any color)
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- metal: any metal
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- weapon: any weapon
@@ -726,12 +726,12 @@ groups to enable interaction with tools.
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**Full punch interval**:
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When used as a weapon, the tool will do full damage if this time is spent
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- between punches. If eg . half the time is spent, the tool will do half
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+ between punches. If e.g . half the time is spent, the tool will do half
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damage.
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**Maximum drop level**
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Suggests the maximum level of node, when dug with the tool, that will drop
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- it's useful item. (eg . iron ore to drop a lump of iron).
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+ it's useful item. (e.g . iron ore to drop a lump of iron).
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- This is not automated; it is the responsibility of the node definition
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to implement this
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@@ -750,7 +750,7 @@ be able to dig.
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**Digging times**
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List of digging times for different ratings of the group, for nodes of the
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maximum level.
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- * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
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+ * For example, as a Lua table, ''times={2=2.00, 3=0.70}''. This would
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result in the tool to be able to dig nodes that have a rating of 2 or 3
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for this group, and unable to dig the rating 1, which is the toughest.
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Unless there is a matching group that enables digging otherwise.
@@ -769,7 +769,7 @@ tool_capabilities = {
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damage_groups = {fleshy=2},
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}
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- This makes the tool be able to dig nodes that fullfill both of these:
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+ This makes the tool be able to dig nodes that fulfill both of these:
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- Have the **crumbly** group
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- Have a **level** group less or equal to 2
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@@ -801,12 +801,12 @@ damage = 0
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foreach group in cap.damage_groups:
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damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
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* (object.armor_groups[group] / 100.0)
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- -- Where object.armor_groups[group] is 0 for inexisting values
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+ -- Where object.armor_groups[group] is 0 for inexistent values
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return damage
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Client predicts damage based on damage groups. Because of this, it is able to
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give an immediate response when an entity is damaged or dies; the response is
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- pre-defined somehow (eg . by defining a sprite animation) (not implemented;
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+ pre-defined somehow (e.g . by defining a sprite animation) (not implemented;
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TODO).
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- Currently a smoke puff will appear when an entity dies.
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812
@@ -987,7 +987,7 @@ label[<X>,<Y>;<label>]
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^ Position and size units are inventory slots
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vertlabel[<X>,<Y>;<label>]
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- ^ Textual label drawn verticaly
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+ ^ Textual label drawn vertically
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^ x and y work as per field
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^ label is the text on the label
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^ Position and size units are inventory slots
@@ -1008,8 +1008,8 @@ image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>
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^ x, y, w, h, and name work as per button
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^ texture name is the filename of an image
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^ Position and size units are inventory slots
1011
- ^ noclip true meand imagebutton doesn't need to be within specified formsize
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- ^ drawborder draw button bodrer or not
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+ ^ noclip= true means imagebutton doesn't need to be within specified formsize
1012
+ ^ drawborder draw button border or not
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^ pressed texture name is the filename of an image on pressed state
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item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
@@ -1026,15 +1026,15 @@ image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
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^ When clicked, fields will be sent and the form will quit.
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textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
1029
- ^Scrollabel itemlist showing arbitrary text elements
1029
+ ^ Scrollable item list showing arbitrary text elements
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^ x and y position the itemlist relative to the top left of the menu
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^ w and h are the size of the itemlist
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^ name fieldname sent to server on doubleclick value is current selected element
1033
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^ listelements can be prepended by #color in hexadecimal format RRGGBB (only),
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^ if you want a listelement to start with # write ##
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1036
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textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
1037
- ^Scrollabel itemlist showing arbitrary text elements
1037
+ ^ Scrollable itemlist showing arbitrary text elements
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^ x and y position the itemlist relative to the top left of the menu
1039
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^ w and h are the size of the itemlist
1040
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^ name fieldname sent to server on doubleclick value is current selected element
@@ -1047,7 +1047,7 @@ textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<sele
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tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
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^ show a tabHEADER at specific position (ignores formsize)
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^ x and y position the itemlist relative to the top left of the menu
1050
- ^ name fieldname data is transfered to lua
1050
+ ^ name fieldname data is transfered to Lua
1051
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^ caption 1... name shown on top of tab
1052
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^ current_tab index of selected tab 1...
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^ transparent (optional) show transparent
@@ -1063,15 +1063,14 @@ dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
1063
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^ show a dropdown field
1064
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^ x and y position of dropdown
1065
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^ width of dropdown
1066
- ^ fieldname data is transfered to lua
1066
+ ^ fieldname data is transfered to Lua
1067
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^ items to be shown in dropdown
1068
1068
^ index of currently selected dropdown item
1069
- ^ color in hexadecimal format RRGGBB (only)
1070
1069
1071
1070
checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]
1072
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^ show a checkbox
1073
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^ x and y position of checkbox
1074
- ^ name fieldname data is transfered to lua
1073
+ ^ name fieldname data is transfered to Lua
1075
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^ label to be shown left of checkbox
1076
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^ selected (optional) true/false
1077
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^ tooltip (optional)
@@ -1159,7 +1158,7 @@ vector.length(v) -> number
1159
1158
vector.normalize(v) -> vector
1160
1159
vector.round(v) -> vector
1161
1160
vector.equals(v1, v2) -> bool
1162
- For the folowing x can be either a vector or a number.
1161
+ For the following functions x can be either a vector or a number.
1163
1162
vector.add(v, x) -> vector
1164
1163
vector.subtract(v, x) -> vector
1165
1164
vector.multiply(v, x) -> vector
@@ -1173,11 +1172,11 @@ dump(obj, dumped={})
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^ Return object serialized as a string
1174
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math.hypot(x, y)
1175
1174
^ Get the hypotenuse of a triangle with legs x and y.
1176
- Usefull for distance calculation.
1175
+ Useful for distance calculation.
1177
1176
string:split(separator)
1178
- ^ eg . string:split("a,b", ",") == {"a","b"}
1177
+ ^ e.g . string:split("a,b", ",") == {"a","b"}
1179
1178
string:trim()
1180
- ^ eg . string.trim("\n \t\tfoo bar\t ") == "foo bar"
1179
+ ^ e.g . string.trim("\n \t\tfoo bar\t ") == "foo bar"
1181
1180
minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
1182
1181
^ Convert position to a printable string
1183
1182
minetest.string_to_pos(string) -> position
@@ -1191,11 +1190,11 @@ minetest namespace reference
1191
1190
-----------------------------
1192
1191
Utilities:
1193
1192
minetest.get_current_modname() -> string
1194
- minetest.get_modpath(modname) -> eg . "/home/user/.minetest/usermods/modname"
1193
+ minetest.get_modpath(modname) -> e.g . "/home/user/.minetest/usermods/modname"
1195
1194
^ Useful for loading additional .lua modules or static data from mod
1196
1195
minetest.get_modnames() -> list of installed mods
1197
1196
^ Return a list of installed mods, sorted alphabetically
1198
- minetest.get_worldpath() -> eg . "/home/user/.minetest/world"
1197
+ minetest.get_worldpath() -> e.g . "/home/user/.minetest/world"
1199
1198
^ Useful for storing custom data
1200
1199
minetest.is_singleplayer()
1201
1200
minetest.features
@@ -1206,7 +1205,7 @@ minetest.has_feature(arg) -> bool, missing_features
1206
1205
minetest.get_player_information(playername)
1207
1206
^ table containing information about player peer:
1208
1207
{
1209
- address = "127.0.0.1", -- ip address of client
1208
+ address = "127.0.0.1", -- IP address of client
1210
1209
ip_version = 4, -- IPv4 / IPv6
1211
1210
min_rtt = 0.01, -- minimum round trip time
1212
1211
max_rtt = 0.2, -- maximum round trip time
@@ -1395,9 +1394,9 @@ minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1395
1394
minetest.get_timeofday()
1396
1395
minetest.get_gametime(): returns the time, in seconds, since the world was created
1397
1396
minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1398
- ^ nodenames: eg . {"ignore", "group:tree"} or "default:dirt"
1397
+ ^ nodenames: e.g . {"ignore", "group:tree"} or "default:dirt"
1399
1398
minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1400
- ^ nodenames: eg . {"ignore", "group:tree"} or "default:dirt"
1399
+ ^ nodenames: e.g . {"ignore", "group:tree"} or "default:dirt"
1401
1400
minetest.get_perlin(seeddiff, octaves, persistence, scale)
1402
1401
^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1403
1402
minetest.get_voxel_manip()
@@ -1452,7 +1451,7 @@ minetest.add_node_level(pos, level)
1452
1451
1453
1452
Inventory:
1454
1453
minetest.get_inventory(location) -> InvRef
1455
- ^ location = eg . {type="player", name="celeron55"}
1454
+ ^ location = e.g . {type="player", name="celeron55"}
1456
1455
{type="node", pos={x=, y=, z=}}
1457
1456
{type="detached", name="creative"}
1458
1457
minetest.create_detached_inventory(name, callbacks) -> InvRef
@@ -1525,7 +1524,7 @@ minetest.handle_node_drops(pos, drops, digger)
1525
1524
^ drops: list of itemstrings
1526
1525
^ Handles drops from nodes after digging: Default action is to put them into
1527
1526
digger's inventory
1528
- ^ Can be overridden to get different functionality (eg . dropping items on
1527
+ ^ Can be overridden to get different functionality (e.g . dropping items on
1529
1528
ground)
1530
1529
1531
1530
Rollback:
@@ -1612,7 +1611,7 @@ minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)
1612
1611
^ probability_list is an array of tables containing two fields, pos and prob.
1613
1612
^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
1614
1613
^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
1615
- ^ If there are two or more entries with the same pos value, the last occuring in the array is used.
1614
+ ^ If there are two or more entries with the same pos value, the last entry is used.
1616
1615
^ If pos is not inside the box formed by p1 and p2, it is ignored.
1617
1616
^ If probability_list is nil, no probabilities are applied.
1618
1617
^ Slice probability works in the same manner, except takes a field called ypos instead which indicates
@@ -1628,12 +1627,12 @@ minetest.place_schematic(pos, schematic, rotation, replacements, force_placement
1628
1627
^ force_placement is a boolean indicating whether nodes other than air and
1629
1628
^ ignore are replaced by the schematic
1630
1629
1631
- Random :
1630
+ Misc. :
1632
1631
minetest.get_connected_players() -> list of ObjectRefs
1633
1632
minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1634
1633
^ Gives a unique hash number for a node position (16+16+16=48bit)
1635
- minetest.get_position_from_hash(hash) -> postion
1636
- ^ Inverse transform of minetest.hash_node_postion
1634
+ minetest.get_position_from_hash(hash) -> position
1635
+ ^ Inverse transform of minetest.hash_node_position
1637
1636
minetest.get_item_group(name, group) -> rating
1638
1637
^ Get rating of a group of an item. (0 = not in group)
1639
1638
minetest.get_node_group(name, group) -> rating
@@ -1655,7 +1654,7 @@ minetest.write_json(data[, styled]) -> string or nil and error message
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^ Warning: JSON is more strict than the Lua table format.
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1. You can only use strings and positive integers of at least one as keys.
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2. You can not mix string and integer keys.
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- This is due to the fact that Javascript has two distinct array and object values.
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+ This is due to the fact that JSON has two distinct array and object values.
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^ Example: write_json({10, {a = false}}) -> "[10, {\"a\": false}]"
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minetest.serialize(table) -> string
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^ Convert a table containing tables, strings, numbers, booleans and nils
@@ -1669,7 +1668,7 @@ minetest.deserialize(string) -> table
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^ Example: deserialize('print("foo")') -> nil (function call fails)
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^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
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minetest.is_protected(pos, name) -> bool
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- ^ This function should be overriden by protection mods and should be used to
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+ ^ This function should be overridden by protection mods and should be used to
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check if a player can interact at a position.
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^ This function should call the old version of itself if the position is not
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protected by the mod.
@@ -1699,7 +1698,7 @@ minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orie
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The above four options are mutually-exclusive; the last in the list takes
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precedence over the first.
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- force_facedir: if true, forcably reset the facedir to north when placing on
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+ force_facedir: if true, forcefully reset the facedir to north when placing on
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the floor or ceiling
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minetest.rotate_node(itemstack, placer, pointed_thing)
@@ -1738,7 +1737,7 @@ minetest.registered_entities
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minetest.object_refs
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^ List of object references, indexed by active object id
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minetest.luaentities
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- ^ List of lua entities, indexed by active object id
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+ ^ List of Lua entities, indexed by active object id
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Class reference
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----------------
@@ -1767,7 +1766,7 @@ methods:
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^ will trigger the node's on_timer function after timeout-elapsed seconds
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- start(timeout)
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^ start a timer
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- ^ equivelent to set(timeout,0)
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+ ^ equivalent to set(timeout,0)
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- stop()
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^ stops the timer
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- get_timeout() -> current timeout in seconds
@@ -2215,7 +2214,7 @@ Item definition (register_node, register_craftitem, register_tool)
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description = "Steel Axe",
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groups = {}, -- key=name, value=rating; rating=1..3.
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if rating not applicable, use 1.
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- eg . {wool=1, fluffy=3}
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+ e.g . {wool=1, fluffy=3}
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{soil=2, outerspace=1, crumbly=1}
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{bendy=2, snappy=1},
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{hard=1, metal=1, spikes=1}
@@ -2256,7 +2255,7 @@ Item definition (register_node, register_craftitem, register_tool)
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^ default: nil
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^ Function must return either nil if no item shall be removed from
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inventory, or an itemstack to replace the original itemstack.
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- eg . itemstack:take_item(); return itemstack
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+ e.g . itemstack:take_item(); return itemstack
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^ Otherwise, the function is free to do what it wants.
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^ The default functions handle regular use cases.
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after_use = func(itemstack, user, node, digparams),
@@ -2302,7 +2301,7 @@ Node definition (register_node)
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post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
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paramtype = "none", -- See "Nodes"
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paramtype2 = "none", -- See "Nodes"
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- is_ground_content = true, -- If false, cavegen will not carve through this
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+ is_ground_content = true, -- If false, the cave generator will not carve through this
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sunlight_propagates = false, -- If true, sunlight will go infinitely through this
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walkable = true, -- If true, objects collide with node
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pointable = true, -- If true, can be pointed at
@@ -2316,8 +2315,8 @@ Node definition (register_node)
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liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
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liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
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freezemelt = "", -- water for snow/ice, ice/snow for water
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- leveled = 0, -- Block contain level in param2. value - default level, used for snow. Dont forget use "leveled" type nodebox
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- liquid_range = 8, -- number of flowing nodes arround source (max. 8)
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+ leveled = 0, -- Block contain level in param2. value - default level, used for snow. Don't forget use "leveled" type nodebox
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+ liquid_range = 8, -- number of flowing nodes around source (max. 8)
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drowning = 0, -- Player will take this amount of damage if no bubbles are left
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light_source = 0, -- Amount of light emitted by node
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damage_per_second = 0, -- If player is inside node, this damage is caused
@@ -2379,7 +2378,7 @@ Node definition (register_node)
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on_receive_fields = func(pos, formname, fields, sender),
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^ fields = {name1 = value1, name2 = value2, ...}
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- ^ Called when an UI form (eg . sign text input) returns data
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+ ^ Called when an UI form (e.g . sign text input) returns data
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^ default: nil
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allow_metadata_inventory_move = func(pos, from_list, from_index,
@@ -2416,7 +2415,7 @@ Recipe for register_craft: (shaped)
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recipe = {
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{'default:cobble', 'default:cobble', 'default:cobble'},
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{'', 'default:stick', ''},
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- {'', 'default:stick', ''}, -- Also groups; eg . 'group:crumbly'
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+ {'', 'default:stick', ''}, -- Also groups; e.g . 'group:crumbly'
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},
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replacements = <optional list of item pairs,
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replace one input item with another item on crafting>
@@ -2538,7 +2537,7 @@ Decoration definition (register_decoration)
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replacements = {{"oldname", "convert_to"}, ...},
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flags = "place_center_x, place_center_z",
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^ Flags for schematic decorations. See 'Schematic attributes'.
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- rotation = "90" --rotate schematic 90 degrees on placement
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+ rotation = "90" -- rotate schematic 90 degrees on placement
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^ Rotation can be "0", "90", "180", "270", or "random".
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}
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@@ -2612,10 +2611,10 @@ Particle definition (add_particle)
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texture = "image.png",
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^ Uses texture (string)
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playername = "singleplayer"
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- ^ Playername is optional, if specified spawns particle only on the player's client
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+ ^ optional, if specified spawns particle only on the player's client
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}
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- Particlespawner definition (add_particlespawner)
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+ ParticleSpawner definition (add_particlespawner)
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{
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amount = 1,
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time = 1,
@@ -2630,11 +2629,11 @@ Particlespawner definition (add_particlespawner)
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maxexptime = 1,
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minsize = 1,
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maxsize = 1,
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- ^ The particle's properties are random values in between the boundings :
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+ ^ The particle's properties are random values in between the bounds :
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^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
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^ minsize/maxsize, minexptime/maxexptime (expirationtime)
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collisiondetection = false,
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- ^ collisiondetection: if true uses collisiondetection
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+ ^ collisiondetection: if true uses collision detection
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vertical = false,
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^ vertical: if true faces player using y axis only
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texture = "image.png",
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