^ get max available level for leveled node
minetest.get_node_level(pos)
^ get level of leveled node (water, snow)
+minetest.set_node_level(pos, level)
+^ set level of leveled node, default level = 1, if totallevel > maxlevel returns rest (total-max).
minetest.add_node_level(pos, level)
^ increase level of leveled node by level, default level = 1, if totallevel > maxlevel returns rest (total-max). can be negative for decreasing
minetest.get_heat(pos)
^ If probability_list is nil, no probabilities are applied.
^ Saves schematic in the Minetest Schematic format to filename.
-minetest.place_schematic(pos, schematic, rotation)
+minetest.place_schematic(pos, schematic, rotation, replacements)
^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
^ Rotation can be "0", "90", "180", "270", or "random".
^ If the rotation parameter is omitted, the schematic is not rotated.
+^ replacements = {{"oldname", "convert_to"}, ...}
Random:
minetest.get_connected_players() -> list of ObjectRefs
is_visible = true,
makes_footstep_sound = false,
automatic_rotate = false,
+ stepheight = 0,
}
Entity definition (register_entity)
ore_type = "scatter", -- See "Ore types"
ore = "default:stone_with_coal",
wherein = "default:stone",
+ ^ a list of nodenames is supported too
clust_scarcity = 8*8*8,
^ Ore has a 1 out of clust_scarcity chance of spawning in a node
^ This value should be *MUCH* higher than your intuition might tell you!
}
},
^ See 'Schematic specifier' for details.
+ replacements = {{"oldname", "convert_to"}, ...},
flags = "place_center_x, place_center_z",
^ Flags for schematic decorations. See 'Schematic attributes'.
rotation = "90" --rotate schematic 90 degrees on placement