--------------------
A schematic specifier identifies a schematic by either a filename to a
Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
-in the form of a table. This table must specify two fields:
-
-* The `size` field is a 3D vector containing the dimensions of the provided schematic.
-* The `data` field is a flat table of MapNodes making up the schematic,
- in the order of `[z [y [x]]]`.
-
-**Important**: The default value for `param1` in MapNodes here is `255`,
-which represents "always place".
-
-In the bulk `MapNode` data, `param1`, instead of the typical light values,
-instead represents the probability of that node appearing in the structure.
-
-When passed to `minetest.create_schematic`, probability is an integer value
-ranging from `0` to `255`:
-
-* A probability value of `0` means that node will never appear (0% chance).
-* A probability value of `255` means the node will always appear (100% chance).
-* If the probability value `p` is greater than `0`, then there is a
- `(p / 256 * 100)`% chance that node will appear when the schematic is
+in the form of a table. This table specifies the following fields:
+
+* The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
+* The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
+ of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
+* The `data` field is a flat table of MapNode tables making up the schematic,
+ in the order of `[z [y [x]]]`. (required)
+ Each MapNode table contains:
+ * `name`: the name of the map node to place (required)
+ * `prob` (alias `param1`): the probability of this node being placed (default: 255)
+ * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
+ * `force_place`: boolean representing if the node should forcibly overwrite any
+ previous contents (default: false)
+
+About probability values:
+* A probability value of `0` or `1` means that node will never appear (0% chance).
+* A probability value of `254` or `255` means the node will always appear (100% chance).
+* If the probability value `p` is greater than `1`, then there is a
+ `(p / 256 * 100)` percent chance that node will appear when the schematic is
placed on the map.
-**Important note**: Node aliases cannot be used for a raw schematic provided
- when registering as a decoration.
-
Schematic attributes
--------------------
* `minetest.punch_node(pos)`
* Punch node with the same effects that a player would cause
+* `minetest.find_nodes_with_meta(pos1, pos2)`
+ * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
* `minetest.get_meta(pos)`
* Get a `NodeMetaRef` at that position
* `minetest.get_node_timer(pos)`
* "mts" - a string containing the binary MTS data used in the MTS file format
* "lua" - a string containing Lua code representing the schematic in table format
* `options` is a table containing the following optional parameters:
- * If `use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
+ * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
* position comments for every X row generated in the schematic data for easier reading.
- * If `register_after_load` is true, then `schematic`, if not yet loaded, will be registered
- * after loading and persist in memory.
- * node_resolve_method can be one of either "none", "direct", or "deferred" (default: "none")
- * This sets the way method by with node names are mapped to their content IDs, if loaded:
- * "none" performs no node resolution and preserves all node names from the schematic definition
- * "direct" performs an immediate lookup of content ID, given all the nodes that have been
- * registered up to this point in script execution
- * "deferred" pends node resolution until after the script registration phase has ended
- * In practice, it is recommended to use "none" in nearly all use cases.
+ * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
+ * will use that number of spaces as indentation instead of a tab character.
### Misc.
* `minetest.get_connected_players()`: returns list of `ObjectRefs`
Please note that forceloaded areas are saved when the server restarts.
+minetest.global_exists(name)
+^ Checks if a global variable has been set, without triggering a warning.
+
### Global objects
* `minetest.env`: `EnvRef` of the server environment and world.
* Any function in the minetest namespace can be called using the syntax
* `position`: `{x=num, y=num, z=num}` (relative)
* `rotation`: `{x=num, y=num, z=num}`
* `set_properties(object property table)`
+* `is_player()`: returns true for players, false otherwise
##### LuaEntitySAO-only (no-op for other objects)
* `setvelocity({x=num, y=num, z=num})`
* `get_luaentity()`
##### Player-only (no-op for other objects)
-* `is_player()`: true for players, false for others
* `get_player_name()`: returns `""` if is not a player
* `get_look_dir()`: get camera direction as a unit vector
* `get_look_pitch()`: pitch in radians
{x=189, y=198}, -- < dig animation key frames
{x=200, y=219}, -- < walk+dig animation key frames
frame_speed=30): -- < animation frame speed
-
+
* `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
* in first person view
* in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
-- ^ Multiplier of the randomness contribution to the noise value at any
-- given point to decide if ore should be placed. Set to 0 for solid veins.
-- ^ This parameter is only valid for ore_type == "vein".
+ biomes = {"desert", "rainforest"}
+ -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
+ -- ^ and ignored if the Mapgen being used does not support biomes.
+ -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
}
### Decoration definition (`register_decoration`)