max_drop_level=1,
groupcaps={
crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
- }
+ },
damage_groups = {fleshy=2},
}
* `minetest.string_to_pos(string)`: returns a position or `nil`
* Same but in reverse.
* If the string can't be parsed to a position, nothing is returned.
-* `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
+* `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)", relative_to)`:
+ * returns two positions
* Converts a string representing an area box into two positions
+ * X1, Y1, ... Z2 are coordinates
+ * `relative_to`: Optional. If set to a position, each coordinate
+ can use the tilde notation for relative positions
+ * Tilde notation: "~": Relative coordinate
+ "~<number>": Relative coordinate plus <number>
+ * Example: `minetest.string_to_area("(1,2,3) (~5,~-5,~)", {x=10,y=10,z=10})`
+ returns `{x=1,y=2,z=3}, {x=15,y=5,z=10}`
* `minetest.formspec_escape(string)`: returns a string
* escapes the characters "[", "]", "\", "," and ";", which can not be used
in formspecs.
* `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)
* `get_lighting()`: returns the current state of lighting for the player.
* Result is a table with the same fields as `light_definition` in `set_lighting`.
+* `respawn()`: Respawns the player using the same mechanism as the death screen,
+ including calling on_respawnplayer callbacks.
`PcgRandom`
-----------
spawn_by = "default:water",
-- Node (or list of nodes) that the decoration only spawns next to.
- -- Checks two horizontal planes of 8 neighbouring nodes (including
- -- diagonal neighbours), one plane level with the 'place_on' node and a
- -- plane one node above that.
+ -- Checks the 8 neighbouring nodes on the same Y, and also the ones
+ -- at Y+1, excluding both center nodes.
num_spawn_by = 1,
-- Number of spawn_by nodes that must be surrounding the decoration