wall_side = box
}
{
- -- A node that has optional boxes depending on neighbouring nodes'
+ -- A node that has optional boxes depending on neighboring nodes'
-- presence and type. See also `connects_to`.
type = "connected",
fixed = box OR {box1, box2, ...}
connect_back = box OR {box1, box2, ...}
connect_right = box OR {box1, box2, ...}
-- The following `disconnected_*` boxes are the opposites of the
- -- `connect_*` ones above, i.e. when a node has no suitable neighbour
+ -- `connect_*` ones above, i.e. when a node has no suitable neighbor
-- on the respective side, the corresponding disconnected box is drawn.
disconnected_top = box OR {box1, box2, ...}
disconnected_bottom = box OR {box1, box2, ...}
disconnected_left = box OR {box1, box2, ...}
disconnected_back = box OR {box1, box2, ...}
disconnected_right = box OR {box1, box2, ...}
- disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
+ disconnected = box OR {box1, box2, ...} -- when there is *no* neighbor
disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
- -- neighbours to the sides
+ -- neighbors to the sides
}
A `box` is defined as:
A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
(80x80x80 nodes) and is the volume of world generated in one operation by
the map generator.
-The size in mapblocks has been chosen to optimise map generation.
+The size in mapblocks has been chosen to optimize map generation.
Coordinates
-----------
},
}
-This makes the item capable of digging nodes that fulfil both of these:
+This makes the item capable of digging nodes that fulfill both of these:
* Have the `crumbly` group
* Have a `level` group less or equal to `2`
* When enter is pressed in field, fields.key_enter_field will be sent with the
name of this field.
* With the old coordinate system, fields are a set height, but will be vertically
- centred on `H`. With the new coordinate system, `H` will modify the height.
+ centered on `H`. With the new coordinate system, `H` will modify the height.
* `name` is the name of the field as returned in fields to `on_receive_fields`
* `label`, if not blank, will be text printed on the top left above the field
* See `field_close_on_enter` to stop enter closing the formspec
* When enter is pressed in field, `fields.key_enter_field` will be sent with
the name of this field.
* With the old coordinate system, fields are a set height, but will be vertically
- centred on `H`. With the new coordinate system, `H` will modify the height.
+ centered on `H`. With the new coordinate system, `H` will modify the height.
* `name` is the name of the field as returned in fields to `on_receive_fields`
* `label`, if not blank, will be text printed on the top left above the field
* `default` is the default value of the field
* Clickable button. When clicked, fields will be sent.
* With the old coordinate system, buttons are a set height, but will be vertically
- centred on `H`. With the new coordinate system, `H` will modify the height.
+ centered on `H`. With the new coordinate system, `H` will modify the height.
* `label` is the text on the button
### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
giving a type - use this for custom damage types.
* `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
* `fall`
- * `node_damage`: `damage_per_second` from a neighbouring node.
+ * `node_damage`: `damage_per_second` from a neighboring node.
`reason.node` will hold the node name or nil.
* `drown`
* `respawn`
* `minetest.check_single_for_falling(pos)`
* causes an unsupported `group:falling_node` node to fall and causes an
unattached `group:attached_node` node to fall.
- * does not spread these updates to neighbours.
+ * does not spread these updates to neighbors.
* `minetest.check_for_falling(pos)`
* causes an unsupported `group:falling_node` node to fall and causes an
unattached `group:attached_node` node to fall.
- * spread these updates to neighbours and can cause a cascade
+ * spread these updates to neighbors and can cause a cascade
of nodes to fall.
* `minetest.get_spawn_level(x, z)`
* Returns a player spawn y co-ordinate for the provided (x, z)
similar to, but no larger than, `interval`.
* All corners and edges of the defined volume are checked.
* `interval` defaults to 4.
- * `interval` should be carefully chosen and maximised to avoid an excessive
+ * `interval` should be carefully chosen and maximized to avoid an excessive
number of points being checked.
* Like `minetest.is_protected`, this function may be extended or
overwritten by mods to provide a faster implementation to check the
* Returns the amount of knockback applied on the punched player.
* Arguments are equivalent to `register_on_punchplayer`, except the following:
* `distance`: distance between puncher and punched player
- * This function can be overridden by mods that wish to modify this behaviour.
+ * This function can be overridden by mods that wish to modify this behavior.
* You may want to cache and call the old function to allow multiple mods to
- change knockback behaviour.
+ change knockback behavior.
* `minetest.forceload_block(pos[, transient])`
* forceloads the position `pos`.
* `"active"`: in memory and active
* Other values are reserved for future functionality extensions
* Return value, the comparison status:
- * `false`: Mapblock does not fulfil the wanted condition
+ * `false`: Mapblock does not fulfill the wanted condition
* `true`: Mapblock meets the requirement
* `nil`: Unsupported `condition` value
* the formspec string will be added to every formspec shown to the user,
except for those with a no_prepend[] tag.
* This should be used to set style elements such as background[] and
- bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
+ bgcolor[], any non-style elements (eg: label) may result in weird behavior.
* Only affects formspecs shown after this is called.
* `get_formspec_prepend(formspec)`: returns a formspec string.
* `get_player_control()`: returns table with player pressed keys
of the old sneak side-effects: sneak ladders and 2 node sneak jump
(default: `false`)
* `new_move`: use new move/sneak code. When `false` the exact old code
- is used for the specific old sneak behaviour (default: `true`)
+ is used for the specific old sneak behavior (default: `true`)
* `get_physics_override()`: returns the table given to `set_physics_override`
* `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
number on success
-- can be used to reduce CPU usage
catch_up = true,
- -- If true, catch-up behaviour is enabled: The `chance` value is
+ -- If true, catch-up behavior is enabled: The `chance` value is
-- temporarily reduced when returning to an area to simulate time lost
-- by the area being unattended. Note that the `chance` value can often
-- be reduced to 1.
-- Multiple nodes can be specified, each cave will use a randomly
-- chosen node from the list.
-- If this field is left out or 'nil', cave liquids fall back to
- -- classic behaviour of lava and water distributed using 3D noise.
+ -- classic behavior of lava and water distributed using 3D noise.
-- For no cave liquid, specify "air".
node_dungeon = "default:cobble",
spawn_by = "default:water",
-- Node (or list of nodes) that the decoration only spawns next to.
- -- Checks the 8 neighbouring nodes on the same Y, and also the ones
+ -- Checks the 8 neighboring nodes on the same Y, and also the ones
-- at Y+1, excluding both center nodes.
num_spawn_by = 1,
-- Ceiling decorations act as an inversion of floor decorations so the
-- effect of 'place_offset_y' is inverted.
-- Y-slice probabilities do not function correctly for ceiling
- -- schematic decorations as the behaviour is unchanged.
+ -- schematic decorations as the behavior is unchanged.
-- If a single decoration registration has both flags the floor and
-- ceiling decorations will be aligned vertically.