Voxelgarden API
======================
GitHub Repo: https://github.com/CasimirKaPazi/Voxelgarden

Introduction
------------
The Voxelgarden subgame offers multiple new possibilities in addition to Minetest's built-in API, allowing you to
add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
Please note:
	[XYZ] refers to a section the Minetest API
	[#ABC] refers to a section in this document
	^ Explanation for line above

Bucket API
----------
The bucket API allows registering new types of buckets for non-default liquids.

	bucket.register_liquid(
		"default:lava_source",		-- Source node name
		"default:lava_flowing",		-- Flowing node name
		"bucket:bucket_lava",		-- Name to be used for bucket
		"bucket_lava.png",		-- Bucket texture (for wielditem and inventory_image)
		"Lava Bucket"			-- Bucket description
	)

Doors API
---------
The doors mod allows modders to register custom doors.

	doors.register_door(name, def)
	^ name: "Door name"
	^ def: See [#Door definition]

#Door definition
----------------
{
	description = "Door description",
	inventory_image = "mod_door_inv.png",
	groups = {group = 1},
	tiles_bottom: [Tile definition],
	^ the tiles of the door {front, side}
	node_box = regular nodebox, see [Node boxes], OPTIONAL,
	selection_box_bottom = regular nodebox, see [Node boxes], OPTIONAL,
	selection_box_top = regular nodebox, see [Node boxes], OPTIONAL,
	only_placer_can_open = true/false,
	^ If true, only placer can open the door (locked for others)
}

Farming API
-----------
The farming API allows you to easily register plants and hoes.

farming.register_stages(max_stages, name, description)
 -> Register growing stages of plants from 1 to max_stages.
 -> Returns list of registered nodes.
 -> e.g. local stages = farming.register_stages(4, "farming:wheat")
 -> use minetest.item_override to change definition afterwards.

farming.register_growing(max_stage, stages, interval, chance, lightlevel)
 -> Registers an ABM to turn each plant stage into the next one.
 -> stages is a table that can be obtained with farming.register_stages

Stairsplus API
----------
The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
delivered with minetest_game, to keep them compatible with other mods.

stairsplus.register_stair(modname, subname, recipeitem, groups, images, desc_stair, drop, sounds, sunlight)
 -> Registers a stair. Same for corner, slap, wall, panel, micro
 -> modname: Name of your mod.
 -> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
 -> recipeitem: Item used in the craft recipe, e.g. "default:cobble"
 -> groups: see [Known damage and digging time defining groups]
    Please include "not_in_creative_inventory=1, not_in_craft_guide=1"
 -> images: see [Tile definition]
 -> desc_stair: used for the description field in the stair's definition
 -> drop: Drops other then then node itself.
 -> sounds: see [#Default sounds]
 -> sunlight: When true, sunlight does propagate.

stairsplus.register_stair_and_slab_and_panel_and_micro(modname, subname, recipeitem, groups, images, desc_stair, desc_corner, desc_slab, desc_wall, desc_panel, desc_micro, drop, sounds, sunlight)
 -> A wrapper for all of the above.

Default sounds
--------------
Sounds inside the default table can be used within the sounds field of node definitions.

default.node_sound_defaults()
default.node_sound_stone_defaults()
default.node_sound_dirt_defaults()
default.node_sound_sand_defaults()
default.node_sound_wood_defaults()
default.node_sound_leaves_defaults()
default.node_sound_glass_defaults()

Player API
----------
The player API can register player models and update the player's appearence

default.player_register_model(name, def)
^ Register a new model to be used by players.
 -> name: model filename such as "character.x", "foo.b3d", etc.
 -> def: See [#Model definition]

default.registered_player_models[name]
^ Get a model's definition
 -> see [#Model definition]

default.player_set_model(player, model_name)
^ Change a player's model
 -> player: PlayerRef
 -> model_name: model registered with player_register_model()

default.player_set_animation(player, anim_name [, speed])
^ Applies an animation to a player
 -> anim_name: name of the animation.
 -> speed: frames per second. If nil, default from the model is used

default.player_set_textures(player, textures)
^ Sets player textures
 -> player: PlayerRef
 -> textures: array of textures
 ^ If <textures> is nil, the default textures from the model def are used

default.player_get_animation(player)
^ Returns a table containing fields "model", "textures" and "animation".
^ Any of the fields of the returned table may be nil.
 -> player: PlayerRef

Model Definition
----------------
{
	animation_speed = 30, -- Default animation speed, in FPS.
	textures = {"character.png", }, -- Default array of textures.
	visual_size = {x=1, y=1,}, -- Used to scale the model.
	animations = {
		-- <anim_name> = { x=<start_frame>, y=<end_frame>, },
		foo = { x= 0, y=19, },
		bar = { x=20, y=39, },
		-- ...
	},
}

Leafdecay
---------
To enable leaf decay for a node, add it to the "leafdecay" group.

The rating of the group determines how far from a node in the group "tree"
the node can be without decaying.

Add trunk = "mod:treename" or trunk = {"mod1:treename1", "mod2:treename2"} in
the node definition and it will search for the defined node(s) instead of
group:tree.

If param2 of the node is ~= 0, the node will always be preserved. Thus, if
the player places a node of that kind, you will want to set param2=1 or so.

If the node is in the leafdecay_drop group then it will always be dropped as an item.

MTG compatibility:

default.after_place_leaves can be set as after_place_node of a node to set
param2 to 1 if the player places the node (should not be used for nodes that use
param2 otherwise (e.g. facedir)).

default.register_leafdecay(leafdecaydef)

leafdecaydef is a table, with following members:
	{
		trunks = {"default:tree"}, -- nodes considered trunks
		leaves = {"default:leaves", "default:apple"},
			-- nodes considered for removal
		radius = 3, -- radius to consider for searching
	}

Note: all the listed nodes in trunks have their after_destruct callback
overridden. All the nodes listed in leaves have their trunk property overridden.


Dyes
----
To make recipes that will work with any dye ever made by anybody, define
them based on groups. You can select any group of groups, based on your need for
amount of colors.

#Color groups
-------------
Base color groups:
- basecolor_white
- basecolor_grey
- basecolor_black
- basecolor_red
- basecolor_yellow
- basecolor_green
- basecolor_cyan
- basecolor_blue
- basecolor_magenta

Extended color groups (* = equal to a base color):
* excolor_white
- excolor_lightgrey
* excolor_grey
- excolor_darkgrey
* excolor_black
* excolor_red
- excolor_orange
* excolor_yellow
- excolor_lime
* excolor_green
- excolor_aqua
* excolor_cyan
- excolor_sky_blue
* excolor_blue
- excolor_violet
* excolor_magenta
- excolor_red_violet

The whole unifieddyes palette as groups:
- unicolor_<excolor>
For the following, no white/grey/black is allowed:
- unicolor_medium_<excolor>
- unicolor_dark_<excolor>
- unicolor_light_<excolor>
- unicolor_<excolor>_s50
- unicolor_medium_<excolor>_s50
- unicolor_dark_<excolor>_s50

Example of one shapeless recipe using a color group:
minetest.register_craft({
	type = "shapeless",
	output = '<mod>:item_yellow',
	recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
})

#Color lists
------------
dye.basecolors
^ Array containing the names of available base colors

dye.excolors
^ Array containing the names of the available extended colors
