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Bram van den Heuvel 2024-09-03 23:32:35 +02:00
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@ -54,7 +54,7 @@ under can do this.
Liquids can never be passed down to hardened dripstones. Liquids can never be passed down to hardened dripstones.
3. If the dripstone is a spike size, it can release the droplet downwards to the 3. If the dripstone is a spike size, it can release the droplet downwards to the
ground or to an object (such as a dripstone spike or a cauldron) that can catch ground or to an object (such as a dripstone spike or a cauldron) that can catch
the droplet. If there's no surface within 25 blocks, the droplet evaporates. If the droplet. If there's no surface within 50 blocks, the droplet evaporates. If
there's a surface that is unable to catch the droplet, a new spike will grow on there's a surface that is unable to catch the droplet, a new spike will grow on
top, effectively forming a new stalagmite. top, effectively forming a new stalagmite.
@ -85,17 +85,115 @@ Huge dripstone cannot be upgraded to a dripstone block, however.
## Lua modders ## Lua modders
The following API functions are exposed for you to manipulate this mod with. Everything until this section has been an introduction to how the mod has
implemented dripstone. However, you are welcome to make changes and add your
own types!
- `noordstar_dripstone.add_lava_source(nodename)` Add a node name that the mod Matter of fact, everything until this section has been written using this
should consider a source of lava droplets above dripstone blocks. publicly available mod. So take a look at [the init.lua file](init.lua) if
- `noordstar_dripstone.add_water_source(nodename)` Add a node name that the mod you'd prefer to look at a real example.
should consider a source of water droplets above dripstone blocks.
- `noordstar_dripstone.add_lava_catcher(oldnodename, newnodename)` Register a
node that can catch lava droplets to transform into a new node, such as a
cauldron.
- `noordstar_dripstone.add_water_catcher(oldnodename, newnodename)` Register a
node that can catch water droplets to transform into a new node, such as a
cauldron.
All input values are strings in this API. This mod uses **droplets** to build the dripstone. These are incredibly tiny
drops of liquid that flow down a dripstone. Currently, there are two
types in use: `water` and `lava`.
### noordstar_dripstone.register_droplet(droplet)
Every droplet type is a unique string. Different droplets interact uniquely
with different dripstones.
```lua
noordstar_dripstone.register_droplet("magma")
noordstar_dripstone.register_droplet("mercury")
noordstar_dripstone.register_droplet("mineral_water")
```
### noordstar_dripstone.add_droplet_source(droplet, nodename)
In order to let droplets stream down dripstone nodes, you need to define which
nodes a full dripstone block can absorb liquid from. Absorbing liquid does not
affect the liquid node: this mod creates a way for players to duplicate liquid
nodes.
Generally, you are recommended to use liquid source blocks to create droplets.
However, you don't need to do this! You could use any node, as long as it has a
name.
```lua
noordstar_dripstone.add_droplet_source("water", "mymod:swamp_water_source")
```
### noordstar_dripstone.add_droplet_catcher(droplet, oldnodename, newnodename)
Similarly, on the other side of the dripstone, you can create a catcher that
can catch any of the liquid drops dripping down. You can use this to create
orchids, or to create other interactions with nodes that might change from a
tiny bit of liquid.
```lua
noordstar_dripstone.add_droplet_catcher("water", "mymod:cauldron_empty", "mymod:water_cauldron")
noordstar_dripstone.add_droplet_catcher("water", "mymod:dirt", "mymod:farmland")
noordstar_dripstone.add_droplet_catcher("lava", "mymod:precious_orchid", "mymod:dead_bush")
```
### noordstar_dripstone.register_dripstone(flavor, def)
You can define your own dripstone type. You need to pick a flavor (which you
shouldn't namespace) and you need to offer a dripstone definition, which is
defined as follows:
```
{
-- What item is dropped when the dripstone is broken.
-- When left nil, the spike of the dripstone type is dropped.
drop = "dry"
-- What flavor to become when using liquid to grow.
-- Leave to nil when unable to grow.
grow_to = "dry"
-- When receiving a droplet of a given type, transform into a different
-- dripstone type. When a droplet is unspecified, the block cannot
-- receive the droplet.
on_droplet_receive = {
water = "watered",
lava = "molten",
}
-- Sounds that the dripstone makes
sounds = <standard sound definition for a node>
-- Node tiles for layout
tiles = <node tile layout>
-- Droplet type that the dripstone flavor can pass down.
-- When the droplet is passed down, the dripstone converts to the
-- "grow_to" type
trickle_down = "water"
-- Speed of how often a droplet trickles down.
trickle_speed = 5
}
```
For examples, refer to [this mod's init.lua file](init.lua).
### noordstar_dripstone.size_to_name(flavor, size)
Lastly, this function serves as a tool to help you find the node name of a
dripstone of a given flavor and size. Remember that dripstone size range from 1
to 8.
```lua
noordstar_dripstone.size_to_name("dry", 1)
-- Returns "noordstar_dripstone:dry_dripstone_spike"
noordstar_dripstone.size_to_name("lol", 3)
-- Returns "noordstar_dripstone:small_lol_dripstone"
noordstar_dripstone.size_to_name("cool", 8)
-- Returns "noordstar_dripstone:cool_dripstone_block"
```
Note how the function even returns a string if the dripstone type hasn't been
registered.