Items: Split Item Aliases from Item Names
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.vscode/settings.json
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3
.vscode/settings.json
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@ -4,6 +4,7 @@
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],
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"spellright.documentTypes": [
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"latex",
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"plaintext"
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"plaintext",
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"markdown"
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]
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}
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@ -14,7 +14,8 @@ basic requirements for many mods.
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- [What are Nodes and Items?](#what-are-nodes-and-items)
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- [Registering Items](#registering-items)
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- [Item Names and Aliases](#item-names-and-aliases)
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- [Item Names](#item-names)
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- [Item Aliases](#item-aliases)
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- [Textures](#textures)
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- [Registering a basic node](#registering-a-basic-node)
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- [Actions and Callbacks](#actions-and-callbacks)
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@ -55,7 +56,7 @@ minetest.register_craftitem("modname:itemname", {
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})
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```
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### Item Names and Aliases
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### Item Names
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Every item has an item name used to refer to it, which should be in the
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following format:
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@ -66,6 +67,8 @@ The modname is the name of the mod in which the item is registered, and the
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item name is the name of the item itself.
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The item name should be relevant to what the item is and can't already be registered.
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### Item Aliases
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Items can also have *aliases* pointing to their name.
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An *alias* is a pseudo-item name which results in the engine treating any
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occurrences of the alias as if it were the item name.
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@ -74,8 +77,6 @@ There are two main common uses of this:
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* Renaming removed items to something else.
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There may be unknown nodes in the world and in inventories if an item is
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removed from a mod without any corrective code.
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It's important to avoid aliasing to an unobtainable node if the remove node
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could be obtained.
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* Adding a shortcut. `/giveme dirt` is easier than `/giveme default:dirt`.
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Registering an alias is pretty simple.
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