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@ -19,6 +19,9 @@ that be a player inventory, a node inventory, or a detached inventory.
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- [What are ItemStacks and Inventories?](#what-are-itemstacks-and-inventories)
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- [ItemStacks](#itemstacks)
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- [Inventory Locations](#inventory-locations)
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- [Node Inventories](#node-inventories)
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- [Player Inventories](#player-inventories)
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- [Detached Inventories](#detached-inventories)
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- [Lists](#lists)
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- [Size and Width](#size-and-width)
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- [Checking Contents](#checking-contents)
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@ -33,21 +36,21 @@ that be a player inventory, a node inventory, or a detached inventory.
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An ItemStack is the data behind a single cell in an inventory.
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An *inventory* is a collection of *inventory lists*, each of which
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is a 2D grid of ItemStacks.
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Inventory lists are simply called *lists* in the context
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of inventories.
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The point of an inventory is to allow multiple grids when Players
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and Nodes only have at most one inventory in them.
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An *inventory* is a collection of *inventory lists*, each of which is a 2D grid
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of ItemStacks. Inventory lists are referred to as *lists* in the context of
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inventories.
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Players and nodes only have a single inventory; lists enable you to have
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multiple grids within that inventory. By default, the player has the "main" list
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for the bulk of its inventory and a few lists for the crafting system.
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## ItemStacks
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ItemStacks have four components to them: name, count, wear and metadata.
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ItemStacks have four components to them: `name`, `count`, `wear`, and metadata.
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The item name may be the item name of a registered item, an alias, or an unknown
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item name.
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Unknown items are common when users uninstall mods, or when mods remove items without
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precautions, such as registering aliases.
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item name. Unknown items are common when users uninstall mods, or when mods
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remove items without precautions, such as registering aliases.
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```lua
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print(stack:get_name())
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@ -58,19 +61,14 @@ if not stack:is_known() then
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end
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```
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The count will always be 0 or greater.
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Through normal gameplay, the count should be no more than the maximum stack size
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of the item - `stack_max`.
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However, admin commands and buggy mods may result in stacks exceeding the maximum
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size.
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The count will always be 0 or greater. Through normal gameplay, the count should
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be no more than the maximum stack size of the item - `stack_max`. However, admin
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commands and buggy mods may result in stacks exceeding the maximum size.
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```lua
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print(stack:get_stack_max())
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```
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An ItemStack can be empty, in which case the count will be 0.
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```lua
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@ -78,7 +76,7 @@ print(stack:get_count())
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stack:set_count(10)
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```
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ItemStacks can be constructed in multiple ways using the ItemStack function.
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ItemStacks can be constructed in multiple ways using the ItemStack function:
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```lua
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ItemStack() -- name="", count=0
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@ -87,24 +85,31 @@ ItemStack("default:stone 30")
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ItemStack({ name = "default:wood", count = 10 })
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```
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Item metadata is an unlimited key-value store for data about the item.
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Key-value means that you use a name (called the key) to access the data (called the value).
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Some keys have special meaning, such as `description` which is used to have a per-stack
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item description.
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This will be covered in more detail in the Metadata and Storage chapter.
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Item metadata is an unlimited key-value store for data about the item. Key-value
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means that you use a name (called the key) to access the data (called the
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value). Some keys have special meaning, such as `description` which is used to
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have a per-stack item description. This will be covered in more detail in the
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[Storage and Metadata](../map/storage.html) chapter.
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## Inventory Locations
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An Inventory Location is where and how the inventory is stored.
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There are three types of inventory location: player, node, and detached.
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An inventory is directly tied to one and only one location - updating the inventory
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will cause it to update immediately.
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An Inventory Location is where and how the inventory is stored. There are three
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types of inventory location: player, node, and detached. An inventory is
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directly tied to one and only one location - updating the inventory will cause
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it to update immediately.
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Node inventories are related to the position of a specific node, such as a chest.
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The node must be loaded because it is stored in [node metadata](../map/storage.html#metadata).
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### Node Inventories
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Node inventories are related to the position of a specific node, such as a
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chest. The node must be loaded because it is stored in
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[node metadata](../map/storage.html#metadata).
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```lua
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local inv = minetest.get_inventory({ type="node", pos={x=1, y=2, z=3} })
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-- In a node def
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on_punch = function(pos, node)
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local inv = minetest.get_inventory({ type="node", pos=pos })
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-- now use the inventory
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end,
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```
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The above obtains an *inventory reference*, commonly referred to as *InvRef*.
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@ -118,6 +123,8 @@ The location of an inventory reference can be found like so:
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local location = inv:get_location()
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```
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### Player Inventories
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Player inventories can be obtained similarly or using a player reference.
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The player must be online to access their inventory.
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@ -127,8 +134,10 @@ local inv = minetest.get_inventory({ type="player", name="player1" })
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local inv = player:get_inventory()
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```
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A detached inventory is one which is independent of players or nodes.
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Detached inventories also don't save over a restart.
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### Detached Inventories
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A detached inventory is one that is independent of players or nodes. Detached
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inventories also don't save over a restart.
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```lua
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local inv = minetest.get_inventory({
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@ -177,9 +186,10 @@ On the contrary, action callbacks - starting with `on_` - don't have a return va
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## Lists
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Inventory Lists are a concept used to allow multiple grids to be stored inside a single location.
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This is especially useful for the player as there are a number of common lists
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which all games have, such as the *main* inventory and *craft* slots.
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Inventory Lists are a concept used to allow multiple grids to be stored inside a
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single location. This is especially useful for the player as there are several
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common lists that all games have, such as the *main* inventory and *craft*
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slots.
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### Size and Width
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