119 lines
3.2 KiB
Markdown
119 lines
3.2 KiB
Markdown
---
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title: Chapter One - Getting Started
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layout: default
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---
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Chapter One – Getting Started
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=============================
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Introduction
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------------
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In this chapter we will learn how to create a mod's folder structure,
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explore the modding API that Minetest has to offer, and learn how to use
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it to create simple decorative mods.
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### What you will need:
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* A plain text editor (eg: NotePad+, ConTEXT, or GEdit)
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* OR A Lua IDE such as Eclipse.
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* A copy of Minetest in the 0.4 series. (eg: 0.4.10)
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### Contents
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* Mod Folders
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* Mod Packs
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* Dependencies
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* Registering a simple node
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Mod Folders
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-----------
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Each mod has its own folder, where all its Lua code, textures, models and sounds are placed.
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These folders need to be placed in a mod location, such as minetest/mods, and they can be
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placed in mod packs: as explained below.
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### Mod Folder Structure
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Mod Name
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- init.lua - the main scripting code file, which is run when the game loads.
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- (optional) depends.txt - a list of mod names that needs to be loaded before this mod.
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- (optional) textures/ - place images here, commonly in the format modname_itemname.png
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- (optional) sounds/ - place sounds in here
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- (optional) models/ - place 3d models in here
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...and any other lua files to be included by init.lua
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Only the init.lua file is required in a mod for it to run on game load, however the other
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items are needed by some mods to perform its functionality.
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Dependencies
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------------
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The depends text file allows you to specify what mods this mod requires to run, and what
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needs to be loaded before this mod.
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depends.txt
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modone
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modtwo
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modthree?
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As you can see, each mod name is on its own line. The question mark after a mod name
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means that it is not required for the mod to load, but if it is present,
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then it needed to be loaded before this mod. Running your mod without having the
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mods with names without a question mark above, such as ``modone``, will cause your mod to
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be disabled, or if an earlier version of Minetest is used,
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then the game will stop with an error message.
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Mod Packs
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---------
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Mods can be grouped into mod packs, which are folders with the file modpack.txt in it
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### Mod Pack Folder Structure
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Mod Name
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- modone/
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- modtwo/
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- modthree/
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- modfour/
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- Modpack.txt – signals that this is a mod pack, content does not matter
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Example Time
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------------
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Are you confused? Don't worry, here is an example putting all of this together.
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### Mod Folder
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mymod/
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- init.lua
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- depends.txt
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### depends.txt
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default
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### init.lua
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{% highlight lua %}
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print("This file will be run at load time!")
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minetest.register_node("mymod:node",{
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description = "This is a node",
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tiles = {
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"mymod_node.png",
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"mymod_node.png",
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"mymod_node.png",
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"mymod_node.png",
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"mymod_node.png",
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"mymod_node.png"
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},
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groups = {cracky = 1}
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})
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{% endhighlight %}
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Our mod has a name of "mymod". It has two files: init.lua and depends.txt.
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The script prints a message and then registers a node – which will be explained in the next chapter.
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The depends text file adds a dependency to the default mod, which is in minetest_game.
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Questions
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---------
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* What is the minimum that a mod folder can contain?
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* What language does Minetest use in its modding capability?
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