Move gameplay stuff back to basics
[minetest_doc_basics.git] / init.lua
blob8fe38d808843e61dbd620deef88f03883a2c2033
1 --[[
2 - TODO: Write a easy-to-read intro page
3 - TODO: Consider adding more categories if entry count gets too high
4 - TODO: Add API for subgame-specific changes so the entries are not too awfully generic
5 - Support for landing page
6 - Support to modify some parts of existing entries
7 - TODO: Add introduction to online play (if possible)
8 - TODO: Ideas for advanced entries:
9 - Coordinates and cardinal directions, world structure?
10 - Itemstrings
11 - Sneak Glitch?
12 - Rendering (far view, etc.)
13 - Day/night cycle
17 doc.new_category("basics",
19 name="Basics",
20 description = "Everything you need to know about Minetest to get started with playing",
21 sorting = "custom",
22 sorting_data = {"minetest", "controls", "players", "point", "items", "inventory", "hotbar", "tools", "weapons", "blocks", "liquids", "mine", "build", "craft", "cook", "players", "minimap", "sneak", "light", "groups", "cam", "glossary"},
23 build_formspec = doc.entry_builders.text_and_gallery,
26 doc.new_category("advanced",
28 name = "Advanced usage",
29 description = "Advanced information about Minetest which may be nice to know, but is not crucial to gameplay",
30 sorting = "custom",
31 sorting_data = {"console", "commands", "privs", "movement_modes", "settings", "online"},
32 build_formspec = doc.entry_builders.text_and_gallery,
35 doc.new_entry("basics", "minetest", {
36 name="Minetest",
37 data = {
38 text =
39 [=[Minetest is a free software game engine to create various games based on voxel gameplay, inspired by InfiniMiner, Minecraft, and the like. Minetest was originally created by Perttu Ahola (alias “celeron55”).
41 The basic idea of each game is always the same: The player is thrown into a huge world made out of cubes/blocks. Most of the time, these cubes make the landscape and these blocks can be removed and placed almost entirely freely. Using the collected items, new tools and other items can be crafted. Games (“subgames” in Minetest terms) in Minetest can, however, be much more complex than this.
43 A core concept of Minetest is a built-in modding capability, based on the Lua programming language. Mods allow one or more certain aspects of an existing game to be modified. Minetest mods can be as simple as adding a few decorational blocks or very complex by (for example) introducing complex new gameplay concepts or generating a completely different kind of world, and many other things. For the player, using a new mod requires to copy or extract some files into a certain location and pressing some buttons in Minetest's interface.
45 Minetest can be played alone or online together with multiple players. When playing online, from the player perspective all mods will work out of the box with no need for additional tools as they are entirely provided by the server.
47 Minetest is usually bundled with a simple default game, named “Minetest Game” (shown in images 1 and 2). You probably already have it. Other games for Minetest can be downloaded from the official Minetest forums <https://forum.minetest.net/viewforum.php?f=48>.
49 Minetest as well as Minetest Game are both unfinished at the moment, so please forgive us when not everything works out perfectly.]=],
50 images = {{image="doc_basics_gameplay_mtg_1.png"}, {image="doc_basics_gameplay_mtg_2.png"}, {image="doc_basics_gameplay_carbone_ng.png"}, {image="doc_basics_gameplay_lott.png"}, {image="doc_basics_gameplay_pixture.png"}, {image="doc_basics_gameplay_outback.png"}, {image="doc_basics_gameplay_moontest.png"},
51 {image="doc_basics_gameplay_hades.png"}, {image="doc_basics_gameplay_xtraores_xtension.png"},}
52 }})
54 doc.new_entry("basics", "sneak", {
55 name="Sneaking",
56 data = { text =
57 [=[Sneaking is a special move. Sneaking makes you walk slower and prevents you from falling off the edge of a block.
58 To sneak, keep the sneak key (default: [Shift]) pressed. When you release it, stop sneaking. Careful: When you release the sneak key at a ledge, you might fall!
60 • Sneak: [Shift]
62 Sneaking only works when you stand on solid ground, are not in a liquid and don't climb.
64 If you jump while holding the sneak key, you also jump slightly higher than usual.
66 Sneaking might be disabled by mods. In this case, you still walk slower by sneaking, but you will no longer be stopped at ledges.]=],
67 images = { { image = "doc_basics_sneak.png" } },
68 }})
70 doc.new_entry("basics", "controls", {
71 name="Controls",
72 data = { text = [=[This entry lists all default controls in Minetest:
74 Basic movement:
75 • Moving the mouse around: Look around
76 • W: Move forwards
77 • A: Move to the left
78 • D: Move to the right
79 • S: Move backwards
81 While standing on solid ground:
82 • Space: Jump
83 • Shift: Sneak
85 While on a ladder, swimming in a liquid or fly mode is active
86 • Space: Move up
87 • Shift: Move down
89 Extended movement (requires privileges):
90 • J: Toggle fast mode, makes you run or fly fast (requires “fast” privilege)
91 • K: Toggle fly mode, makes you move freely in all directions (requires “fly” privilege)
92 • H: Toggle noclip mode, makes you go through walls in fly mode (requires “noclip” privilege)
93 • E: Walk fast in fast mode
95 World interaction:
96 • Left mouse button: Punch / mine blocks / take items
97 • Right mouse button: Use pointed block (if applicable); build block otherwise
98 • Shift+Right mouse button: Build blocks without using pointed block
99 • Roll mouse wheel: Select next/previous item in hotbar
100 • 0-9: Select item in hotbar directly
101 • Q: Drop wielded item stack
102 • Shift+Q: Drop 1 item of wielded item stack
103 • I: Show/hide inventory menu
105 Inventory interaction:
106 See the entry “Inventory”.
108 Interface:
109 • Esc: Open menu window (pauses in single-player mode) or close current window
110 • F1: Show/hide HUD
111 • F2: Show/hide chat and the “Minetest” text at the top left
112 • F7: Toggle camera mode
113 • F8: Toggle cinematic mode
114 • F9: Toggle minimap, minimap mode and zoom
115 • Shift+F9: Toggle minimap shape (square or circle)
116 • F10: Open/close console/chat log
117 • F12: Take a screenshot
119 Server interaction:
120 • T: Open chat window (chat requires the “shout” privilege)
121 • /: Start issuing a server command
123 Technical:
124 • R: Toggle far view (disables all fog and allows viewing far away, can make game very slow)
125 • + (numpad): Increase minimal viewing distance
126 • - (numpad): Decrease minimal viewing distance
127 • F3: Enable/disable fog
128 • F5: Enable/disable debug screen which also shows your coordinates
129 • F6: Only useful for developers. Enables/disables profiler
130 • P: Only useful for developers. Writes current stack traces]=]
133 doc.new_entry("basics", "players", {
134 name="Players",
135 data = {
136 text =
137 [=[Players (actually: “player characters”) are the characters which users control.
139 Players are living beings which occupy a space of about 1×2×1 cubes. They start with 20 health points (HP) and 10 breath points (BP).
140 Players are capable of walking, sneaking, jumping, climbing ladders, swimming, diving, mining, building, fighting and using tools and blocks.
142 Players can take damage for a variety of reasons, here are some:
143 • Taking fall damage
144 • Touching a block which causes direct damage
145 • Drowning
146 • Being attacked by another player
147 • Being attacked by a computer enemy
149 At a health of 0, the player dies. The player can just respawn in the world, usually somewhere else.
150 Other consequences of death depend on the subgame. The player could lose all items, or lose the round in a competitive game.
152 Breath is reduced while being with the head inside a block which causes drowning damage (usually liquids). Such blocks reduce the breath points by 1 for every 2 seconds and start to cause damage every 2 seconds when the player has lost all breath. Breath is quickly restored in any other block.
154 Damage can be disabled on any world. Without damage, players are immortal and health and breath are unimportant.
156 In multi-player mode, the name of other players is written above their head.]=],
157 images = {{image="doc_basics_players_sam.png"}, {image="doc_basics_players_lott.png"}, {image="doc_basics_players_flat.png"}},
160 -- TODO: Screenshots
161 doc.new_entry("basics", "items", {
162 name="Items",
163 data = {
164 text =
165 [=[Items are things you can carry along and store in inventories. They serve a variety of purposes, such as crafting, smelting, building, mining, and more. Types of items include blocks, tools and weapons.
167 An item stack is a collection of items of the same type which fits into a single item slot. Item stacks can be dropped on the ground. Items which drop into the same coordinates will form an item stack.
169 Items have several properties, including the following:
171 • Maximum stack size: Number of items which fit on a single stack of this item
172 • Pointing range: How close things must be to be pointed while wielding this item
173 • Group memberships: An item can be a member of any number of groups (see “Basics > Groups”)
174 • May be used for crafting or cooking
176 A dropped item stack can be collected by punching it.
180 doc.new_entry("basics", "tools", {
181 name="Tools",
182 data = { text =
183 [=[Some items may serve as a tool when wielded. Any item which has some special use which can be directly used by its wielder is considered a tool.
185 A common tool in Minetest are, of course, mining tools. These are important to break all kinds of blocks. Weapons are a kind of tool in Minetest. There are of course many other possibl tools. Special actions of tools are usually done with clicks.
187 When nothing is wielded, players use their hand which may or may not act as tool and weapon (depending on the subgame). The hand is capable of collecting dropped items by punching.
189 Many tools will wear off when using them and may eventually get destroyed. The damage is displayed in a damage bar. If no damage bar is shown, the tool is in mit condition. Tools may be repairable by crafting, see “Basics > Crafting”.]=],
190 images = {{image="doc_basics_tools.png"}, {image="doc_basics_tools_mining.png"}},
193 -- TODO: Check the facts on damage groups!
194 -- TODO: Screenshot
195 doc.new_entry("basics", "weapons", {
196 name="Weapons",
197 data = { text =
198 [=[Some items are useable as a melee weapon when wielded. Weapons share most of the properties of tools.
200 Melee weapons deal damage by punching players and other animate objects. There are two ways to attack:
201 • Single punch: Left-click once to deal a single punch
202 • Quick punching: Hold down the left mouse button to deal repeated punches as fast as you can, but the damage of each hit will be low
204 The two core attributes of melee weapons are maximum damage and the full punch interval. The maximum dmage is dealt after a hit when the weapon was fully recovered. The full punch interval is the time it takes for completely recovering from a punch with this weapon.
206 Look at your weapon closely: As long it is still moving, the full punch interval is not over yet. The full punch interval does not limit how fast you can attack, it rather limits the damage: Any hit done before the end of the full punch interval will deal reduced damage.
208 There is a rule which sometimes makes attacks impossible: Players, animate objects and weapons belong to damage groups. A weapon only deals damage to those who share at least one damage group with it. So if you're using the wrong weapon, you might not deal any damage at all.]=]
213 -- TODO: Screenshot(s)
214 doc.new_entry("basics", "point", {
215 name="Pointing",
216 data = {
217 text =
218 [=[“Pointing” means looking at something in range with the crosshair. Pointing is needed for interaction, like mining, punching, using, etc. Pointable things include blocks, dropped items, players, computer enemies and objects.
220 To point something, it must be in the pointing range (also just called “range”) which is determined by your wielded item. There's a default range when you are not wielding anything. A pointed thing will be outlined or highlighted (depending on your settings). Pointing is not possible with the 3rd person front camera.
222 A few things can not be pointed. Most blocks are pointable. A few blocks, like air, can never be pointed. Other blocks, like liquids can only be pointed by special items.]=]
225 doc.new_entry("basics", "cam", {
226 name="Camera",
227 data = {
228 text =
229 [=[Minetest has 3 different views which determine the way you see the world. The modes are:
231 • 1: First-person view (default)
232 • 2: Third-person view from behind
233 • 3: Third-person view from the front
235 You can change the camera mode by pressing [F7] (but you have to close this window first).
237 There is also Cinematic Mode which can be toggled with [F8]. With Cinematic Mode enabled, the camera movements become more smooth. Some players don't like it, it is a matter of taste.
239 • Switch camera mode: [F7]
240 • Toggle Cinematic Mode: [F8]]=],
241 images = {{image="doc_basics_camera_ego.png"}, {image="doc_basics_camera_behind.png"}, {image="doc_basics_camera_front.png"}}
244 doc.new_entry("basics", "blocks", {
245 name="Blocks",
246 data = {
247 text =
248 [=[The world of Minetest is made entirely out of blocks, or voxels, to be precise. Blocks can be added or removed with the correct tools.
250 Blocks can have a wide range of different properties which determine mining times, behavior, looks, shape, and much more. Their properties include:
252 • Collidability: Collidable blocks can normally not be passed through; players can walk on them. Non-collidable blocks can be passed through freely.
253 • Pointability: Pointable blocks show a wireframe or a halo box when pointed. But you will just point through non-pointable blocks as if they were not there. Liquids are usually non-pointable but they can be pointed at by some special tools.
254 • Mining properties: Mining properties determine by which tools a block can be mined (if at all) and how fast.
255 • Climbability: While you are at a climbable block, you won't fall and you can move up and down with the jump and sneak keys. Ladders are one example.
256 • Group memberships: Blocks can be member of any number of groups. Group memberships are used to determine mining properties, crafting, interactions between blocks and more.
257 • Drowning damage: See the entry “Basics > Player”.
258 • Liquids: See the entry “Basics > Liquids”.]=],
261 -- TODO: Screenshot
262 doc.new_entry("basics", "mine", {
263 name = "Mining",
264 data = {
265 text =
266 [=[Mining (or digging) is the process of breaking blocks to remove them. To mine a block, point it and hold down the left mouse button until it breaks.
268 Some blocks can not be mined, and some blocks can always be mined. Usually, blocks require a certain type of mining tool to be mined. When in doubt, just try out different mining tools on a block and see what happens.
270 Mineable blocks have mining properties (based on groups) and a mining level. Mining tools have the same properties. Each mining property of a block also has a rating, while tools can be able to break blocks within a range of mining ratings.
272 In order to mine a block at all, these conditions need to be met:
273 • The block and tool share at least one mining property for which the have a matching mining rating
274 • The tool's mining level is equal or less than the block's mining level.
276 The time it takes to mine a block depends on the mining ratings and the mining level. Mining usually wears off tools. Mining blocks with a higher mining level will wear out your tools faster.
278 Example: A block with the mining property “cracky”, rating 3 and level 0 can only be broken by a tool which is able to break “cracky” blocks at rating 3 and it must have a mining level of 0 or larger.
280 After mining, a block will leave a “drop” behind. This is a number of items you get after mining. Blocks usually drop themselves. The following drop types are possible:
281 • Always drops one or more items
282 • Drops items based on probability
283 • Drops nothing]=],
284 images = {{image="doc_basics_tools_mining.png"}},
287 -- TODO: Screenshot
288 doc.new_entry("basics", "build", {
289 name = "Building",
290 data = {
291 text =
292 [=[Allmost all blocks can be built (or placed). Building is very simple and has no delay.
294 To build your wielded block, pointing at a block and right-click. If the pointed block reacts on a right-click, hold down the sneak key while clicking to build.
296 Blocks can almost always be built at pointable blocks. One exception are blocks attached to the floor; these can only be built on the floor.
298 Normally, blocks are built in front of the pointed side of the pointed block. A few blocks are different: When you try to build at them, they are replaced.]=]
303 doc.new_entry("basics", "liquids", {
304 name = "Liquids",
305 data = {
306 text =
307 [=[Liquids are special dynamic blocks. Liquids like to spread and flow to their surrounding blocks. Players can swim and drown in them.
309 Liquids usually come in two forms: In source form (S) and in flowing form (F).
310 Liquid sources have the shape of a full cube. A liquid source will generate flowing liquids around it from time to time, and, if the liquid is renewable, it also generates liquid sources. A liquid source can sustain itself. If no special event happens, a liquid source will keep its place forever and it will never drain out.
311 Flowing liquids take a sloped form. Flowing liquids spread around the map until they drain. A flowing liquid can not sustain itself and always comes from a liquid source, either directly or indirectly. Without a liquid source, a flowing liquid will eventually drain out and disappear.
313 All liquids share the following properties:
314 • All properties of blocks (including drowning damage)
315 • Renewability: Renewable liquids can create new sources
316 • Flowing range: How many flowing liquids are created at maximum per liquid source, it determines how far the liquid will “spread”, ranges from 0 to 8. If 0, no flowing liquids are generated at all. Image 5 shows a liquid of flowing range 2
317 • Viscosity: How slow players move through it and how fast new flowing liquids are created (i.e. how fast the liquid spreads)
319 Renewable liquids create new liquid sources at open spaces (image 2). A new liquid source is created when:
320 • Two renewable liquid blocks of the same type touch each other diagonally
321 • These blocks are also on the same height
322 • One of the two “corners” is open space which allows liquids to flow in
324 When those criteria are met, the open space is filled with a new liquid source of the same type (image 3).
326 Swimming in a liquid is fairly straightforward: The usual direction keys for basic movement, the jump key for rising and the sneak key for sinking.
328 The physics for swimming and diving in a liquid are:
329 • The higher the viscosity, the slower your movement speed
330 • If you don't do anything, you will slowly sink
331 • There is no fall damage for falling into a liquid as such
332 • If you fall into a liquid, you will be slowed down on impact (but don't come instantly to a halt). Your impact depth is determined by your speed and the liquid viscosity. For a safe high drop into a liquid, make sure there is enough liquid above the ground, otherwise you might hit the ground and take fall damage.
334 Liquids are usually not pointable. However, all liquids can be pointed by special items.]=],
335 images = {
336 { image="doc_basics_liquids_types.png",
337 caption="A source liquid and its flowing liquids" },
338 { image="doc_basics_liquids_renewable_1.png",
339 caption="Renewable liquids need to be arranged like this to create a new source block" },
340 { image="doc_basics_liquids_renewable_2.png",
341 caption="A new liquid source is born" },
342 { image="doc_basics_liquids_nonrenewable.png",
343 caption="Non-renewable liquids creates a flowing liquid (F) instead" },
344 { image="doc_basics_liquids_range.png",
345 caption="Liquid with a flowing range of 2" },
350 doc.new_entry("basics", "craft", {
351 name = "Crafting",
352 data = {
353 text =
354 [=[Crafting is the task of taking several items and combining them to form a new item.
356 To craft something, you need one or more items, a crafting grid (C) and a crafting recipe. A crafting grid is like a normal inventory which can also be used for crafting. Items need to be put in a certain pattern into the crafting grid. Next to the crafting grid is an output slot (O), in which the result of a craft appears when you placed items correctly. Note this is initially just a preview. Crafting grids come in different sizes, the most common is 3×3 slots. The crafting grid size limits what you can craft: A 4×4 crafting recipe can only be crafted in a 4×4 crafting grid or larger.
358 To complete the craft, take the result item from the output slot, which will consume items from the crafting grid and creates a new item. It is not possible to place item into the output slot.
360 A description on how to craft a particular item is called a “crafting recipe”. You need this knowledge to craft. There are multiple ways to learn about crafting recipes. One way is by using a crafting guide, which contains a list of available crafting recipes. Some subgames provide crafting guides. There are also some mods which you can download online for installing a crafting guide. Another way is by reading the on-line manual of the subgame (if one is available).
362 Crafting recipes consist of at least one input item and exactly one stack of output items. When performing a single craft, it will consume exactly one item from each stack of the crafting grid, unless the crafting recipe defines replacements.
364 There are multiple types of crafting recipes: Shaped, shapeless, cooking and repairing.
366 • Shaped (image 2): Items need to be placed in a particular shape
367 • Shapeless (images 4 and 5): Items need to be placed somehow, but their positions don't matter (images 4 and 5 show the same recipe)
368 • Cooking: Explained in “Basics > Cooking”
369 • Repairing (image 6): Place two damaged tools into the crafting grid anywhere to get a tool which is repaired by a certain percentage. This recipe may not be available in all subgames
371 In some crafting recipes, some or all input item do not need to be a concrete item, instead it needs to be a member of a particular group (see “Basics > Groups”). Such recipes offer a bit more freedom in the input items. Images 7 and 8 show a group-based recipe. Here, 8 items of the “stone” group are required, which is true for all of the shown items. Both images show the same crafting recipe.
373 Rarely, crafting recipes have replacements. This means, whenever you perform a craft, particular items in the crafting grid will not be consumed, but instead will be replaced by another item.]=],
374 -- TODO: Replace image 3
375 -- TODO: Maybe add images demonstrating replacements
376 images = {
377 {image="doc_basics_craft_grid.png"}, {image="doc_basics_craft_shaped.png"}, {image="doc_basics_craft_shaped.png"},
378 {image="doc_basics_craft_repair.png"}, {image="doc_basics_craft_shapeless_1.png"}, {image="doc_basics_craft_shapeless_2.png"},
379 {image="doc_basics_craft_groups_1.png"}, {image="doc_basics_craft_groups_2.png"}, {image="doc_basics_craft_groups_3.png"},
383 -- TODO
384 doc.new_entry("basics", "cook", {
385 name = "Cooking",
386 data = {
387 text =
388 [=[Cooking (or smelting) is a form of crafting which does not involve a crafting grid. Cooking is done with a special block (usually a furnace), an cookable item, a fuel item and time in order to yield a new item.
390 Each fuel item has a burning time. This is the time a single item of the fuel keeps a furnace burning.
391 Each cookable item requires time to be cooked. This time is specific to the item type and the item must be “on fire” for the whole cooking time to actually yield the result.
393 How cooking works in detail depends on the subgame and mods.]=]}})
395 doc.new_entry("basics", "hotbar", {
396 name="Hotbar",
397 data = {
398 text =
399 [=[At the bottom of the screen you see some squares. This is called the “hotbar”. The hotbar allows you to quickly access the first items from your player inventory.
400 You can change the selected item with the mouse wheel or the number keys.
402 • Select previous item in hotbar: [Mouse wheel up]
403 • Select next item in hotbar: [Mouse wheel down]
404 • Select item in hotbar directly: [0]-[9]
406 The selected item is also your wielded item.]=],
407 images = {{image="doc_basics_hotbar.png"}, {image="doc_basics_hotbar_relations.png"}},
410 -- FIXME: Be careful when talking about “North”
411 doc.new_entry("basics", "minimap", {
412 name="Minimap",
413 data = {
414 text =
415 [=[Press [F9] to make a minimap appear on the top right. The minimap helps you to find your way around the world. Press it again to toggle through different minimap modes and zoom levels. The minimap also shows the positions of other players.
417 There are 2 minimap modes and 3 zoom levels.
419 Surface mode (image 1) is a top-down view of the world, roughly resembling the colors of the blocks this world is made on. It only shows the topmost blocks, everything below is hidden, like a satellite photo. Surface mode is useful if you got lost.
421 Radar mode (image 2) is more complicated. It displays the “denseness” of the area around you and changes with your height. Roughly, the more green an area is, the less "dense" it is. Black areas have many blocks. Use the radar to find caverns, hidden areas, walls and more. The rectangular shapes in image 2 clearly expose the position of a dungeon.
423 There are also two different direction modes. Normally, “up” on the minimap is always pointing to the North. But if you press [Shift]+[F9], the minimap will instead rotate with your looking direction, so “up” is always your looking direction.
425 In some subgames, the minimap may be disabled.
427 • Toggle minimap mode: [F9]
428 • Toggle minimap rotating: [Shift]+[F9]]=],
429 images = {{image="doc_basics_minimap_map.png"}, {image="doc_basics_minimap_radar.png"}, {image="doc_basics_minimap_round.png"}},
432 doc.new_entry("basics", "inventory", {
433 name="Inventory",
434 data = {
435 text =
436 [=[An inventory is used to store item stacks. There are other uses, such as crafting. An inventory consists of a rectangular grid of item slots. Each item slot can either be empty or hold one item stack. Item stacks can be moved freely between most slots.
437 You have your own inventory which is called your “player inventory”, you can open it with the inventory key (default: [I]). The first inventory slots are also used as slots in your hotbar.
438 Blocks can also have their own inventory, for example, things like chests and furnaces.
440 Inventory controls:
442 Taking: You can take items from an occupied slot if the cursor holds nothing.
443 • Left click: take entire item stack
444 • Right click: take half from the item stack (rounded up)
445 • Middle click: take 10 items from the item stack
447 Putting: You can put items onto a slot if the cursor holds 1 or more items and the slot is either empty or contains an item stack of the same item type.
448 • Left click: put entire item stack
449 • Right click: put 1 item of the item stack
450 • Middle click: put 10 items of the item stack
452 Exchanging: You can exchange items if the cursor holds 1 or more items and the destination slot is occupied by a different item type.
453 • Left, middle and right click: exchange item stacks from cursor and from selected item slot
455 Throwing away: If you hold an item stack and click with it somewhere outside the menu, the item stack gets thrown away into the environment.
457 Quick transfer: You can quickly transfer an item stack to/from the player inventory to/from another item's inventory slot like a furnace, chest, or any other item with an inventory slot when that item's inventory is accessed. The target inventory is generally the most relevant inventory in this context.
458 • Sneak+Left click: Automatically transfer item stack.]=],
459 images = {{image="doc_basics_inventory.png"}, {image="doc_basics_inventory_detail.png"}},
462 doc.new_entry("advanced", "online", {
463 name="Online help",
464 data = { text=
465 [=[You may want to check out these online resources related to Minetest:
467 Official homepage of Minetest: <http://minetest.net/>
468 The main place to find the most recent version of Minetest.
470 Community wiki: <http://wiki.minetest.net/>
471 A community-based documentation website for Minetest. Anyone with an account can edit it! It also features a documentation of Minetest Game.
473 Web forums: <http://forums.minetest.net/>
474 A web-based discussion platform where you can discuss everything related to Minetest. This is also a place where player-made mods and subgames are published and discussed. The discussions are mainly in English, but there is also space for discussion in other languages.
476 Chat: <irc://irc.freenode.net#minetest>
477 A generic Internet Relay Chat channel for everything related to Minetest where people can meet to discuss in real-time. If you do not understand IRC, see the Community Wiki for help.]=]
480 doc.new_entry("basics", "groups", {
481 name="Groups",
482 data = {
483 text =
484 [=[Items, players and objects (animate and inanimate) can be members of any number of groups. Groups serve multiple purposes:
486 • Crafting recipes: Slots in a crafting recipe may not require a specific item, but instead an item which is a member of a particular group, or multiple groups
487 • Digging times: Diggable blocks belong to groups which are used to determine digging times. Mining tools are capable of digging blocks belonging to certain groups
488 • Block behavior: Blocks may show a special behaviour and interact with other blocks when they belong to a particular group
489 • Damage and armor: Objects and players have armor groups, weapons have damage groups. See also: “Basics > Weapons”
490 • Other uses
492 In the item help, many important groups are usually mentioned and explained.]=]}})
494 doc.new_entry("basics", "glossary", {
495 name = "Glossary",
496 data = {
497 text =
498 [=[This is a list of commonly used terms in Minetest parlance:
500 Controls:
501 • Wielding: Holding an item in hand
502 • Pointing: Looking with the crosshair at something in range
503 • Dropping: Throwing an item or item stack to the ground
504 • Punching: Attacking with left-click, is also used on blocks
505 • Sneaking: Walking slowly while (usually) avoiding to fall over edges
506 • Climbing: Moving up or down a climbable block
508 Blocks:
509 • Block: Cubes that the worlds are made out of
510 • Mining/digging: Using a mining tool to break a block
511 • Building/placing: Putting a block somewhere
512 • Drop: The items you (may) get after mining a block
513 • Using a block: Right-clicking a block to access its special function
515 Items:
516 • Item: A single thing that players can possess
517 • Item stack: A collection of items of the same kind
518 • Maximum stack size: Maximum amount of items in an item stack
519 • Slot / inventory slot: Can hold one item stack
520 • Inventory: Provides several inventory slots for storage
521 • Player inventory: The main inventory of a player
522 • Tool: An item which you can use to do special things with when wielding
523 • Range: How far away things can be to be pointed by an item when wielding it
524 • Mining tool: A tool which allows to break blocks
525 • Craft item: An item which is (primarily or only) used for crafting
527 Gameplay:
528 • “heart”: A single health symbol, indicates 2 HP
529 • “bubble”: A single breath symbol, indicates 1 BP
530 • HP: Hit point (equals half a “heart”)
531 • BP: Breath point, indicates breath when swimming
532 • Mob: Computer-controlled enemy
533 • Crafting: Combining multiple items to create new ones
534 • Crafting guide: A helper which shows available crafting recipes; provided by mods
535 • Spawning: Appearing in the world
536 • Respawning: Appearing again in the world after death
537 • Group: Used to group similar things together; determines mining times, armor, damage, and more
538 • noclip: Allows to fly through walls
540 Interface
541 • Hotbar: The inventory slots at the bottom which you can select for wielding
542 • Statbar: Indicator made out of half-symbols, used for health and breath
543 • Minimap: The map or radar at the top right
544 • Crosshair: Seen in the middle, used to point to things
546 Online multiplayer:
547 • PvP: Player vs Player. Indicates that players can attack and deal damage to each other
548 • Griefing: Destroying the buildings of other players against their will
549 • Protection: Mechanism to own areas of the world, which only allows the owners to modify blocks inside
551 Technical:
552 • Minetest: This game engine
553 • Minetest Game: A subgame for Minetest from the Minetest developers
554 • Subgame: A complete playing experience to be used in Minetest; can be a game, a sandbox or something else
555 • Mod: A single subsystem which adds or modifies functionality; is the basic building block of subgames and can be used to further enhance or modify them
556 • Privilege: Allows a player to do something
557 • Node: Other word for “block”
558 ]=]}})
560 -- TODO
561 doc.new_entry("advanced", "settings", {
562 name="Settings",
563 data = {
564 text =
565 [=[There is a large variety of settings to configure Minetest. Pretty much every aspect can be changed that way.
567 These are a few of the most important gameplay settings:
569 • Damage enabled (enable_damage): Enables the health and breath attributes for all players. If disabled, players are immortal
570 • Creative Mode (creative_mode): Enables sandbox-style gameplay focusing on creativity rather than a challenging gameplay. The meaning mostly depends on subgames but usually this means that you can access almost all items for free, can dig faster and some other “creative” changes
571 • PvP (enable_pvp): Short for “Player vs Player”. If enabled, players can deal damage to each other
573 For a full list of all available settings, use the “Advanced settings” dialog in the main menu.]=]
576 doc.new_entry("advanced", "movement_modes", {
577 name = "Movement modes",
578 data = { text =
579 [=[If you have the requiried privileges, you can use up to three special movement modes. Using the movement modes is generally considered cheating.
581 Fast mode:
582 • Description: Allows you to move much faster. When not in fly mode, you can use the “Use” key [E] to run faster. In the client configuration, you can further customize fast mode.
583 • Default key: J
584 • Required privilege: fast
586 Fly mode:
587 • Description: While enabled, you are not subject to gravity anymore and can move freely in all directions. Use the jump key to rise and the sneak key to sink.
588 • Default key: K
589 • Required privilege: fly
591 Noclip mode:
592 • Description: Allows you to move through walls. Only works when fly mode is enabled, too.
593 • Default key: H
594 • Required privilege: noclip]=]
597 doc.new_entry("advanced", "console", {
598 name = "Chat/console",
599 data = { text =
600 [=[With [F10] you can open and close the console. The main use of the console is to show the chat log and enter chat messages or server commands.
601 Using the chat or server command key also opens the console, but it is smaller and will be closed after you sent a message.
603 Use the chat to communicate to other players. This requires you to have the “shout” privilege.
604 Just type in the message and hit [Enter]. Chat messages can not begin with “/”.
606 Write “/msg <player> <message>” to write “<message>” to <player> which can only be seen by <player>.
608 There are some special controls while the console is open:
610 • [F10] Open/close console
611 • [Enter]: Send chat message or server command
612 • [Tabulator]: Try to auto-complete a partially-entered player name
613 • [Ctrl]+[Left]: Move cursor to the beginning of the previous word
614 • [Ctrl]+[Right]: Move cursor to the beginning of the next word
615 • [Ctrl]+[Backspace]: Delete previous word
616 • [Ctrl]+[Delete]: Delete next word
617 • [Ctrl]+[U]: Delete all text before the cursor
618 • [Ctrl]+[K]: Delete all text after the cursor
619 • [Page up]: Scroll up
620 • [Page down]: Scroll down
622 There is also an input history. Minetest saves your previous console inputs which you can quickly access later:
624 • [Up]: Go to previous entry in history
625 • [Down]: Go to next entry in history]=]
628 -- TODO
629 doc.new_entry("advanced", "commands", {
630 name="Server commands",
631 data = { text =
632 [=[Server commands (also called “chat commands”) are little helpers for somewhat advanced users. You will normally not need to use these commands in normal gameplay, but they might come in handy to perform some more “technical” tasks. Server commands work both in multi-player and single-player mode.
634 Server commands can be entered by any player via the chat to perform a special server action. There are a few commands which can be issued by everyone, but some commands only work if you have certain privileges granted on the server. In Minetest, there is a small set of basic commands which are always available, other commands can be added by mods.
636 To issue a command, simply type it like a chat message or press the Minetest command key (default: “/”). All commands have to begin with “/”, for example “/mods”. The Minetest command key is the same as the chat key, except that the slash is already entered.
637 Commands may or may not give a response in the chat log, but errors will generally be shown in the chat. Try it for yourselves: Close this window and type in the “/mods” command. This will give you the list of available mods on this server.
639 “/help all” is a very important command: You get a list of all available commands on the server, a short explanation and the allowed parameters. This command is also important because the available commands often differ per server.
641 Commands are followed by zero or more parameters.
643 In the command reference, you see some placeholders which you need to replace with an actual value. These are the rules:
645 • Text in greater-than and lower-than signs (e.g. “<param>”): Placeholder for a parameter
646 • Anything in square brackets (e.g. “[text]”) is optional and can be omitted
647 • Pipe or slash (e.g. “text1 | text2 | text3”): Alternation. One of multiple texts (e.g. “text2”).
648 • Parenthesis: (e.g. “(word1 word2) | word3”): Groups multiple words together, used for alternations
649 • Everything else is to be read as literal text
651 Here are some examples to illustrate the command syntax:
653 • /mods: No parameters. Just enter “/mods”
654 • /me <action>: 1 parameter. You have to enter “/me ” followed by any text you like, e.g. “/me orders pizza”
655 • /give <name> <ItemString>: Two parameters. Valid example: “/give Player default:apple”
656 • /help [all|privs|<cmd>]: Valid inputs are “/help”, “/help all”, “/help privs”, or “/help ” followed by a command name, like “/help time”
657 • /spawnentity <EntityName> [<X>,<Y>,<Z>]: Valid inputs include “/spawnentity boats:boat” and “/spawnentity boats:boat 0,0,0”
661 Some final remarks:
663 • For /give and /giveme, you need an itemstring. This is an internally used unique item identifier
664 • For /spawnentity you need an entity name, which is another identifier]=]
667 doc.new_entry("advanced", "privs", {
668 name="Privileges",
669 data= { text =
670 [=[Each player has a set of privileges, which differs from server to server. Your privileges determine what you can and can't do. Privileges can be granted and revoked from other players by any player who has the privilege called “privs”.
672 On a multiplayer server with the default configuration, new players start with the privileges called “interact” and “shout”. The “interact” privilege is required for the most basic gameplay actions such as building, mining, using, etc. The “shout” privilege allows to chat.
674 There is a small set of core privileges which you'll find on every server, other privileges might be added by mods.
676 To view your own privileges, issue the server command “/privs”.
678 Here are a few basic privilege-related commands:
680 • /privs: Lists your privileges
681 • /privs <player>: Lists the privileges of <player>
682 • /help privs: Shows a list and description about all privileges
684 Players with the “privs” privilege can modify privileges at will:
686 • /grant <player> <privilege>: Grant <privilege> to <player>
687 • /revoke <player> <privilege>: Revoke <privilege> from <player>
689 In single-player mode, you can use “/grant singleplayer all” to unlock all abilities (which is considered cheating).]=]
692 doc.new_entry("basics", "light", {
693 name = "Light",
694 data = { text =
695 [=[As the world is entirely block-based, so is the light in the world. Each block has its own brightness. The brightness of a block is expressed in a “light level” which ranges from 0 (total darkness) to 15 (as bright as the sun).
697 There are two types of light: Sunlight and artificial light.
699 Artificial light is emitteed by luminous blocks. Artificial light has a light level from 1-14.
700 Sunlight is the brightest light and always goes perfectly straight down from the sky at each time of the day. blocks. At night, the sunlight will become moonlight instead, which still provides a small amount of light. The light level of sunlight is 15.
702 Blocks have 3 levels of transparency:
704 • Transparent: Sunlight goes through limitless, artificial light goes through with losses
705 • Semi-transparent: Sunlight and artificial light go through with losses
706 • Opaque: No light passes through
708 Artificial light will lose one level of brightness for each transparent or semi-transparent block it passes through, until only darkness remains.
709 Sunlight will preserve its brightness as long it only passes fully transparent blocks. When it passes through a semi-transparent block, it turns to artificial light.
711 Note that “transparency” here does not always mean you can see through a block. It only means that the block is able to carry brightness from its neighboring blocks.]=]