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introduce Modding section

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poikilos 6 years ago
committed by Jacob Gustafson
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  1. 12
      webapp/views/pages/getting-started.ejs

12
webapp/views/pages/getting-started.ejs

@ -223,6 +223,11 @@ visit the link to get an idea of what mods are available for Minetest
servers).
<h3>Modding</h3>
<p>There are other modding books out there, but they often just rehash
the documentation of Minetest without explaining much. The Modding
section of the ENLIVEN Getting Started guide is here to help explain
some of the assumptions and jargon.
</p>
<p>Modding is easy in Minetest, because it is designed to be modded.
The Minetest client downloads the "game" (collection of mods and
modpacks) each time you connect to a server, so you don't have to
@ -236,7 +241,7 @@ games that differ drastically in gameplay can be made if one heavily
edits or replaces mods that provide core functionality. Must of
Minetest's core functionality is written in Lua.
</p>
<p>Examples are the best way to get started. Since mods are scripted in
<p>Examples are a good way to get started. Since mods are scripted in
Lua, every mod is open source. Almost every one is released under
some sort of public license as well, which usually allows you to modify,
reuse, and redistribute the code (usually under the condition that you
@ -365,7 +370,10 @@ a cluster). Generally, the ore is a node (drawn as a block) and the gem
or metal is a craftitem (drawn as a sprite). You normally should set the
drop of the ore to a separate craftitem (however, if it is something
you have to smelt such as a metal, you could drop the ore node, then
provide a "cooking" crafting recipe to get the metal).
provide a "cooking" crafting recipe to get the metal).</p>
<p>the absheight option should only be used for ores that should appear
in mountains. It forces an ore that occurs in a negative range to also
appear in the corresponding positive range.</p>
</main>
<footer>

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