Luanti registers two entities by default: Falling nodes and dropped items. This document describes how they behave and what you can do with them.
This entity is created by core.check_for_falling
in place of a node
with the special group falling_node=1
. Falling nodes can also be created
artificially with core.spawn_falling_node
.
Needs manual initialization when spawned using /spawnentity
.
Default behavior:
- Falls down in a straight line (gravity =
movement_gravity
setting) - Collides with
walkable
node - Collides with all physical objects except players
- If the node group
float=1
is set, it also collides with liquid nodes (nodes withliquidtype ~= "none"
) - When it hits a solid (=
walkable
) node, it will try to place itself as a node, replacing the node above.- If the falling node cannot replace the destination node, it is dropped as an item.
- If the destination node is a leveled node (
paramtype2="leveled"
) of the same node name, the levels of both are summed.
set_node(self, node[, meta])
- Function to initialize the falling node
node
andmeta
are explained below.- The
meta
argument is optional.
node
: Node table of the node (name
,param1
,param2
) that this entity represents. Read-only.meta
: Node metadata of the falling node. Will be used when the falling nodes tries to place itself as a node. Read-only.
Falling nodes have visuals to look as close as possible to the original node. This works for most drawtypes, but there are limitations.
Supported drawtypes:
normal
signlike
torchlike
nodebox
raillike
glasslike
glasslike_framed
glasslike_framed_optional
allfaces
allfaces_optional
firelike
mesh
fencelike
liquid
airlike
(not pointable)
Other drawtypes still kinda work, but they might look weird.
If the node uses a world-aligned texture with a scale
greater
than 1, the falling node will display the top-most, left-most
portion of that texture.
Supported paramtype2
values:
wallmounted
facedir
4dir
colorwallmounted
colorfacedir
color4dir
color
This is an item stack in a collectable form.
Common cases that spawn a dropped item:
- Item dropped by player
- The root node of a node with the group
attached_node=1
is removed core.add_item
is called
Needs manual initialization when spawned using /spawnentity
.
- Players can collect it by punching
- Lifespan is defined by the setting
item_entity_ttl
- Slides on
slippery
nodes - Subject to gravity (uses
movement_gravity
setting) - Collides with
walkable
nodes - Does not collide physical objects
- When it's inside a solid (
walkable=true
) node, it tries to escape to a neighboring non-solid (walkable=false
) node
set_item(self, item)
:- Function to initialize the dropped item
item
(typeItemStack
) specifies the item to represent
age
: Age in seconds. Behavior according to the settingitem_entity_ttl
itemstring
: Itemstring of the item that this item entity represents. Read-only.
Other fields are for internal use only.