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Builtin/game/item: Add `place_param2` nodedef field

This allows a nodedef to specify a fixed value for param2 to be
used for all normal placements.

There are several uses for this:

- nodes that require param2 to be set to a non-zero value for
  internal mod use. E.g. leafdecay could use this to detect that
  leaves are played by players.
- force wallmounted or facedir value at placement at placement

This overrides any player look direction or other on-the-fly
param2 setting during placement.
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sofar authored and paramat committed May 30, 2016
1 parent 1b8dbf0 commit 39a9e9874ee739aea91acf36c6f81fc38bce7363
Showing with 4 additions and 1 deletion.
  1. +3 −1 builtin/game/item.lua
  2. +1 −0 doc/lua_api.txt
@@ -250,7 +250,9 @@ function core.item_place_node(itemstack, placer, pointed_thing, param2)
local newnode = {name =, param1 = 0, param2 = param2}

-- Calculate direction for wall mounted stuff like torches and signs
if def.paramtype2 == 'wallmounted' and not param2 then
if def.place_param2 ~= nil then
newnode.param2 = def.place_param2
elseif def.paramtype2 == 'wallmounted' and not param2 then
local dir = {
x = under.x - above.x,
y = under.y - above.y,
@@ -3528,6 +3528,7 @@ Definition tables
^ paramtype = "light" allows light to propagate from or through the node with light value
^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
paramtype2 = "none", -- See "Nodes"
place_param2 = nil, -- Force value for param2 when player places node
is_ground_content = true, -- If false, the cave generator will not carve through this
sunlight_propagates = false, -- If true, sunlight will go infinitely through this
walkable = true, -- If true, objects collide with node

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