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authorPaul m. p. P <pmpp.pub@gmail.com>2019-09-05 13:06:22 +0200
committersfan5 <sfan5@live.de>2019-09-05 13:06:22 +0200
commit5c97eeabace3256d4f50c9d9c7776fb360c2077c (patch)
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doc/client_lua_api: Clarify how client side api and mods start (#8822)
Diffstat (limited to 'doc/client_lua_api.txt')
-rw-r--r--doc/client_lua_api.txt10
1 files changed, 10 insertions, 0 deletions
diff --git a/doc/client_lua_api.txt b/doc/client_lua_api.txt
index 3af633468..2c670645f 100644
--- a/doc/client_lua_api.txt
+++ b/doc/client_lua_api.txt
@@ -30,6 +30,16 @@ Startup
Mods are loaded during client startup from the mod load paths by running
the `init.lua` scripts in a shared environment.
+In order to load client-side mods in a world, the following conditions need to be satisfied:
+
+1) `$path_user/minetest.conf` contains the setting `enable_client_modding = true`
+
+2) The client-side mod located in `$path_user/clientmods/<modname>` is added to
+ `$path_user/clientmods/mods.conf` as `load_mod_<modname> = true`.
+
+Note: Depending on the remote server's settings, client-side mods might not
+be loaded or have limited functionality. See setting `csm_restriction_flags` for reference.
+
Paths
-----
* `RUN_IN_PLACE=1` (Windows release, local build)