1 Minetest Lua Modding API Reference 0.4.14
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
67 It can also contain a settingtypes.txt in the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be displayed in the "Games" category in the settings tab.
72 Games can provide custom main menu images. They are put inside a `menu` directory inside the game directory.
74 The images are named `$identifier.png`, where `$identifier` is one of `overlay,background,footer,header`.
75 If you want to specify multiple images for one identifier, add additional images named like `$identifier.$n.png`, with an ascending number $n starting with 1,
76 and a random image will be chosen from the provided ones.
83 * `$path_share/games/gameid/mods/`
85 * `$path_user/games/gameid/mods/`
86 * `$path_user/mods/` (User-installed mods)
87 * `$worldpath/worldmods/`
89 In a run-in-place version (e.g. the distributed windows version):
91 * `minetest-0.4.x/games/gameid/mods/`
92 * `minetest-0.4.x/mods/` (User-installed mods)
93 * `minetest-0.4.x/worlds/worldname/worldmods/`
95 On an installed version on Linux:
97 * `/usr/share/minetest/games/gameid/mods/`
98 * `$HOME/.minetest/mods/` (User-installed mods)
99 * `$HOME/.minetest/worlds/worldname/worldmods`
101 Mod load path for world-specific games
102 --------------------------------------
103 It is possible to include a game in a world; in this case, no mods or
104 games are loaded or checked from anywhere else.
106 This is useful for e.g. adventure worlds.
108 This happens if the following directory exists:
112 Mods should be then be placed in:
118 Mods can be put in a subdirectory, if the parent directory, which otherwise
119 should be a mod, contains a file named `modpack.txt`. This file shall be
120 empty, except for lines starting with `#`, which are comments.
122 Mod directory structure
123 ------------------------
129 | |-- description.txt
130 | |-- settingtypes.txt
134 | | |-- modname_stuff.png
135 | | `-- modname_something_else.png
143 The location of this directory can be fetched by using
144 `minetest.get_modpath(modname)`.
147 List of mods that have to be loaded before loading this mod.
149 A single line contains a single modname.
151 Optional dependencies can be defined by appending a question mark
152 to a single modname. Their meaning is that if the specified mod
153 is missing, that does not prevent this mod from being loaded.
156 A screenshot shown in modmanager within mainmenu.
158 ### `description.txt`
159 A File containing description to be shown within mainmenu.
161 ### `settingtypes.txt`
162 A file in the same format as the one in builtin. It will be parsed by the
163 settings menu and the settings will be displayed in the "Mods" category.
166 The main Lua script. Running this script should register everything it
167 wants to register. Subsequent execution depends on minetest calling the
168 registered callbacks.
170 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
171 to read custom or existing settings at load time, if necessary.
174 Models for entities or meshnodes.
176 ### `textures`, `sounds`, `media`
177 Media files (textures, sounds, whatever) that will be transferred to the
178 client and will be available for use by the mod.
180 Naming convention for registered textual names
181 ----------------------------------------------
182 Registered names should generally be in this format:
184 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
186 This is to prevent conflicting names from corrupting maps and is
187 enforced by the mod loader.
190 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
191 So the name should be `experimental:tnt`.
193 Enforcement can be overridden by prefixing the name with `:`. This can
194 be used for overriding the registrations of some other mod.
196 Example: Any mod can redefine `experimental:tnt` by using the name
201 (also that mod is required to have `experimental` as a dependency)
203 The `:` prefix can also be used for maintaining backwards compatibility.
206 Aliases can be added by using `minetest.register_alias(name, convert_to)`.
208 This will make Minetest to convert things called name to things called
211 This can be used for maintaining backwards compatibility.
213 This can be also used for setting quick access names for things, e.g. if
214 you have an item called `epiclylongmodname:stuff`, you could do
216 minetest.register_alias("stuff", "epiclylongmodname:stuff")
218 and be able to use `/giveme stuff`.
222 Mods should generally prefix their textures with `modname_`, e.g. given
223 the mod name `foomod`, a texture could be called:
227 Textures are referred to by their complete name, or alternatively by
228 stripping out the file extension:
230 * e.g. `foomod_foothing.png`
231 * e.g. `foomod_foothing`
235 There are various texture modifiers that can be used
236 to generate textures on-the-fly.
238 ### Texture overlaying
239 Textures can be overlaid by putting a `^` between them.
243 default_dirt.png^default_grass_side.png
245 `default_grass_side.png` is overlayed over `default_dirt.png`.
246 The texture with the lower resolution will be automatically upscaled to the higher resolution texture.
249 Textures can be grouped together by enclosing them in `(` and `)`.
251 Example: `cobble.png^(thing1.png^thing2.png)`
253 A texture for `thing1.png^thing2.png` is created and the resulting
254 texture is overlaid over `cobble.png`.
256 ### Advanced texture modifiers
258 #### `[crack:<n>:<p>`
259 * `<n>` = animation frame count
260 * `<p>` = current animation frame
262 Draw a step of the crack animation on the texture.
266 default_cobble.png^[crack:10:1
268 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
273 * `<file>` = texture to combine
275 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
276 specified coordinates.
280 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
282 #### `[resize:<w>x<h>`
283 Resizes the texture to the given dimensions.
287 default_sandstone.png^[resize:16x16
290 Brightens the texture.
294 tnt_tnt_side.png^[brighten
297 Makes the texture completely opaque.
301 default_leaves.png^[noalpha
303 #### `[makealpha:<r>,<g>,<b>`
304 Convert one color to transparency.
308 default_cobble.png^[makealpha:128,128,128
311 * `<t>` = transformation(s) to apply
313 Rotates and/or flips the image.
315 `<t>` can be a number (between 0 and 7) or a transform name.
316 Rotations are counter-clockwise.
319 1 R90 rotate by 90 degrees
320 2 R180 rotate by 180 degrees
321 3 R270 rotate by 270 degrees
323 5 FXR90 flip X then rotate by 90 degrees
325 7 FYR90 flip Y then rotate by 90 degrees
329 default_stone.png^[transformFXR90
331 #### `[inventorycube{<top>{<left>{<right>`
332 `^` is replaced by `&` in texture names.
334 Create an inventory cube texture using the side textures.
338 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
340 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
341 `dirt.png^grass_side.png` textures
343 #### `[lowpart:<percent>:<file>`
344 Blit the lower `<percent>`% part of `<file>` on the texture.
348 base.png^[lowpart:25:overlay.png
350 #### `[verticalframe:<t>:<n>`
351 * `<t>` = animation frame count
352 * `<n>` = current animation frame
354 Crops the texture to a frame of a vertical animation.
358 default_torch_animated.png^[verticalframe:16:8
361 Apply a mask to the base image.
363 The mask is applied using binary AND.
365 #### `[colorize:<color>:<ratio>`
366 Colorize the textures with the given color.
367 `<color>` is specified as a `ColorString`.
368 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
369 it is an int, then it specifies how far to interpolate between the
370 colors where 0 is only the texture color and 255 is only `<color>`. If
371 omitted, the alpha of `<color>` will be used as the ratio. If it is
372 the word "`alpha`", then each texture pixel will contain the RGB of
373 `<color>` and the alpha of `<color>` multiplied by the alpha of the
378 Only Ogg Vorbis files are supported.
380 For positional playing of sounds, only single-channel (mono) files are
381 supported. Otherwise OpenAL will play them non-positionally.
383 Mods should generally prefix their sounds with `modname_`, e.g. given
384 the mod name "`foomod`", a sound could be called:
388 Sounds are referred to by their name with a dot, a single digit and the
389 file extension stripped out. When a sound is played, the actual sound file
390 is chosen randomly from the matching sounds.
392 When playing the sound `foomod_foosound`, the sound is chosen randomly
393 from the available ones of the following files:
395 * `foomod_foosound.ogg`
396 * `foomod_foosound.0.ogg`
397 * `foomod_foosound.1.ogg`
399 * `foomod_foosound.9.ogg`
401 Examples of sound parameter tables:
403 -- Play location-less on all clients
405 gain = 1.0, -- default
407 -- Play location-less to a player
410 gain = 1.0, -- default
412 -- Play in a location
415 gain = 1.0, -- default
416 max_hear_distance = 32, -- default, uses an euclidean metric
418 -- Play connected to an object, looped
420 object = <an ObjectRef>,
421 gain = 1.0, -- default
422 max_hear_distance = 32, -- default, uses an euclidean metric
423 loop = true, -- only sounds connected to objects can be looped
426 ### `SimpleSoundSpec`
428 * e.g. `"default_place_node"`
430 * e.g. `{name="default_place_node"}`
431 * e.g. `{name="default_place_node", gain=1.0}`
433 Registered definitions of stuff
434 -------------------------------
435 Anything added using certain `minetest.register_*` functions get added to
436 the global `minetest.registered_*` tables.
438 * `minetest.register_entity(name, prototype table)`
439 * added to `minetest.registered_entities[name]`
441 * `minetest.register_node(name, node definition)`
442 * added to `minetest.registered_items[name]`
443 * added to `minetest.registered_nodes[name]`
445 * `minetest.register_tool(name, item definition)`
446 * added to `minetest.registered_items[name]`
448 * `minetest.register_craftitem(name, item definition)`
449 * added to `minetest.registered_items[name]`
451 * `minetest.register_biome(biome definition)`
452 * returns an integer uniquely identifying the registered biome
453 * added to `minetest.registered_biome` with the key of `biome.name`
454 * if `biome.name` is nil, the key is the returned ID
456 * `minetest.register_ore(ore definition)`
457 * returns an integer uniquely identifying the registered ore
458 * added to `minetest.registered_ores` with the key of `ore.name`
459 * if `ore.name` is nil, the key is the returned ID
461 * `minetest.register_decoration(decoration definition)`
462 * returns an integer uniquely identifying the registered decoration
463 * added to `minetest.registered_decorations` with the key of `decoration.name`
464 * if `decoration.name` is nil, the key is the returned ID
466 * `minetest.register_schematic(schematic definition)`
467 * returns an integer uniquely identifying the registered schematic
468 * added to `minetest.registered_schematic` with the key of `schematic.name`
469 * if `schematic.name` is nil, the key is the returned ID
470 * if the schematic is loaded from a file, schematic.name is set to the filename
471 * if the function is called when loading the mod, and schematic.name is a relative path,
472 * then the current mod path will be prepended to the schematic filename
474 * `minetest.clear_registered_biomes()`
475 * clears all biomes currently registered
477 * `minetest.clear_registered_ores()`
478 * clears all ores currently registered
480 * `minetest.clear_registered_decorations()`
481 * clears all decorations currently registered
483 * `minetest.clear_registered_schematics()`
484 * clears all schematics currently registered
486 Note that in some cases you will stumble upon things that are not contained
487 in these tables (e.g. when a mod has been removed). Always check for
488 existence before trying to access the fields.
490 Example: If you want to check the drawtype of a node, you could do:
492 local function get_nodedef_field(nodename, fieldname)
493 if not minetest.registered_nodes[nodename] then
496 return minetest.registered_nodes[nodename][fieldname]
498 local drawtype = get_nodedef_field(nodename, "drawtype")
500 Example: `minetest.get_item_group(name, group)` has been implemented as:
502 function minetest.get_item_group(name, group)
503 if not minetest.registered_items[name] or not
504 minetest.registered_items[name].groups[group] then
507 return minetest.registered_items[name].groups[group]
512 Nodes are the bulk data of the world: cubes and other things that take the
513 space of a cube. Huge amounts of them are handled efficiently, but they
516 The definition of a node is stored and can be accessed by name in
518 minetest.registered_nodes[node.name]
520 See "Registered definitions of stuff".
522 Nodes are passed by value between Lua and the engine.
523 They are represented by a table:
525 {name="name", param1=num, param2=num}
527 `param1` and `param2` are 8-bit integers. The engine uses them for certain
528 automated functions. If you don't use these functions, you can use them to
529 store arbitrary values.
531 The functions of `param1` and `param2` are determined by certain fields in the
534 `param1` is reserved for the engine when `paramtype != "none"`:
537 ^ The value stores light with and without sun in its upper and lower 4 bits
538 respectively. Allows light to propagate from or through the node with
539 light value falling by 1 per node. This is essential for a light source
540 node to spread its light.
542 `param2` is reserved for the engine when any of these are used:
544 liquidtype == "flowing"
545 ^ The level and some flags of the liquid is stored in param2
546 drawtype == "flowingliquid"
547 ^ The drawn liquid level is read from param2
548 drawtype == "torchlike"
549 drawtype == "signlike"
550 paramtype2 == "wallmounted"
551 ^ The rotation of the node is stored in param2. You can make this value
552 by using minetest.dir_to_wallmounted().
553 paramtype2 == "facedir"
554 ^ The rotation of the node is stored in param2. Furnaces and chests are
555 rotated this way. Can be made by using minetest.dir_to_facedir().
557 facedir / 4 = axis direction:
558 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
559 facedir modulo 4 = rotation around that axis
560 paramtype2 == "leveled"
561 paramtype2 == "degrotate"
562 ^ The rotation of this node is stored in param2. Plants are rotated this way.
563 Values range 0 - 179. The value stored in param2 is multiplied by two to
564 get the actual rotation of the node.
568 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
571 ^ defines list of collision boxes for the node. If empty, collision boxes
572 will be the same as nodeboxes, in case of any other nodes will be full cube
573 as in the example above.
575 Nodes can also contain extra data. See "Node Metadata".
579 There are a bunch of different looking node types.
581 Look for examples in `games/minimal` or `games/minetest_game`.
589 * `glasslike_framed_optional`
591 * `allfaces_optional`
598 * `nodebox` -- See below. (**Experimental!**)
599 * `mesh` -- use models for nodes
601 `*_optional` drawtypes need less rendering time if deactivated (always client side).
605 Node selection boxes are defined using "node boxes"
607 The `nodebox` node drawtype allows defining visual of nodes consisting of
608 arbitrary number of boxes. It allows defining stuff like stairs. Only the
609 `fixed` and `leveled` box type is supported for these.
611 Please note that this is still experimental, and may be incompatibly
612 changed in the future.
614 A nodebox is defined as any of:
617 -- A normal cube; the default in most things
621 -- A fixed box (facedir param2 is used, if applicable)
623 fixed = box OR {box1, box2, ...}
626 -- A box like the selection box for torches
627 -- (wallmounted param2 is used, if applicable)
628 type = "wallmounted",
634 -- A node that has optional boxes depending on neighbouring nodes'
635 -- presence and type. See also `connects_to`.
637 fixed = box OR {box1, box2, ...}
638 connect_top = box OR {box1, box2, ...}
639 connect_bottom = box OR {box1, box2, ...}
640 connect_front = box OR {box1, box2, ...}
641 connect_left = box OR {box1, box2, ...}
642 connect_back = box OR {box1, box2, ...}
643 connect_right = box OR {box1, box2, ...}
646 A `box` is defined as:
648 {x1, y1, z1, x2, y2, z2}
650 A box of a regular node would look like:
652 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
654 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
655 set to level from `param2`.
660 If drawtype `mesh` is used, tiles should hold model materials textures.
661 Only static meshes are implemented.
662 For supported model formats see Irrlicht engine documentation.
667 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
671 Offset that the noise is translated by (i.e. added) after calculation.
674 Factor that the noise is scaled by (i.e. multiplied) after calculation.
677 Vector containing values by which each coordinate is divided by before calculation.
678 Higher spread values result in larger noise features.
680 A value of `{x=250, y=250, z=250}` is common.
683 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
684 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
687 Number of times the noise gradient is accumulated into the noise.
689 Increase this number to increase the amount of detail in the resulting noise.
691 A value of `6` is common.
694 Factor by which the effect of the noise gradient function changes with each successive octave.
696 Values less than `1` make the details of successive octaves' noise diminish, while values
697 greater than `1` make successive octaves stronger.
699 A value of `0.6` is common.
702 Factor by which the noise feature sizes change with each successive octave.
704 A value of `2.0` is common.
707 Leave this field unset for no special handling.
709 Currently supported are `defaults`, `eased` and `absvalue`.
712 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
716 Maps noise gradient values onto a quintic S-curve before performing interpolation.
717 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
718 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
721 Accumulates the absolute value of each noise gradient result.
723 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
727 spread = {x=500, y=500, z=500},
732 flags = "defaults, absvalue"
734 ^ A single noise parameter table can be used to get 2D or 3D noise,
735 when getting 2D noise spread.z is ignored.
740 These tell in what manner the ore is generated.
742 All default ores are of the uniformly-distributed scatter type.
745 Randomly chooses a location and generates a cluster of ore.
747 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
748 that point is greater than the `noise_threshold`, giving the ability to create
749 a non-equal distribution of ore.
752 Creates a sheet of ore in a blob shape according to the 2D perlin noise
753 described by `noise_params` and `noise_threshold`. This is essentially an
754 improved version of the so-called "stratus" ore seen in some unofficial mods.
756 This sheet consists of vertical columns of uniform randomly distributed height,
757 varying between the inclusive range `column_height_min` and `column_height_max`.
758 If `column_height_min` is not specified, this parameter defaults to 1.
759 If `column_height_max` is not specified, this parameter defaults to `clust_size`
760 for reverse compatibility. New code should prefer `column_height_max`.
762 The `column_midpoint_factor` parameter controls the position of the column at which
763 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
764 columns grow equally starting from each direction. `column_midpoint_factor` is a
765 decimal number ranging in value from 0 to 1. If this parameter is not specified,
768 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
771 Creates a sheet of ore in a cloud-like puff shape.
773 As with the `sheet` ore type, the size and shape of puffs are described by
774 `noise_params` and `noise_threshold` and are placed at random vertical positions
775 within the currently generated chunk.
777 The vertical top and bottom displacement of each puff are determined by the noise
778 parameters `np_puff_top` and `np_puff_bottom`, respectively.
782 Creates a deformed sphere of ore according to 3d perlin noise described by
783 `noise_params`. The maximum size of the blob is `clust_size`, and
784 `clust_scarcity` has the same meaning as with the `scatter` type.
787 Creates veins of ore varying in density by according to the intersection of two
788 instances of 3d perlin noise with diffferent seeds, both described by
789 `noise_params`. `random_factor` varies the influence random chance has on
790 placement of an ore inside the vein, which is `1` by default. Note that
791 modifying this parameter may require adjusting `noise_threshold`.
792 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
793 by this ore type. This ore type is difficult to control since it is sensitive
794 to small changes. The following is a decent set of parameters to work from:
799 spread = {x=200, y=200, z=200},
805 noise_threshold = 1.6
807 WARNING: Use this ore type *very* sparingly since it is ~200x more
808 computationally expensive than any other ore.
812 See section "Flag Specifier Format".
814 Currently supported flags: `absheight`
817 Also produce this same ore between the height range of `-y_max` and `-y_min`.
819 Useful for having ore in sky realms without having to duplicate ore entries.
822 If set, puff ore generation will not taper down large differences in displacement
823 when approaching the edge of a puff. This flag has no effect for ore types other
826 ### `puff_additive_composition`
827 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
828 negative displacement, the sub-column at that point is not generated. With this
829 attribute set, puff ore generation will instead generate the absolute difference in
830 noise displacement values. This flag has no effect for ore types other than `puff`.
834 The varying types of decorations that can be placed.
837 Creates a 1 times `H` times 1 column of a specified node (or a random node from
838 a list, if a decoration list is specified). Can specify a certain node it must
839 spawn next to, such as water or lava, for example. Can also generate a
840 decoration of random height between a specified lower and upper bound.
841 This type of decoration is intended for placement of grass, flowers, cacti,
842 papyri, waterlilies and so on.
845 Copies a box of `MapNodes` from a specified schematic file (or raw description).
846 Can specify a probability of a node randomly appearing when placed.
847 This decoration type is intended to be used for multi-node sized discrete
848 structures, such as trees, cave spikes, rocks, and so on.
853 A schematic specifier identifies a schematic by either a filename to a
854 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
855 in the form of a table. This table specifies the following fields:
857 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
858 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
859 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
860 * The `data` field is a flat table of MapNode tables making up the schematic,
861 in the order of `[z [y [x]]]`. (required)
862 Each MapNode table contains:
863 * `name`: the name of the map node to place (required)
864 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
865 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
866 * `force_place`: boolean representing if the node should forcibly overwrite any
867 previous contents (default: false)
869 About probability values:
870 * A probability value of `0` or `1` means that node will never appear (0% chance).
871 * A probability value of `254` or `255` means the node will always appear (100% chance).
872 * If the probability value `p` is greater than `1`, then there is a
873 `(p / 256 * 100)` percent chance that node will appear when the schematic is
879 See section "Flag Specifier Format".
881 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
884 * `place_center_x`: Placement of this decoration is centered along the X axis.
885 * `place_center_y`: Placement of this decoration is centered along the Y axis.
886 * `place_center_z`: Placement of this decoration is centered along the Z axis.
887 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
892 The position field is used for all element types.
894 To account for differing resolutions, the position coordinates are the percentage
895 of the screen, ranging in value from `0` to `1`.
897 The name field is not yet used, but should contain a description of what the
898 HUD element represents. The direction field is the direction in which something
901 `0` draws from left to right, `1` draws from right to left, `2` draws from
902 top to bottom, and `3` draws from bottom to top.
904 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
905 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
906 Fractional values can be used.
908 The `offset` field specifies a pixel offset from the position. Contrary to position,
909 the offset is not scaled to screen size. This allows for some precisely-positioned
912 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
914 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
916 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
917 in the experimental stages.
920 Displays an image on the HUD.
922 * `scale`: The scale of the image, with 1 being the original texture size.
923 Only the X coordinate scale is used (positive values).
924 Negative values represent that percentage of the screen it
925 should take; e.g. `x=-100` means 100% (width).
926 * `text`: The name of the texture that is displayed.
927 * `alignment`: The alignment of the image.
928 * `offset`: offset in pixels from position.
931 Displays text on the HUD.
933 * `scale`: Defines the bounding rectangle of the text.
934 A value such as `{x=100, y=100}` should work.
935 * `text`: The text to be displayed in the HUD element.
936 * `number`: An integer containing the RGB value of the color used to draw the text.
937 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
938 * `alignment`: The alignment of the text.
939 * `offset`: offset in pixels from position.
942 Displays a horizontal bar made up of half-images.
944 * `text`: The name of the texture that is used.
945 * `number`: The number of half-textures that are displayed.
946 If odd, will end with a vertically center-split texture.
948 * `offset`: offset in pixels from position.
949 * `size`: If used, will force full-image size to this value (override texture pack image size)
952 * `text`: The name of the inventory list to be displayed.
953 * `number`: Number of items in the inventory to be displayed.
954 * `item`: Position of item that is selected.
956 * `offset`: offset in pixels from position.
959 Displays distance to selected world position.
961 * `name`: The name of the waypoint.
962 * `text`: Distance suffix. Can be blank.
963 * `number:` An integer containing the RGB value of the color used to draw the text.
964 * `world_pos`: World position of the waypoint.
966 Representations of simple things
967 --------------------------------
971 {x=num, y=num, z=num}
973 For helper functions see "Vector helpers".
977 * `{type="node", under=pos, above=pos}`
978 * `{type="object", ref=ObjectRef}`
980 Flag Specifier Format
981 ---------------------
982 Flags using the standardized flag specifier format can be specified in either of
983 two ways, by string or table.
985 The string format is a comma-delimited set of flag names; whitespace and
986 unrecognized flag fields are ignored. Specifying a flag in the string sets the
987 flag, and specifying a flag prefixed by the string `"no"` explicitly
988 clears the flag from whatever the default may be.
990 In addition to the standard string flag format, the schematic flags field can
991 also be a table of flag names to boolean values representing whether or not the
992 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
993 is present, mapped to a boolean of any value, the specified flag is unset.
995 E.g. A flag field of value
997 {place_center_x = true, place_center_y=false, place_center_z=true}
1001 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1003 which is equivalent to
1005 "place_center_x, noplace_center_y, place_center_z"
1009 "place_center_x, place_center_z"
1011 since, by default, no schematic attributes are set.
1017 There are three kinds of items: nodes, tools and craftitems.
1019 * Node (`register_node`): A node from the world.
1020 * Tool (`register_tool`): A tool/weapon that can dig and damage
1021 things according to `tool_capabilities`.
1022 * Craftitem (`register_craftitem`): A miscellaneous item.
1025 Items and item stacks can exist in three formats: Serializes, table format
1029 This is called "stackstring" or "itemstring":
1031 * e.g. `'default:dirt 5'`
1032 * e.g. `'default:pick_wood 21323'`
1033 * e.g. `'default:apple'`
1040 {name="default:dirt", count=5, wear=0, metadata=""}
1042 A wooden pick about 1/3 worn out:
1044 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1048 {name="default:apple", count=1, wear=0, metadata=""}
1051 A native C++ format with many helper methods. Useful for converting
1052 between formats. See the Class reference section for details.
1054 When an item must be passed to a function, it can usually be in any of
1060 In a number of places, there is a group table. Groups define the
1061 properties of a thing (item, node, armor of entity, capabilities of
1062 tool) in such a way that the engine and other mods can can interact with
1063 the thing without actually knowing what the thing is.
1066 Groups are stored in a table, having the group names with keys and the
1067 group ratings as values. For example:
1069 groups = {crumbly=3, soil=1}
1072 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1073 -- ^ A more special dirt-kind of thing
1075 Groups always have a rating associated with them. If there is no
1076 useful meaning for a rating for an enabled group, it shall be `1`.
1078 When not defined, the rating of a group defaults to `0`. Thus when you
1079 read groups, you must interpret `nil` and `0` as the same value, `0`.
1081 You can read the rating of a group for an item or a node by using
1083 minetest.get_item_group(itemname, groupname)
1086 Groups of items can define what kind of an item it is (e.g. wool).
1089 In addition to the general item things, groups are used to define whether
1090 a node is destroyable and how long it takes to destroy by a tool.
1092 ### Groups of entities
1093 For entities, groups are, as of now, used only for calculating damage.
1094 The rating is the percentage of damage caused by tools with this damage group.
1095 See "Entity damage mechanism".
1097 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1098 object.set_armor_groups({fleshy=30, cracky=80})
1101 Groups in tools define which groups of nodes and entities they are
1104 ### Groups in crafting recipes
1105 An example: Make meat soup from any meat, any water and any bowl:
1108 output = 'food:meat_soup_raw',
1114 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1117 Another example: Make red wool from white wool and red dye:
1121 output = 'wool:red',
1122 recipe = {'wool:white', 'group:dye,basecolor_red'},
1126 * `immortal`: Disables the group damage system for an entity
1127 * `level`: Can be used to give an additional sense of progression in the game.
1128 * A larger level will cause e.g. a weapon of a lower level make much less
1129 damage, and get worn out much faster, or not be able to get drops
1130 from destroyed nodes.
1131 * `0` is something that is directly accessible at the start of gameplay
1132 * There is no upper limit
1133 * `dig_immediate`: (player can always pick up node without tool wear)
1134 * `2`: node is removed without tool wear after 0.5 seconds or so
1136 * `3`: node is removed without tool wear immediately (torch)
1137 * `disable_jump`: Player (and possibly other things) cannot jump from node
1138 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1139 * `bouncy`: value is bounce speed in percent
1140 * `falling_node`: if there is no walkable block under the node it will fall
1141 * `attached_node`: if the node under it is not a walkable block the node will be
1142 dropped as an item. If the node is wallmounted the wallmounted direction is
1144 * `soil`: saplings will grow on nodes in this group
1145 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1146 connect to each other
1148 ### Known damage and digging time defining groups
1149 * `crumbly`: dirt, sand
1150 * `cracky`: tough but crackable stuff like stone.
1151 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1152 plants, wire, sheets of metal
1153 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1154 * `fleshy`: Living things like animals and the player. This could imply
1155 some blood effects when hitting.
1156 * `explody`: Especially prone to explosions
1157 * `oddly_breakable_by_hand`:
1158 Can be added to nodes that shouldn't logically be breakable by the
1159 hand but are. Somewhat similar to `dig_immediate`, but times are more
1160 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1161 speed of a tool if the tool can dig at a faster speed than this
1162 suggests for the hand.
1164 ### Examples of custom groups
1165 Item groups are often used for defining, well, _groups of items_.
1166 * `meat`: any meat-kind of a thing (rating might define the size or healing
1167 ability or be irrelevant -- it is not defined as of yet)
1168 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1170 * `flammable`: can be set on fire. Rating might define the intensity of the
1171 fire, affecting e.g. the speed of the spreading of an open fire.
1172 * `wool`: any wool (any origin, any color)
1173 * `metal`: any metal
1174 * `weapon`: any weapon
1175 * `heavy`: anything considerably heavy
1177 ### Digging time calculation specifics
1178 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1179 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1180 faster digging time.
1182 The `level` group is used to limit the toughness of nodes a tool can dig
1183 and to scale the digging times / damage to a greater extent.
1185 **Please do understand this**, otherwise you cannot use the system to it's
1188 Tools define their properties by a list of parameters for groups. They
1189 cannot dig other groups; thus it is important to use a standard bunch of
1190 groups to enable interaction with tools.
1192 #### Tools definition
1195 * Full punch interval
1196 * Maximum drop level
1197 * For an arbitrary list of groups:
1198 * Uses (until the tool breaks)
1199 * Maximum level (usually `0`, `1`, `2` or `3`)
1203 #### Full punch interval
1204 When used as a weapon, the tool will do full damage if this time is spent
1205 between punches. If e.g. half the time is spent, the tool will do half
1208 #### Maximum drop level
1209 Suggests the maximum level of node, when dug with the tool, that will drop
1210 it's useful item. (e.g. iron ore to drop a lump of iron).
1212 This is not automated; it is the responsibility of the node definition
1216 Determines how many uses the tool has when it is used for digging a node,
1217 of this group, of the maximum level. For lower leveled nodes, the use count
1218 is multiplied by `3^leveldiff`.
1220 * `uses=10, leveldiff=0`: actual uses: 10
1221 * `uses=10, leveldiff=1`: actual uses: 30
1222 * `uses=10, leveldiff=2`: actual uses: 90
1225 Tells what is the maximum level of a node of this group that the tool will
1229 List of digging times for different ratings of the group, for nodes of the
1232 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1233 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1234 for this group, and unable to dig the rating `1`, which is the toughest.
1235 Unless there is a matching group that enables digging otherwise.
1238 List of damage for groups of entities. See "Entity damage mechanism".
1240 #### Example definition of the capabilities of a tool
1242 tool_capabilities = {
1243 full_punch_interval=1.5,
1246 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1248 damage_groups = {fleshy=2},
1251 This makes the tool be able to dig nodes that fulfil both of these:
1253 * Have the `crumbly` group
1254 * Have a `level` group less or equal to `2`
1256 Table of resulting digging times:
1258 crumbly 0 1 2 3 4 <- level
1260 1 0.80 1.60 1.60 - -
1261 2 0.60 1.20 1.20 - -
1262 3 0.40 0.80 0.80 - -
1264 level diff: 2 1 0 -1 -2
1266 Table of resulting tool uses:
1275 * At `crumbly==0`, the node is not diggable.
1276 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1277 easy nodes to be quickly breakable.
1278 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1280 Entity damage mechanism
1281 -----------------------
1285 foreach group in cap.damage_groups:
1286 damage += cap.damage_groups[group] * limit(actual_interval /
1287 cap.full_punch_interval, 0.0, 1.0)
1288 * (object.armor_groups[group] / 100.0)
1289 -- Where object.armor_groups[group] is 0 for inexistent values
1292 Client predicts damage based on damage groups. Because of this, it is able to
1293 give an immediate response when an entity is damaged or dies; the response is
1294 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1296 Currently a smoke puff will appear when an entity dies.
1298 The group `immortal` completely disables normal damage.
1300 Entities can define a special armor group, which is `punch_operable`. This
1301 group disables the regular damage mechanism for players punching it by hand or
1302 a non-tool item, so that it can do something else than take damage.
1304 On the Lua side, every punch calls:
1306 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
1308 This should never be called directly, because damage is usually not handled by
1311 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1312 accessed unless absolutely required, to encourage interoperability.
1313 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1314 * `tool_capabilities` can be `nil`.
1315 * `direction` is a unit vector, pointing from the source of the punch to
1318 To punch an entity/object in Lua, call:
1320 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1322 * Return value is tool wear.
1323 * Parameters are equal to the above callback.
1324 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1325 `direction` will be automatically filled in based on the location of `puncher`.
1329 The instance of a node in the world normally only contains the three values
1330 mentioned in "Nodes". However, it is possible to insert extra data into a
1331 node. It is called "node metadata"; See "`NodeMetaRef`".
1333 Metadata contains two things:
1338 Some of the values in the key-value store are handled specially:
1340 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1341 * `infotext`: Text shown on the screen when the node is pointed at
1345 local meta = minetest.get_meta(pos)
1346 meta:set_string("formspec",
1348 "list[context;main;0,0;8,4;]"..
1349 "list[current_player;main;0,5;8,4;]")
1350 meta:set_string("infotext", "Chest");
1351 local inv = meta:get_inventory()
1352 inv:set_size("main", 8*4)
1353 print(dump(meta:to_table()))
1356 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1357 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1358 [10] = "", [11] = "", [12] = "", [13] = "",
1359 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1360 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1361 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1362 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1366 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1373 Formspec defines a menu. Currently not much else than inventories are
1374 supported. It is a string, with a somewhat strange format.
1376 Spaces and newlines can be inserted between the blocks, as is used in the
1384 list[context;main;0,0;8,4;]
1385 list[current_player;main;0,5;8,4;]
1390 list[context;fuel;2,3;1,1;]
1391 list[context;src;2,1;1,1;]
1392 list[context;dst;5,1;2,2;]
1393 list[current_player;main;0,5;8,4;]
1395 #### Minecraft-like player inventory
1398 image[1,0.6;1,2;player.png]
1399 list[current_player;main;0,3.5;8,4;]
1400 list[current_player;craft;3,0;3,3;]
1401 list[current_player;craftpreview;7,1;1,1;]
1405 #### `size[<W>,<H>,<fixed_size>]`
1406 * Define the size of the menu in inventory slots
1407 * `fixed_size`: `true`/`false` (optional)
1408 * deprecated: `invsize[<W>,<H>;]`
1410 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1411 * Show an inventory list
1413 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1414 * Show an inventory list
1416 #### `listring[<inventory location>;<list name>]`
1417 * Allows to create a ring of inventory lists
1418 * Shift-clicking on items in one element of the ring
1419 * will send them to the next inventory list inside the ring
1420 * The first occurrence of an element inside the ring will
1421 * determine the inventory where items will be sent to
1424 * Shorthand for doing `listring[<inventory location>;<list name>]`
1425 * for the last two inventory lists added by list[...]
1427 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1428 * Sets background color of slots as `ColorString`
1429 * Sets background color of slots on mouse hovering
1431 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1432 * Sets background color of slots as `ColorString`
1433 * Sets background color of slots on mouse hovering
1434 * Sets color of slots border
1436 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1437 * Sets background color of slots as `ColorString`
1438 * Sets background color of slots on mouse hovering
1439 * Sets color of slots border
1440 * Sets default background color of tooltips
1441 * Sets default font color of tooltips
1443 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1444 * Adds tooltip for an element
1445 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1446 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1448 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1450 * Position and size units are inventory slots
1452 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1453 * Show an inventory image of registered item/node
1454 * Position and size units are inventory slots
1456 #### `bgcolor[<color>;<fullscreen>]`
1457 * Sets background color of formspec as `ColorString`
1458 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1460 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1461 * Use a background. Inventory rectangles are not drawn then.
1462 * Position and size units are inventory slots
1463 * Example for formspec 8x4 in 16x resolution: image shall be sized
1464 8 times 16px times 4 times 16px.
1466 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1467 * Use a background. Inventory rectangles are not drawn then.
1468 * Position and size units are inventory slots
1469 * Example for formspec 8x4 in 16x resolution:
1470 image shall be sized 8 times 16px times 4 times 16px
1471 * If `true` the background is clipped to formspec size
1472 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1474 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1475 * Textual password style field; will be sent to server when a button is clicked
1476 * `x` and `y` position the field relative to the top left of the menu
1477 * `w` and `h` are the size of the field
1478 * fields are a set height, but will be vertically centred on `h`
1479 * Position and size units are inventory slots
1480 * `name` is the name of the field as returned in fields to `on_receive_fields`
1481 * `label`, if not blank, will be text printed on the top left above the field
1483 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1484 * Textual field; will be sent to server when a button is clicked
1485 * `x` and `y` position the field relative to the top left of the menu
1486 * `w` and `h` are the size of the field
1487 * fields are a set height, but will be vertically centred on `h`
1488 * Position and size units are inventory slots
1489 * `name` is the name of the field as returned in fields to `on_receive_fields`
1490 * `label`, if not blank, will be text printed on the top left above the field
1491 * `default` is the default value of the field
1492 * `default` may contain variable references such as `${text}'` which
1493 will fill the value from the metadata value `text`
1494 * **Note**: no extra text or more than a single variable is supported ATM.
1496 #### `field[<name>;<label>;<default>]`
1497 * as above, but without position/size units
1498 * special field for creating simple forms, such as sign text input
1499 * must be used without a `size[]` element
1500 * a "Proceed" button will be added automatically
1502 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1503 * same as fields above, but with multi-line input
1505 #### `label[<X>,<Y>;<label>]`
1506 * `x` and `y` work as per field
1507 * `label` is the text on the label
1508 * Position and size units are inventory slots
1510 #### `vertlabel[<X>,<Y>;<label>]`
1511 * Textual label drawn vertically
1512 * `x` and `y` work as per field
1513 * `label` is the text on the label
1514 * Position and size units are inventory slots
1516 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1517 * Clickable button. When clicked, fields will be sent.
1518 * `x`, `y` and `name` work as per field
1519 * `w` and `h` are the size of the button
1520 * `label` is the text on the button
1521 * Position and size units are inventory slots
1523 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1524 * `x`, `y`, `w`, `h`, and `name` work as per button
1525 * `texture name` is the filename of an image
1526 * Position and size units are inventory slots
1528 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1529 * `x`, `y`, `w`, `h`, and `name` work as per button
1530 * `texture name` is the filename of an image
1531 * Position and size units are inventory slots
1532 * `noclip=true` means the image button doesn't need to be within specified formsize
1533 * `drawborder`: draw button border or not
1534 * `pressed texture name` is the filename of an image on pressed state
1536 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1537 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1538 * `item name` is the registered name of an item/node,
1539 tooltip will be made out of its description
1540 to override it use tooltip element
1541 * Position and size units are inventory slots
1543 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1544 * When clicked, fields will be sent and the form will quit.
1546 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1547 * When clicked, fields will be sent and the form will quit.
1549 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1550 * Scrollable item list showing arbitrary text elements
1551 * `x` and `y` position the itemlist relative to the top left of the menu
1552 * `w` and `h` are the size of the itemlist
1553 * `name` fieldname sent to server on doubleclick value is current selected element
1554 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1555 * if you want a listelement to start with "#" write "##".
1557 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1558 * Scrollable itemlist showing arbitrary text elements
1559 * `x` and `y` position the item list relative to the top left of the menu
1560 * `w` and `h` are the size of the item list
1561 * `name` fieldname sent to server on doubleclick value is current selected element
1562 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1563 * if you want a listelement to start with "#" write "##"
1564 * index to be selected within textlist
1565 * `true`/`false`: draw transparent background
1566 * see also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1568 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1569 * show a tab**header** at specific position (ignores formsize)
1570 * `x` and `y` position the itemlist relative to the top left of the menu
1571 * `name` fieldname data is transferred to Lua
1572 * `caption 1`...: name shown on top of tab
1573 * `current_tab`: index of selected tab 1...
1574 * `transparent` (optional): show transparent
1575 * `draw_border` (optional): draw border
1577 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1578 * simple colored semitransparent box
1579 * `x` and `y` position the box relative to the top left of the menu
1580 * `w` and `h` are the size of box
1581 * `color` is color specified as a `ColorString`
1583 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1584 * show a dropdown field
1585 * **Important note**: There are two different operation modes:
1586 1. handle directly on change (only changed dropdown is submitted)
1587 2. read the value on pressing a button (all dropdown values are available)
1588 * `x` and `y` position of dropdown
1590 * fieldname data is transferred to Lua
1591 * items to be shown in dropdown
1592 * index of currently selected dropdown item
1594 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]`
1596 * `x` and `y`: position of checkbox
1597 * `name` fieldname data is transferred to Lua
1598 * `label` to be shown left of checkbox
1599 * `selected` (optional): `true`/`false`
1600 * `tooltip` (optional)
1602 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1604 * there are two ways to use it:
1605 1. handle the changed event (only changed scrollbar is available)
1606 2. read the value on pressing a button (all scrollbars are available)
1607 * `x` and `y`: position of trackbar
1608 * `w` and `h`: width and height
1609 * `orientation`: `vertical`/`horizontal`
1610 * fieldname data is transferred to Lua
1611 * value this trackbar is set to (`0`-`1000`)
1612 * see also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1614 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1615 * show scrollable table using options defined by the previous `tableoptions[]`
1616 * displays cells as defined by the previous `tablecolumns[]`
1617 * `x` and `y`: position the itemlist relative to the top left of the menu
1618 * `w` and `h` are the size of the itemlist
1619 * `name`: fieldname sent to server on row select or doubleclick
1620 * `cell 1`...`cell n`: cell contents given in row-major order
1621 * `selected idx`: index of row to be selected within table (first row = `1`)
1622 * see also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1624 #### `tableoptions[<opt 1>;<opt 2>;...]`
1625 * sets options for `table[]`
1627 * default text color (`ColorString`), defaults to `#FFFFFF`
1628 * `background=#RRGGBB`
1629 * table background color (`ColorString`), defaults to `#000000`
1630 * `border=<true/false>`
1631 * should the table be drawn with a border? (default: `true`)
1632 * `highlight=#RRGGBB`
1633 * highlight background color (`ColorString`), defaults to `#466432`
1634 * `highlight_text=#RRGGBB`
1635 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1636 * `opendepth=<value>`
1637 * all subtrees up to `depth < value` are open (default value = `0`)
1638 * only useful when there is a column of type "tree"
1640 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1641 * sets columns for `table[]`
1642 * types: `text`, `image`, `color`, `indent`, `tree`
1643 * `text`: show cell contents as text
1644 * `image`: cell contents are an image index, use column options to define images
1645 * `color`: cell contents are a ColorString and define color of following cell
1646 * `indent`: cell contents are a number and define indentation of following cell
1647 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1650 * for `text` and `image`: content alignment within cells.
1651 Available values: `left` (default), `center`, `right`, `inline`
1653 * for `text` and `image`: minimum width in em (default: `0`)
1654 * for `indent` and `tree`: indent width in em (default: `1.5`)
1655 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1656 Exception: defaults to 0 for indent columns
1657 * `tooltip=<value>`: tooltip text (default: empty)
1658 * `image` column options:
1659 * `0=<value>` sets image for image index 0
1660 * `1=<value>` sets image for image index 1
1661 * `2=<value>` sets image for image index 2
1662 * and so on; defined indices need not be contiguous empty or
1663 non-numeric cells are treated as `0`.
1664 * `color` column options:
1665 * `span=<value>`: number of following columns to affect (default: infinite)
1667 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1668 pass key press events to formspec!
1672 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1673 * `"current_player"`: Player to whom the menu is shown
1674 * `"player:<name>"`: Any player
1675 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1676 * `"detached:<name>"`: A detached inventory
1680 `#RGB` defines a color in hexadecimal format.
1682 `#RGBA` defines a color in hexadecimal format and alpha channel.
1684 `#RRGGBB` defines a color in hexadecimal format.
1686 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1688 Named colors are also supported and are equivalent to
1689 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1690 To specify the value of the alpha channel, append `#AA` to the end of the color name
1691 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1692 value must (always) be two hexadecimal digits.
1696 A ColorSpec specifies a 32-bit color. It can be written in either:
1697 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
1698 `colorspec = {a=255, r=0, g=255, b=0}`
1699 numerical form, the raw integer value of an ARGB8 quad:
1700 `colorspec = 0xFF00FF00`
1701 or string form, a ColorString (defined above):
1702 `colorspec = "green"`
1706 * `vector.new(a[, b, c])`: returns a vector:
1707 * A copy of `a` if `a` is a vector.
1708 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
1709 * `vector.direction(p1, p2)`: returns a vector
1710 * `vector.distance(p1, p2)`: returns a number
1711 * `vector.length(v)`: returns a number
1712 * `vector.normalize(v)`: returns a vector
1713 * `vector.round(v)`: returns a vector, each dimension rounded to floor
1714 * `vector.apply(v, func)`: returns a vector
1715 * `vector.equals(v1, v2)`: returns a boolean
1717 For the following functions `x` can be either a vector or a number:
1719 * `vector.add(v, x)`: returns a vector
1720 * `vector.subtract(v, x)`: returns a vector
1721 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
1722 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
1726 * `dump2(obj, name="_", dumped={})`
1727 * Return object serialized as a string, handles reference loops
1728 * `dump(obj, dumped={})`
1729 * Return object serialized as a string
1730 * `math.hypot(x, y)`
1731 * Get the hypotenuse of a triangle with legs x and y.
1732 Useful for distance calculation.
1733 * `math.sign(x, tolerance)`
1734 * Get the sign of a number.
1735 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1736 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1737 * sep_is_pattern=false)`
1738 * If `max_splits` is negative, do not limit splits.
1739 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1740 * e.g. `string:split("a,b", ",") == {"a","b"}`
1742 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1743 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns `"(X,Y,Z)"`
1744 * Convert position to a printable string
1745 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
1746 * `minetest.string_to_pos(string)`: returns a position
1747 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1748 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
1749 * Converts a string representing an area box into two positions
1750 * `minetest.formspec_escape(string)`: returns a string
1751 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1752 * `minetest.is_yes(arg)`
1753 * returns whether `arg` can be interpreted as yes
1754 * `minetest.get_us_time()`
1755 * returns time with microsecond precision. May not return wall time.
1756 * `table.copy(table)`: returns a table
1757 * returns a deep copy of `table`
1759 `minetest` namespace reference
1760 ------------------------------
1764 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
1765 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1766 * Useful for loading additional `.lua` modules or static data from mod
1767 * `minetest.get_modnames()`: returns a list of installed mods
1768 * Return a list of installed mods, sorted alphabetically
1769 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1770 * Useful for storing custom data
1771 * `minetest.is_singleplayer()`
1772 * `minetest.features`
1773 * Table containing API feature flags: `{foo=true, bar=true}`
1774 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1775 * `arg`: string or table in format `{foo=true, bar=true}`
1776 * `missing_features`: `{foo=true, bar=true}`
1777 * `minetest.get_player_information(player_name)`: returns a table containing
1778 information about player. Example return value:
1780 address = "127.0.0.1", -- IP address of client
1781 ip_version = 4, -- IPv4 / IPv6
1782 min_rtt = 0.01, -- minimum round trip time
1783 max_rtt = 0.2, -- maximum round trip time
1784 avg_rtt = 0.02, -- average round trip time
1785 min_jitter = 0.01, -- minimum packet time jitter
1786 max_jitter = 0.5, -- maximum packet time jitter
1787 avg_jitter = 0.03, -- average packet time jitter
1788 connection_uptime = 200, -- seconds since client connected
1790 -- following information is available on debug build only!!!
1791 -- DO NOT USE IN MODS
1792 --ser_vers = 26, -- serialization version used by client
1793 --prot_vers = 23, -- protocol version used by client
1794 --major = 0, -- major version number
1795 --minor = 4, -- minor version number
1796 --patch = 10, -- patch version number
1797 --vers_string = "0.4.9-git", -- full version string
1798 --state = "Active" -- current client state
1800 * `minetest.mkdir(path)`: returns success.
1801 * Creates a directory specified by `path`, creating parent directories
1802 if they don't exist.
1803 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
1805 * nil: return all entries,
1806 * true: return only subdirectory names, or
1807 * false: return only file names.
1810 * `minetest.debug(...)`
1811 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
1812 * `minetest.log([level,] text)`
1813 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
1814 `"info"`, or `"verbose"`. Default is `"none"`.
1816 ### Registration functions
1817 Call these functions only at load time!
1819 * `minetest.register_entity(name, prototype table)`
1820 * `minetest.register_abm(abm definition)`
1821 * `minetest.register_lbm(lbm definition)`
1822 * `minetest.register_node(name, node definition)`
1823 * `minetest.register_tool(name, item definition)`
1824 * `minetest.register_craftitem(name, item definition)`
1825 * `minetest.register_alias(name, convert_to)`
1826 * `minetest.register_craft(recipe)`
1827 * `minetest.register_ore(ore definition)`
1828 * `minetest.register_decoration(decoration definition)`
1829 * `minetest.override_item(name, redefinition)`
1830 * Overrides fields of an item registered with register_node/tool/craftitem.
1831 * Note: Item must already be defined, (opt)depend on the mod defining it.
1832 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
1834 * `minetest.clear_registered_ores()`
1835 * `minetest.clear_registered_decorations()`
1837 ### Global callback registration functions
1838 Call these functions only at load time!
1840 * `minetest.register_globalstep(func(dtime))`
1841 * Called every server step, usually interval of 0.1s
1842 * `minetest.register_on_shutdown(func())`
1843 * Called before server shutdown
1844 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
1845 callbacks **will likely not be run**. Data should be saved at
1846 semi-frequent intervals as well as on server shutdown.
1847 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
1848 * Called when a node has been placed
1849 * If return `true` no item is taken from `itemstack`
1850 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
1852 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
1853 * Called when a node has been dug.
1854 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
1856 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
1857 * Called when a node is punched
1858 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
1859 * Called after generating a piece of world. Modifying nodes inside the area
1860 is a bit faster than usually.
1861 * `minetest.register_on_newplayer(func(ObjectRef))`
1862 * Called after a new player has been created
1863 * `minetest.register_on_dieplayer(func(ObjectRef))`
1864 * Called when a player dies
1865 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
1866 * Called when a player is punched
1867 * `player` - ObjectRef - Player that was punched
1868 * `hitter` - ObjectRef - Player that hit
1869 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
1870 * `tool_capabilities`: capability table of used tool (can be nil)
1871 * `dir`: unit vector of direction of punch. Always defined. Points from
1872 the puncher to the punched.
1873 * `damage` - number that represents the damage calculated by the engine
1874 * should return `true` to prevent the default damage mechanism
1875 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
1876 * Called when the player gets damaged or healed
1877 * `player`: ObjectRef of the player
1878 * `hp_change`: the amount of change. Negative when it is damage.
1879 * `modifier`: when true, the function should return the actual hp_change.
1880 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
1881 modifiers can return true as a second argument to stop the execution of further functions.
1882 Non-modifiers receive the final hp change calculated by the modifiers.
1883 * `minetest.register_on_respawnplayer(func(ObjectRef))`
1884 * Called when player is to be respawned
1885 * Called _before_ repositioning of player occurs
1886 * return true in func to disable regular player placement
1887 * `minetest.register_on_prejoinplayer(func(name, ip))`
1888 * Called before a player joins the game
1889 * If it returns a string, the player is disconnected with that string as reason
1890 * `minetest.register_on_joinplayer(func(ObjectRef))`
1891 * Called when a player joins the game
1892 * `minetest.register_on_leaveplayer(func(ObjectRef))`
1893 * Called when a player leaves the game
1894 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
1895 * Called when a player cheats
1896 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
1897 * `"moved_too_fast"`
1898 * `"interacted_too_far"`
1899 * `"finished_unknown_dig"`
1902 * `minetest.register_on_chat_message(func(name, message))`
1903 * Called always when a player says something
1904 * Return `true` to mark the message as handled, which means that it will not be sent to other players
1905 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
1906 * Called when a button is pressed in player's inventory form
1907 * Newest functions are called first
1908 * If function returns `true`, remaining functions are not called
1909 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
1910 * Called when `player` crafts something
1911 * `itemstack` is the output
1912 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
1913 * `craft_inv` is the inventory with the crafting grid
1914 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
1915 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
1916 * The same as before, except that it is called before the player crafts, to make
1917 craft prediction, and it should not change anything.
1918 * `minetest.register_on_protection_violation(func(pos, name))`
1919 * Called by `builtin` and mods when a player violates protection at a position
1920 (eg, digs a node or punches a protected entity).
1921 * The registered functions can be called using `minetest.record_protection_violation`
1922 * The provided function should check that the position is protected by the mod
1923 calling this function before it prints a message, if it does, to allow for
1924 multiple protection mods.
1925 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
1926 * Called when an item is eaten, by `minetest.item_eat`
1927 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
1929 ### Other registration functions
1930 * `minetest.register_chatcommand(cmd, chatcommand definition)`
1931 * `minetest.register_privilege(name, definition)`
1932 * `definition`: `"description text"`
1933 * `definition`: `{ description = "description text", give_to_singleplayer = boolean, -- default: true }`
1934 * To allow players with basic_privs to grant, see basic_privs minetest.conf setting.
1935 * `minetest.register_authentication_handler(handler)`
1936 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
1939 * `minetest.setting_set(name, value)`
1940 * Setting names can't contain whitespace or any of `="{}#`.
1941 * Setting values can't contain the sequence `\n"""`.
1942 * Setting names starting with "secure." can't be set.
1943 * `minetest.setting_get(name)`: returns string or `nil`
1944 * `minetest.setting_setbool(name, value)`
1945 * See documentation on `setting_set` for restrictions.
1946 * `minetest.setting_getbool(name)`: returns boolean or `nil`
1947 * `minetest.setting_get_pos(name)`: returns position or nil
1948 * `minetest.setting_save()`, returns `nil`, save all settings to config file
1951 * `minetest.notify_authentication_modified(name)`
1952 * Should be called by the authentication handler if privileges changes.
1953 * To report everybody, set `name=nil`.
1954 * `minetest.get_password_hash(name, raw_password)`
1955 * Convert a name-password pair to a password hash that Minetest can use.
1956 * The returned value alone is not a good basis for password checks based
1957 * on comparing the password hash in the database with the password hash
1958 * from the function, with an externally provided password, as the hash
1959 * in the db might use the new SRP verifier format.
1960 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
1961 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
1962 * Convert between two privilege representations
1963 * `minetest.set_player_password(name, password_hash)`
1964 * `minetest.set_player_privs(name, {priv1=true,...})`
1965 * `minetest.get_player_privs(name) -> {priv1=true,...}`
1966 * `minetest.auth_reload()`
1967 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
1968 * A quickhand for checking privileges.
1969 * `player_or_name`: Either a Player object or the name of a player.
1970 * `...` is either a list of strings, e.g. `"priva", "privb"` or
1971 a table, e.g. `{ priva = true, privb = true }`.
1972 * `minetest.get_player_ip(name)`: returns an IP address string
1974 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
1975 and `minetest.auth_reload` call the authetification handler.
1978 * `minetest.chat_send_all(text)`
1979 * `minetest.chat_send_player(name, text)`
1981 ### Environment access
1982 * `minetest.set_node(pos, node)`
1983 * `minetest.add_node(pos, node): alias set_node(pos, node)`
1984 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
1985 * `minetest.swap_node(pos, node`
1986 * Set node at position, but don't remove metadata
1987 * `minetest.remove_node(pos)`
1988 * Equivalent to `set_node(pos, "air")`
1989 * `minetest.get_node(pos)`
1990 * Returns the node at the given position as table in the format
1991 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
1993 * `minetest.get_node_or_nil(pos)`
1994 * Same as `get_node` but returns `nil` for unloaded areas.
1995 * `minetest.get_node_light(pos, timeofday)`
1996 * Gets the light value at the given position. Note that the light value
1997 "inside" the node at the given position is returned, so you usually want
1998 to get the light value of a neighbor.
1999 * `pos`: The position where to measure the light.
2000 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2001 * Returns a number between `0` and `15` or `nil`
2002 * `minetest.place_node(pos, node)`
2003 * Place node with the same effects that a player would cause
2004 * `minetest.dig_node(pos)`
2005 * Dig node with the same effects that a player would cause
2006 * Returns `true` if successful, `false` on failure (e.g. protected location)
2007 * `minetest.punch_node(pos)`
2008 * Punch node with the same effects that a player would cause
2010 * `minetest.find_nodes_with_meta(pos1, pos2)`
2011 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2012 * `minetest.get_meta(pos)`
2013 * Get a `NodeMetaRef` at that position
2014 * `minetest.get_node_timer(pos)`
2015 * Get `NodeTimerRef`
2017 * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
2018 * Returns `ObjectRef`, or `nil` if failed
2019 * `minetest.add_item(pos, item)`: Spawn item
2020 * Returns `ObjectRef`, or `nil` if failed
2021 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2022 * `minetest.get_objects_inside_radius(pos, radius)`
2023 * `radius`: using an euclidean metric
2024 * `minetest.set_timeofday(val)`
2025 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2026 * `minetest.get_timeofday()`
2027 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2028 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2029 * accounting for time changes.
2030 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
2031 * `radius`: using a maximum metric
2032 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2033 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
2034 * returns as second value a table with the count of the individual nodes found
2035 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2036 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
2037 * returned positions are nodes with a node air above
2038 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2039 * `minetest.get_perlin(noiseparams)`
2040 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2041 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2042 * `minetest.get_voxel_manip([pos1, pos2])`
2043 * Return voxel manipulator object.
2044 * Loads the manipulator from the map if positions are passed.
2045 * `minetest.set_gen_notify(flags, {deco_ids})`
2046 * Set the types of on-generate notifications that should be collected
2047 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2048 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2049 * The second parameter is a list of IDS of decorations which notification is requested for
2050 * `get_gen_notify()`: returns a flagstring and a table with the deco_ids
2051 * `minetest.get_mapgen_object(objectname)`
2052 * Return requested mapgen object if available (see "Mapgen objects")
2053 * `minetest.get_biome_id(biome_name)`
2054 * Returns the biome id, as used in the biomemap Mapgen object, for a
2055 given biome_name string.
2056 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2057 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2058 * `minetest.set_mapgen_params(MapgenParams)`
2059 * Set map generation parameters
2060 * Function cannot be called after the registration period; only initialization
2061 and `on_mapgen_init`
2062 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2064 * Leave field unset to leave that parameter unchanged
2065 * `flags` contains a comma-delimited string of flags to set,
2066 or if the prefix `"no"` is attached, clears instead.
2067 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2068 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2069 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2070 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2071 should be applied to the default config or current active config
2072 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2073 * `minetest.generate_ores(vm, pos1, pos2)`
2074 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2075 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2076 * `minetest.generate_decorations(vm, pos1, pos2)`
2077 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2078 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2079 * `minetest.clear_objects([options])`
2080 * Clear all objects in the environment
2081 * Takes an optional table as an argument with the field `mode`.
2082 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2083 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2084 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2085 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2086 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2087 * fetched from memory, loaded from disk, or if inexistent, generates them.
2088 * If `callback` is a valid Lua function, this will be called for each block emerged.
2089 * The function signature of callback is:
2090 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2091 * - `blockpos` is the *block* coordinates of the block that had been emerged
2092 * - `action` could be one of the following constant values:
2093 * `core.EMERGE_CANCELLED`, `core.EMERGE_ERRORED`, `core.EMERGE_FROM_MEMORY`,
2094 * `core.EMERGE_FROM_DISK`, `core.EMERGE_GENERATED`
2095 * - `calls_remaining` is the number of callbacks to be expected after this one
2096 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2097 * parameter was absent)
2098 * `minetest.delete_area(pos1, pos2)`
2099 * delete all mapblocks in the area from pos1 to pos2, inclusive
2100 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2101 * Check if there is a direct line of sight between `pos1` and `pos2`
2102 * Returns the position of the blocking node when `false`
2103 * `pos1`: First position
2104 * `pos2`: Second position
2105 * `stepsize`: smaller gives more accurate results but requires more computing
2106 time. Default is `1`.
2107 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2108 * returns table containing path
2109 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2110 * `pos1`: start position
2111 * `pos2`: end position
2112 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2113 * `max_jump`: maximum height difference to consider walkable
2114 * `max_drop`: maximum height difference to consider droppable
2115 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2116 * `minetest.spawn_tree (pos, {treedef})`
2117 * spawns L-system tree at given `pos` with definition in `treedef` table
2118 * Warning: L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
2119 Often these bugs appear as subtle shadows in water.
2120 * `minetest.transforming_liquid_add(pos)`
2121 * add node to liquid update queue
2122 * `minetest.get_node_max_level(pos)`
2123 * get max available level for leveled node
2124 * `minetest.get_node_level(pos)`
2125 * get level of leveled node (water, snow)
2126 * `minetest.set_node_level(pos, level)`
2127 * set level of leveled node, default `level` equals `1`
2128 * if `totallevel > maxlevel`, returns rest (`total-max`).
2129 * `minetest.add_node_level(pos, level)`
2130 * increase level of leveled node by level, default `level` equals `1`
2131 * if `totallevel > maxlevel`, returns rest (`total-max`)
2132 * can be negative for decreasing
2135 `minetest.get_inventory(location)`: returns an `InvRef`
2138 * `{type="player", name="celeron55"}`
2139 * `{type="node", pos={x=, y=, z=}}`
2140 * `{type="detached", name="creative"}`
2141 * `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
2142 * callbacks: See "Detached inventory callbacks"
2143 * Creates a detached inventory. If it already exists, it is cleared.
2144 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2145 returns left over ItemStack
2146 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2149 * `minetest.show_formspec(playername, formname, formspec)`
2150 * `playername`: name of player to show formspec
2151 * `formname`: name passed to `on_player_receive_fields` callbacks.
2152 It should follow the `"modname:<whatever>"` naming convention
2153 * `formspec`: formspec to display
2154 * `minetest.formspec_escape(string)`: returns a string
2155 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2156 * `minetest.explode_table_event(string)`: returns a table
2157 * returns e.g. `{type="CHG", row=1, column=2}`
2159 * `"INV"`: no row selected)
2160 * `"CHG"`: selected)
2161 * `"DCL"`: double-click
2162 * `minetest.explode_textlist_event(string)`: returns a table
2163 * returns e.g. `{type="CHG", index=1}`
2165 * `"INV"`: no row selected)
2166 * `"CHG"`: selected)
2167 * `"DCL"`: double-click
2168 * `minetest.explode_scrollbar_event(string)`: returns a table
2169 * returns e.g. `{type="CHG", value=500}`
2171 * `"INV"`: something failed
2172 * `"CHG"`: has been changed
2173 * `"VAL"`: not changed
2176 * `minetest.inventorycube(img1, img2, img3)`
2177 * Returns a string for making an image of a cube (useful as an item image)
2178 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2179 * Get position of a `pointed_thing` (that you can get from somewhere)
2180 * `minetest.dir_to_facedir(dir, is6d)`
2181 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2182 * passing something non-`nil`/`false` for the optional second parameter causes it to
2183 take the y component into account
2184 * `minetest.facedir_to_dir(facedir)`
2185 * Convert a facedir back into a vector aimed directly out the "back" of a node
2186 * `minetest.dir_to_wallmounted(dir)`
2187 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2188 * `minetest.wallmounted_to_dir(wallmounted)`
2189 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2190 * `minetest.get_node_drops(nodename, toolname)`
2191 * Returns list of item names.
2192 * **Note**: This will be removed or modified in a future version.
2193 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2194 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2195 * `input.width` = for example `3`
2196 * `input.items` = for example
2197 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2198 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2199 * `output.time` = a number, if unsuccessful: `0`
2200 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2201 `decremented_input.items`
2202 * `decremented_input` = like `input`
2203 * `minetest.get_craft_recipe(output)`: returns input
2204 * returns last registered recipe for output item (node)
2205 * `output` is a node or item type such as `"default:torch"`
2206 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2207 * `input.width` = for example `3`
2208 * `input.items` = for example
2209 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2210 * `input.items` = `nil` if no recipe found
2211 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2212 * returns indexed table with all registered recipes for query item (node)
2213 or `nil` if no recipe was found
2214 * recipe entry table:
2216 method = 'normal' or 'cooking' or 'fuel'
2217 width = 0-3, 0 means shapeless recipe
2218 items = indexed [1-9] table with recipe items
2219 output = string with item name and quantity
2221 * Example query for `"default:gold_ingot"` will return table:
2223 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2224 items = {1 = "default:gold_lump"}},
2225 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2226 items = {1 = "default:goldblock"}}
2228 * `minetest.handle_node_drops(pos, drops, digger)`
2229 * `drops`: list of itemstrings
2230 * Handles drops from nodes after digging: Default action is to put them into
2232 * Can be overridden to get different functionality (e.g. dropping items on
2236 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2237 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2238 * Find who has done something to a node, or near a node
2239 * `actor`: `"player:<name>"`, also `"liquid"`.
2240 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2241 * Revert latest actions of someone
2242 * `actor`: `"player:<name>"`, also `"liquid"`.
2244 ### Defaults for the `on_*` item definition functions
2245 These functions return the leftover itemstack.
2247 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2248 * Place item as a node
2249 * `param2` overrides `facedir` and wallmounted `param2`
2250 * returns `itemstack, success`
2251 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2253 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2254 * Use one of the above based on what the item is.
2255 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2256 * **Note**: is not called when wielded item overrides `on_place`
2257 * `param2` overrides `facedir` and wallmounted `param2`
2258 * returns `itemstack, success`
2259 * `minetest.item_drop(itemstack, dropper, pos)`
2261 * `minetest.item_eat(hp_change, replace_with_item)`
2263 * `replace_with_item` is the itemstring which is added to the inventory.
2264 If the player is eating a stack, then replace_with_item goes to a
2265 different spot. Can be `nil`
2266 * See `minetest.do_item_eat`
2268 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2269 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2270 * Calls functions registered by `minetest.register_on_punchnode()`
2271 * `minetest.node_dig(pos, node, digger)`
2272 * Checks if node can be dug, puts item into inventory, removes node
2273 * Calls functions registered by `minetest.registered_on_dignodes()`
2276 * `minetest.sound_play(spec, parameters)`: returns a handle
2277 * `spec` is a `SimpleSoundSpec`
2278 * `parameters` is a sound parameter table
2279 * `minetest.sound_stop(handle)`
2282 * `minetest.after(time, func, ...)`
2283 * Call the function `func` after `time` seconds, may be fractional
2284 * Optional: Variable number of arguments that are passed to `func`
2287 * `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
2288 and `reconnect` == true displays a reconnect button.
2289 * `minetest.get_server_status()`: returns server status string
2292 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2293 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2294 * `minetest.ban_player(name)`: ban a player
2295 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2296 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2299 * `minetest.add_particle(particle definition)`
2300 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2301 size, collisiondetection, texture, playername)`
2303 * `minetest.add_particlespawner(particlespawner definition)`
2304 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2305 * Returns an `id`, and -1 if adding didn't succeed
2306 * `Deprecated: minetest.add_particlespawner(amount, time,
2310 minexptime, maxexptime,
2312 collisiondetection, texture, playername)`
2314 * `minetest.delete_particlespawner(id, player)``
2315 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2316 * If playername is specified, only deletes on the player's client,
2317 * otherwise on all clients
2320 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2321 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2322 * Apply the specified probability values to the specified nodes in `probability_list`.
2323 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2324 * `pos` is the 3D vector specifying the absolute coordinates of the
2325 node being modified,
2326 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2327 * If there are two or more entries with the same pos value, the
2329 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2330 * If `probability_list` equals `nil`, no probabilities are applied.
2331 * Slice probability works in the same manner, except takes a field
2332 called `ypos` instead which
2333 indicates the y position of the slice with a probability applied.
2334 * If slice probability list equals `nil`, no slice probabilities are applied.
2335 * Saves schematic in the Minetest Schematic format to filename.
2337 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2338 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2339 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2340 * If the `rotation` parameter is omitted, the schematic is not rotated.
2341 * `replacements` = `{["old_name"] = "convert_to", ...}`
2342 * `force_placement` is a boolean indicating whether nodes other than `air` and
2343 `ignore` are replaced by the schematic
2344 * Returns nil if the schematic could not be loaded.
2346 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2347 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2348 specified VoxelManip object `vmanip` instead of the whole map.
2349 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
2350 containing the full area required, and true if the whole schematic was able to fit.
2351 * Returns nil if the schematic could not be loaded.
2352 * After execution, any external copies of the VoxelManip contents are invalidated.
2354 * `minetest.serialize_schematic(schematic, format, options)`
2355 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2356 * in the `format` of either "mts" or "lua".
2357 * "mts" - a string containing the binary MTS data used in the MTS file format
2358 * "lua" - a string containing Lua code representing the schematic in table format
2359 * `options` is a table containing the following optional parameters:
2360 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2361 * position comments for every X row generated in the schematic data for easier reading.
2362 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2363 * will use that number of spaces as indentation instead of a tab character.
2366 * `minetest.request_http_api()`:
2367 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
2368 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
2369 otherwise returns `nil`.
2370 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
2372 * Only works at init time and must be called from the mod's main scope (not from a function).
2373 * Function only exists if minetest server was built with cURL support.
2374 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
2376 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
2377 * Performs given request asynchronously and calls callback upon completion
2378 * callback: `function(HTTPRequestResult res)`
2379 * Use this HTTP function if you are unsure, the others are for advanced use.
2380 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
2381 * Performs given request asynchronously and returns handle for `minetest.http_fetch_async_get`
2382 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
2383 * Return response data for given asynchronous HTTP request
2386 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2387 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2388 * Gives a unique hash number for a node position (16+16+16=48bit)
2389 * `minetest.get_position_from_hash(hash)`: returns a position
2390 * Inverse transform of `minetest.hash_node_position`
2391 * `minetest.get_item_group(name, group)`: returns a rating
2392 * Get rating of a group of an item. (`0` means: not in group)
2393 * `minetest.get_node_group(name, group)`: returns a rating
2394 * Deprecated: An alias for the former.
2395 * `minetest.raillike_group(name)`: returns a rating
2396 * Returns rating of the connect_to_raillike group corresponding to name
2397 * If name is not yet the name of a connect_to_raillike group, a new group id
2398 * is created, with that name
2399 * `minetest.get_content_id(name)`: returns an integer
2400 * Gets the internal content ID of `name`
2401 * `minetest.get_name_from_content_id(content_id)`: returns a string
2402 * Gets the name of the content with that content ID
2403 * `minetest.parse_json(string[, nullvalue])`: returns something
2404 * Convert a string containing JSON data into the Lua equivalent
2405 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2406 * On success returns a table, a string, a number, a boolean or `nullvalue`
2407 * On failure outputs an error message and returns `nil`
2408 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2409 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2410 * Convert a Lua table into a JSON string
2411 * styled: Outputs in a human-readable format if this is set, defaults to false
2412 * Unserializable things like functions and userdata are saved as null.
2413 * **Warning**: JSON is more strict than the Lua table format.
2414 1. You can only use strings and positive integers of at least one as keys.
2415 2. You can not mix string and integer keys.
2416 This is due to the fact that JSON has two distinct array and object values.
2417 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2418 * `minetest.serialize(table)`: returns a string
2419 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2420 into string form readable by `minetest.deserialize`
2421 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2422 * `minetest.deserialize(string)`: returns a table
2423 * Convert a string returned by `minetest.deserialize` into a table
2424 * `string` is loaded in an empty sandbox environment.
2425 * Will load functions, but they cannot access the global environment.
2426 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2427 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2428 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2429 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2430 * Compress a string of data.
2431 * `method` is a string identifying the compression method to be used.
2432 * Supported compression methods:
2433 * Deflate (zlib): `"deflate"`
2434 * `...` indicates method-specific arguments. Currently defined arguments are:
2435 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2436 * `minetest.decompress(compressed_data, method, ...)`: returns data
2437 * Decompress a string of data (using ZLib).
2438 * See documentation on `minetest.compress()` for supported compression methods.
2439 * currently supported.
2440 * `...` indicates method-specific arguments. Currently, no methods use this.
2441 * `minetest.encode_base64(string)`: returns string encoded in base64
2442 * Encodes a string in base64.
2443 * `minetest.decode_base64(string)`: returns string
2444 * Decodes a string encoded in base64.
2445 * `minetest.is_protected(pos, name)`: returns boolean
2446 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2447 actions, defineable by mods, due to some mod-defined ownership-like concept.
2448 Returns false or nil, if the player is allowed to do such actions.
2449 * This function should be overridden by protection mods and should be used to
2450 check if a player can interact at a position.
2451 * This function should call the old version of itself if the position is not
2452 protected by the mod.
2455 local old_is_protected = minetest.is_protected
2456 function minetest.is_protected(pos, name)
2457 if mymod:position_protected_from(pos, name) then
2460 return old_is_protected(pos, name)
2462 * `minetest.record_protection_violation(pos, name)`
2463 * This function calls functions registered with
2464 `minetest.register_on_protection_violation`.
2465 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2466 * Attempt to predict the desired orientation of the facedir-capable node
2467 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2468 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2469 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2470 is an optional table containing extra tweaks to the placement code:
2471 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2472 orientation on the wall.
2473 * `force_wall` : if `true`, always place the node in wall orientation.
2474 * `force_ceiling`: if `true`, always place on the ceiling.
2475 * `force_floor`: if `true`, always place the node on the floor.
2476 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2477 the floor or ceiling
2478 * The first four options are mutually-exclusive; the last in the list takes
2479 precedence over the first.
2480 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2481 * calls `rotate_and_place()` with infinitestacks set according to the state of
2482 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2485 * `minetest.forceload_block(pos)`
2486 * forceloads the position `pos`.
2487 * returns `true` if area could be forceloaded
2488 * Please note that forceloaded areas are saved when the server restarts.
2490 * `minetest.forceload_free_block(pos)`
2491 * stops forceloading the position `pos`
2493 * `minetest.request_insecure_environment()`: returns an environment containing
2494 insecure functions if the calling mod has been listed as trusted in the
2495 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
2496 * Only works at init time and must be called from the mod's main scope (not from a function).
2497 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
2500 * `minetest.global_exists(name)`
2501 * Checks if a global variable has been set, without triggering a warning.
2504 * `minetest.env`: `EnvRef` of the server environment and world.
2505 * Any function in the minetest namespace can be called using the syntax
2506 `minetest.env:somefunction(somearguments)`
2507 instead of `minetest.somefunction(somearguments)`
2508 * Deprecated, but support is not to be dropped soon
2511 * `minetest.registered_items`
2512 * Map of registered items, indexed by name
2513 * `minetest.registered_nodes`
2514 * Map of registered node definitions, indexed by name
2515 * `minetest.registered_craftitems`
2516 * Map of registered craft item definitions, indexed by name
2517 * `minetest.registered_tools`
2518 * Map of registered tool definitions, indexed by name
2519 * `minetest.registered_entities`
2520 * Map of registered entity prototypes, indexed by name
2521 * `minetest.object_refs`
2522 * Map of object references, indexed by active object id
2523 * `minetest.luaentities`
2524 * Map of Lua entities, indexed by active object id
2525 * `minetest.registered_ores`
2526 * List of registered ore definitions.
2527 * `minetest.registered_biomes`
2528 * List of registered biome definitions.
2529 * `minetest.registered_decorations`
2530 * List of registered decoration definitions.
2536 Node metadata: reference extra data and functionality stored in a node.
2537 Can be gotten via `minetest.get_meta(pos)`.
2540 * `set_string(name, value)`
2541 * `get_string(name)`
2542 * `set_int(name, value)`
2544 * `set_float(name, value)`
2546 * `get_inventory()`: returns `InvRef`
2547 * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
2548 * `from_table(nil or {})`
2549 * See "Node Metadata"
2552 Node Timers: a high resolution persistent per-node timer.
2553 Can be gotten via `minetest.get_node_timer(pos)`.
2556 * `set(timeout,elapsed)`
2557 * set a timer's state
2558 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2559 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2560 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2563 * equivalent to `set(timeout,0)`
2566 * `get_timeout()`: returns current timeout in seconds
2567 * if `timeout` equals `0`, timer is inactive
2568 * `get_elapsed()`: returns current elapsed time in seconds
2569 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2570 * `is_started()`: returns boolean state of timer
2571 * returns `true` if timer is started, otherwise `false`
2574 Moving things in the game are generally these.
2576 This is basically a reference to a C++ `ServerActiveObject`
2579 * `remove()`: remove object (after returning from Lua)
2580 * Note: Doesn't work on players, use minetest.kick_player instead
2581 * `getpos()`: returns `{x=num, y=num, z=num}`
2582 * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
2583 * `moveto(pos, continuous=false)`: interpolated move
2584 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2585 * `puncher` = another `ObjectRef`,
2586 * `time_from_last_punch` = time since last punch action of the puncher
2587 * `direction`: can be `nil`
2588 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2589 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2590 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2591 * `get_inventory()`: returns an `InvRef`
2592 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2593 * `get_wield_index()`: returns the index of the wielded item
2594 * `get_wielded_item()`: returns an `ItemStack`
2595 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2596 * `set_armor_groups({group1=rating, group2=rating, ...})`
2597 * `get_armor_groups()`: returns a table with the armor group ratings
2598 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
2599 * `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
2600 * `set_attach(parent, bone, position, rotation)`
2602 * `position`: `{x=num, y=num, z=num}` (relative)
2603 * `rotation`: `{x=num, y=num, z=num}`
2604 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
2606 * `set_bone_position(bone, position, rotation)`
2608 * `position`: `{x=num, y=num, z=num}` (relative)
2609 * `rotation`: `{x=num, y=num, z=num}`
2610 * `get_bone_position(bone)`: returns position and rotation of the bone
2611 * `set_properties(object property table)`
2612 * `get_properties()`: returns object property table
2613 * `is_player()`: returns true for players, false otherwise
2614 * `get_nametag_attributes()`
2615 * returns a table with the attributes of the nametag of an object
2617 color = {a=0..255, r=0..255, g=0..255, b=0..255},
2620 * `set_nametag_attributes(attributes)`
2621 * sets the attributes of the nametag of an object
2625 text = "My Nametag",
2628 ##### LuaEntitySAO-only (no-op for other objects)
2629 * `setvelocity({x=num, y=num, z=num})`
2630 * `getvelocity()`: returns `{x=num, y=num, z=num}`
2631 * `setacceleration({x=num, y=num, z=num})`
2632 * `getacceleration()`: returns `{x=num, y=num, z=num}`
2634 * `getyaw()`: returns number in radians
2635 * `settexturemod(mod)`
2636 * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2637 select_horiz_by_yawpitch=false)`
2638 * Select sprite from spritesheet with optional animation and DM-style
2639 texture selection based on yaw relative to camera
2640 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2643 ##### Player-only (no-op for other objects)
2644 * `get_player_name()`: returns `""` if is not a player
2645 * `get_player_velocity()`: returns `nil` if is not a player otherwise a table {x, y, z} representing the player's instantaneous velocity in nodes/s
2646 * `get_look_dir()`: get camera direction as a unit vector
2647 * `get_look_pitch()`: pitch in radians
2648 * `get_look_yaw()`: yaw in radians (wraps around pretty randomly as of now)
2649 * `set_look_pitch(radians)`: sets look pitch
2650 * `set_look_yaw(radians)`: sets look yaw
2651 * `get_breath()`: returns players breath
2652 * `set_breath(value)`: sets players breath
2654 * `0`: player is drowning,
2655 * `1`-`10`: remaining number of bubbles
2656 * `11`: bubbles bar is not shown
2657 * `set_inventory_formspec(formspec)`
2658 * Redefine player's inventory form
2659 * Should usually be called in on_joinplayer
2660 * `get_inventory_formspec()`: returns a formspec string
2661 * `get_player_control()`: returns table with player pressed keys
2662 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2663 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2664 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2665 * `set_physics_override(override_table)`
2666 * `override_table` is a table with the following fields:
2667 * `speed`: multiplier to default walking speed value (default: `1`)
2668 * `jump`: multiplier to default jump value (default: `1`)
2669 * `gravity`: multiplier to default gravity value (default: `1`)
2670 * `sneak`: whether player can sneak (default: `true`)
2671 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2672 * `get_physics_override()`: returns the table given to set_physics_override
2673 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
2675 * `hud_remove(id)`: remove the HUD element of the specified id
2676 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2677 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2678 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2679 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2680 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
2681 * pass a table containing a `true`/`false` value of each flag to be set or unset
2682 * if a flag equals `nil`, the flag is not modified
2683 * note that setting `minimap` modifies the client's permission to view the minimap -
2684 * the client may locally elect to not view the minimap
2685 * `hud_get_flags()`: returns a table containing status of hud flags
2686 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
2687 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2688 * `count`: number of items, must be between `1` and `23`
2689 * `hud_get_hotbar_itemcount`: returns number of visible items
2690 * `hud_set_hotbar_image(texturename)`
2691 * sets background image for hotbar
2692 * `hud_get_hotbar_image`: returns texturename
2693 * `hud_set_hotbar_selected_image(texturename)`
2694 * sets image for selected item of hotbar
2695 * `hud_get_hotbar_selected_image`: returns texturename
2696 * `hud_replace_builtin(name, hud_definition)`
2697 * replace definition of a builtin hud element
2698 * `name`: `"breath"` or `"health"`
2699 * `hud_definition`: definition to replace builtin definition
2700 * `set_sky(bgcolor, type, {texture names})`
2701 * `bgcolor`: ColorSpec, defaults to white
2703 * `"regular"`: Uses 0 textures, `bgcolor` ignored
2704 * `"skybox"`: Uses 6 textures, `bgcolor` used
2705 * `"plain"`: Uses 0 textures, `bgcolor` used
2706 * `get_sky()`: returns bgcolor, type and a table with the textures
2707 * `override_day_night_ratio(ratio or nil)`
2708 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
2709 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
2710 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
2711 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
2713 set animation for player model in third person view
2715 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
2716 {x=168, y=187}, -- < walk animation key frames
2717 {x=189, y=198}, -- < dig animation key frames
2718 {x=200, y=219}, -- < walk+dig animation key frames
2719 frame_speed=30): -- < animation frame speed
2720 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
2721 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
2722 * in first person view
2723 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
2724 * `get_eye_offset()`: returns offset_first and offset_third
2727 An `InvRef` is a reference to an inventory.
2730 * `is_empty(listname)`: return `true` if list is empty
2731 * `get_size(listname)`: get size of a list
2732 * `set_size(listname, size)`: set size of a list
2733 * returns `false` on error (e.g. invalid `listname` or `size`)
2734 * `get_width(listname)`: get width of a list
2735 * `set_width(listname, width)`: set width of list; currently used for crafting
2736 * `get_stack(listname, i)`: get a copy of stack index `i` in list
2737 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
2738 * `get_list(listname)`: return full list
2739 * `set_list(listname, list)`: set full list (size will not change)
2740 * `get_lists()`: returns list of inventory lists
2741 * `set_lists(lists)`: sets inventory lists (size will not change)
2742 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
2743 * `room_for_item(listname, stack):` returns `true` if the stack of items
2744 can be fully added to the list
2745 * `contains_item(listname, stack)`: returns `true` if the stack of items
2746 can be fully taken from the list
2747 * `remove_item(listname, stack)`: take as many items as specified from the list,
2748 returns the items that were actually removed (as an `ItemStack`) -- note that
2749 any item metadata is ignored, so attempting to remove a specific unique
2750 item this way will likely remove the wrong one -- to do that use `set_stack`
2751 with an empty `ItemStack`
2752 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
2753 * returns `{type="undefined"}` in case location is not known
2756 A fast access data structure to store areas, and find areas near a given position or area.
2757 Every area has a `data` string attribute to store additional information.
2758 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
2759 If you chose the parameter-less constructor, a fast implementation will be automatically chosen for you.
2762 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`. (optional) Boolean values `include_borders` and `include_data` control what's copied.
2763 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain the position `pos`. (optional) Boolean values `include_borders` and `include_data` control what's copied.
2764 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`: returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive). If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area. (optional) Boolean values `include_borders` and `include_data` control what's copied.
2765 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID, or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area. `data` is a string stored with the area. If passed, `id` will be used as the internal area ID, it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it, or insertions are likely to fail due to conflicts.
2766 * `reserve(count)`: reserves resources for at most `count` many contained areas. Only needed for efficiency, and only some implementations profit.
2767 * `remove_area(id)`: removes the area with the given id from the store, returns success.
2768 * `set_cache_params(params)`: sets params for the included prefiltering cache. Calling invalidates the cache, so that its elements have to be newly generated.
2771 enabled = boolean, -- whether to enable, default true
2772 block_radius = number, -- the radius (in nodes) of the areas the cache generates prefiltered lists for, minimum 16, default 64
2773 limit = number, -- the cache's size, minimum 20, default 1000
2775 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
2776 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
2777 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore. Returns success and, optionally, an error message.
2778 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
2781 An `ItemStack` is a stack of items.
2783 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
2784 an itemstring, a table or `nil`.
2787 * `is_empty()`: Returns `true` if stack is empty.
2788 * `get_name()`: Returns item name (e.g. `"default:stone"`).
2789 * `set_name(item_name)`: Returns boolean success.
2790 Clears item on failure.
2791 * `get_count()`: Returns number of items on the stack.
2792 * `set_count(count)`
2793 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
2794 * `set_wear(wear)`: Returns boolean success.
2795 Clears item on failure.
2796 * `get_metadata()`: Returns metadata (a string attached to an item stack).
2797 * `set_metadata(metadata)`: Returns true.
2798 * `clear()`: removes all items from the stack, making it empty.
2799 * `replace(item)`: replace the contents of this stack.
2800 * `item` can also be an itemstring or table.
2801 * `to_string()`: Returns the stack in itemstring form.
2802 * `to_table()`: Returns the stack in Lua table form.
2803 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
2804 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
2805 * `is_known()`: Returns `true` if the item name refers to a defined item type.
2806 * `get_definition()`: Returns the item definition table.
2807 * `get_tool_capabilities()`: Returns the digging properties of the item,
2808 or those of the hand if none are defined for this item type
2809 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
2810 * `add_item(item)`: Put some item or stack onto this stack.
2811 Returns leftover `ItemStack`.
2812 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
2814 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
2815 Returns taken `ItemStack`.
2816 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
2817 Returns taken `ItemStack`.
2820 A 16-bit pseudorandom number generator.
2821 Uses a well-known LCG algorithm introduced by K&R.
2823 It can be created via `PseudoRandom(seed)`.
2826 * `next()`: return next integer random number [`0`...`32767`]
2827 * `next(min, max)`: return next integer random number [`min`...`max`]
2828 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
2829 due to the simple implementation making bad distribution otherwise.
2832 A 32-bit pseudorandom number generator.
2833 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
2835 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
2838 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
2839 * `next(min, max)`: return next integer random number [`min`...`max`]
2840 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
2841 * This is only a rough approximation of a normal distribution with mean=(max-min)/2 and variance=1
2842 * Increasing num_trials improves accuracy of the approximation
2845 Interface for the operating system's crypto-secure PRNG.
2847 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
2848 be found on the system.
2851 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
2854 A perlin noise generator.
2855 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
2856 or `PerlinNoise(noiseparams)`.
2857 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2858 or `minetest.get_perlin(noiseparams)`.
2861 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
2862 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
2864 ### `PerlinNoiseMap`
2865 A fast, bulk perlin noise generator.
2867 It can be created via `PerlinNoiseMap(noiseparams, size)` or
2868 `minetest.get_perlin_map(noiseparams, size)`.
2870 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
2871 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
2874 For each of the functions with an optional `buffer` parameter: If `buffer` is not
2875 nil, this table will be used to store the result instead of creating a new table.
2879 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
2880 with values starting at `pos={x=,y=}`
2881 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
2882 of 3D noise with values starting at `pos={x=,y=,z=}`
2883 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
2884 with values starting at `pos={x=,y=}`
2885 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
2886 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
2887 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
2888 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
2889 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
2890 takes a chunk of `slice_size`.
2891 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
2892 `noisevals = noise:getMapSlice({y=20}, {y=2})`
2893 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
2894 the starting position of the most recently calculated noise.
2895 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
2896 `noise:calc3dMap({x=1000, y=1000, z=1000})`
2897 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
2901 #### About VoxelManip
2902 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
2903 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
2904 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
2905 to with other methods of setting nodes. For example, nodes will not have their construction and
2906 destruction callbacks run, and no rollback information is logged.
2908 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
2909 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
2910 of high level node placement features, perhaps minetest.set_node() is better suited for the job.
2912 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
2913 VoxelManip is most effective when setting very large areas of map at once - for example, if only
2914 setting a 5x5x5 node area, a minetest.set_node() loop may be more optimal. Always profile code
2915 using both methods of map manipulation to determine which is most appropriate for your usage.
2917 #### Using VoxelManip
2918 A VoxelManip object can be created any time using either:
2919 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
2921 If the optional position parameters are present for either of these routines, the specified region
2922 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
2923 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
2925 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
2926 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
2927 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
2928 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
2930 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
2931 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
2932 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
2934 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
2935 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
2936 `VoxelManip:get_light_data()` for node light levels, and
2937 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
2939 See section 'Flat array format' for more details.
2941 It is very important to understand that the tables returned by any of the above three functions
2942 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
2943 data will *not* magically update itself if another function modifies the internal VoxelManip state.
2944 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
2945 otherwise explicitly stated.
2947 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
2948 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
2949 `VoxelManip:set_light_data()` for node light levels, and
2950 `VoxelManip:set_param2_data()` for the node type-dependent "param2" values.
2952 The parameter to each of the above three functions can use any table at all in the same flat array
2953 format as produced by get_data() et al. and is *not required* to be a table retrieved from get_data().
2955 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
2956 to the map by calling `VoxelManip:write_to_map()`.
2958 Finally, a call to `VoxelManip:update_map()` is required to re-calculate lighting and set the blocks
2959 as being modified so that connected clients are sent the updated parts of map.
2962 ##### Flat array format
2964 `Nx = p2.X - p1.X + 1`,
2965 `Ny = p2.Y - p1.Y + 1`, and
2966 `Nz = p2.Z - p1.Z + 1`.
2968 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
2969 the expression `Nx * Ny * Nz`.
2971 Positions offset from p1 are present in the array with the format of:
2974 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
2975 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
2977 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
2978 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
2980 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
2982 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
2986 and the array index for a position p contained completely in p1..p2 is:
2988 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
2990 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
2991 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
2992 for a single point in a flat VoxelManip array.
2995 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
2996 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
2997 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
2998 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
2999 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3000 Note that the node being queried needs to have already been been registered.
3002 The following builtin node types have their Content IDs defined as constants:
3004 core.CONTENT_UNKNOWN (ID for "unknown" nodes)
3005 core.CONTENT_AIR (ID for "air" nodes)
3006 core.CONTENT_IGNORE (ID for "ignore" nodes)
3009 ##### Mapgen VoxelManip objects
3010 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3011 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3012 but with a few differences:
3014 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3015 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3016 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3017 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3018 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3019 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3020 consistency with the current map state. For this reason, calling any of the following functions:
3021 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3022 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3023 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3024 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3025 * `VoxelManip:update_map()` does not need to be called after `write_to_map()`. The map update is performed
3026 automatically after all on_generated callbacks have been run for that generated block.
3028 ##### Other API functions operating on a VoxelManip
3029 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3030 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3031 written all buffered data back to the VoxelManip object, save for special situations where the modder
3032 desires to only have certain liquid nodes begin flowing.
3034 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3035 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3037 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3038 except instead of placing the specified schematic directly on the map at the specified position, it
3039 will place the schematic inside of the VoxelManip.
3042 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3043 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3044 `VoxelManip:get_node_at()`.
3045 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3046 filled with "ignore" nodes.
3047 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3048 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3049 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3050 object in the same callback it had been created.
3051 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3052 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3053 buffer the function can use to write map data to instead of returning a new table each call. This
3054 greatly enhances performance by avoiding unnecessary memory allocations.
3057 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3058 the region formed by `p1` and `p2`.
3059 * returns actual emerged `pmin`, actual emerged `pmax`
3060 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
3061 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3062 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3063 the `VoxelManip` at that position
3064 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3065 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3066 * returns raw node data in the form of an array of node content IDs
3067 * if the param `buffer` is present, this table will be used to store the result instead
3068 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3069 * `update_map()`: Update map after writing chunk back to map.
3070 * To be used only by `VoxelManip` objects created by the mod itself;
3071 not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
3072 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3073 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3074 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3075 * (`p1`, `p2`) is the area in which lighting is set;
3076 defaults to the whole area if left out
3077 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3078 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3079 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3080 * `light = day + (night * 16)`
3081 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3083 * expects lighting data in the same format that `get_light_data()` returns
3084 * `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
3085 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3086 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3087 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3088 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3090 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3091 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3092 * `update_liquids()`: Update liquid flow
3093 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3094 had been modified since the last read from map, due to a call to
3095 `minetest.set_data()` on the loaded area elsewhere
3096 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3099 A helper class for voxel areas.
3100 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3101 The coordinates are *inclusive*, like most other things in Minetest.
3104 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3105 `MinEdge` and `MaxEdge`
3106 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3107 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3108 * useful for things like `VoxelManip`, raw Schematic specifiers,
3109 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3110 * `indexp(p)`: same as above, except takes a vector
3111 * `position(i)`: returns the absolute position vector corresponding to index `i`
3112 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3113 * `containsp(p)`: same as above, except takes a vector
3114 * `containsi(i)`: same as above, except takes an index `i`
3115 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3116 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3117 * `iterp(minp, maxp)`: same as above, except takes a vector
3120 An interface to read config files in the format of `minetest.conf`.
3122 It can be created via `Settings(filename)`.
3125 * `get(key)`: returns a value
3126 * `get_bool(key)`: returns a boolean
3128 * `remove(key)`: returns a boolean (`true` for success)
3129 * `get_names()`: returns `{key1,...}`
3130 * `write()`: returns a boolean (`true` for success)
3131 * write changes to file
3132 * `to_table()`: returns `{[key1]=value1,...}`
3136 A mapgen object is a construct used in map generation. Mapgen objects can be used
3137 by an `on_generate` callback to speed up operations by avoiding unnecessary
3138 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3139 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3140 was called outside of an `on_generate()` callback, `nil` is returned.
3142 The following Mapgen objects are currently available:
3145 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3146 emerged position, in that order. All mapgens support this object.
3149 Returns an array containing the y coordinates of the ground levels of nodes in
3150 the most recently generated chunk by the current mapgen.
3153 Returns an array containing the biome IDs of nodes in the most recently
3154 generated chunk by the current mapgen.
3157 Returns an array containing the temperature values of nodes in the most
3158 recently generated chunk by the current mapgen.
3161 Returns an array containing the humidity values of nodes in the most recently
3162 generated chunk by the current mapgen.
3165 Returns a table mapping requested generation notification types to arrays of
3166 positions at which the corresponding generated structures are located at within
3167 the current chunk. To set the capture of positions of interest to be recorded
3168 on generate, use `minetest.set_gen_notify()`.
3170 Possible fields of the table returned are:
3176 * `large_cave_begin`
3180 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3181 numeric unique decoration ID.
3185 * Functions receive a "luaentity" as `self`:
3186 * It has the member `.name`, which is the registered name `("mod:thing")`
3187 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3188 * The original prototype stuff is visible directly via a metatable
3190 * `on_activate(self, staticdata)`
3191 * Called when the object is instantiated.
3192 * `on_step(self, dtime)`
3193 * Called on every server tick, after movement and collision processing.
3194 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3196 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir`
3197 * Called when somebody punches the object.
3198 * Note that you probably want to handle most punches using the
3199 automatic armor group system.
3200 * `puncher`: an `ObjectRef` (can be `nil`)
3201 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3202 * `tool_capabilities`: capability table of used tool (can be `nil`)
3203 * `dir`: unit vector of direction of punch. Always defined. Points from
3204 the puncher to the punched.
3205 * `on_rightclick(self, clicker)`
3206 * `get_staticdata(self)`
3207 * Should return a string that will be passed to `on_activate` when
3208 the object is instantiated the next time.
3213 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
3214 Often these bugs appear as subtle shadows in water.
3219 axiom, --string initial tree axiom
3220 rules_a, --string rules set A
3221 rules_b, --string rules set B
3222 rules_c, --string rules set C
3223 rules_d, --string rules set D
3224 trunk, --string trunk node name
3225 leaves, --string leaves node name
3226 leaves2, --string secondary leaves node name
3227 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3228 angle, --num angle in deg
3229 iterations, --num max # of iterations, usually 2 -5
3230 random_level, --num factor to lower nr of iterations, usually 0 - 3
3231 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3232 -- 2x2 nodes or 3x3 in cross shape
3233 thin_branches, --boolean true -> use thin (1 node) branches
3234 fruit, --string fruit node name
3235 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3236 seed, --num random seed; if no seed is provided, the engine will create one
3239 ### Key for Special L-System Symbols used in Axioms
3241 * `G`: move forward one unit with the pen up
3242 * `F`: move forward one unit with the pen down drawing trunks and branches
3243 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3244 * `T`: move forward one unit with the pen down drawing trunks only
3245 * `R`: move forward one unit with the pen down placing fruit
3246 * `A`: replace with rules set A
3247 * `B`: replace with rules set B
3248 * `C`: replace with rules set C
3249 * `D`: replace with rules set D
3250 * `a`: replace with rules set A, chance 90%
3251 * `b`: replace with rules set B, chance 80%
3252 * `c`: replace with rules set C, chance 70%
3253 * `d`: replace with rules set D, chance 60%
3254 * `+`: yaw the turtle right by `angle` parameter
3255 * `-`: yaw the turtle left by `angle` parameter
3256 * `&`: pitch the turtle down by `angle` parameter
3257 * `^`: pitch the turtle up by `angle` parameter
3258 * `/`: roll the turtle to the right by `angle` parameter
3259 * `*`: roll the turtle to the left by `angle` parameter
3260 * `[`: save in stack current state info
3261 * `]`: recover from stack state info
3264 Spawn a small apple tree:
3266 pos = {x=230,y=20,z=4}
3269 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3270 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3271 trunk="default:tree",
3272 leaves="default:leaves",
3276 trunk_type="single",
3279 fruit="default:apple"
3281 minetest.spawn_tree(pos,apple_tree)
3286 ### Object Properties
3291 collide_with_objects = true, -- collide with other objects if physical=true
3293 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
3294 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
3295 visual_size = {x=1, y=1},
3297 textures = {}, -- number of required textures depends on visual
3298 colors = {}, -- number of required colors depends on visual
3299 spritediv = {x=1, y=1},
3300 initial_sprite_basepos = {x=0, y=0},
3302 makes_footstep_sound = false,
3303 automatic_rotate = false,
3305 automatic_face_movement_dir = 0.0,
3306 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
3307 automatic_face_movement_max_rotation_per_sec = -1,
3308 -- ^ limit automatic rotation to this value in degrees per second. values < 0 no limit
3309 backface_culling = true, -- false to disable backface_culling for model
3310 nametag = "", -- by default empty, for players their name is shown if empty
3311 nametag_color = <color>, -- sets color of nametag as ColorSpec
3312 infotext = "", -- by default empty, text to be shown when pointed at object
3315 ### Entity definition (`register_entity`)
3318 -- Deprecated: Everything in object properties is read directly from here
3320 initial_properties = --[[<initial object properties>]],
3322 on_activate = function(self, staticdata, dtime_s),
3323 on_step = function(self, dtime),
3324 on_punch = function(self, hitter),
3325 on_rightclick = function(self, clicker),
3326 get_staticdata = function(self),
3327 -- ^ Called sometimes; the string returned is passed to on_activate when
3328 -- the entity is re-activated from static state
3330 -- Also you can define arbitrary member variables here
3331 myvariable = whatever,
3334 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3337 -- In the following two fields, also group:groupname will work.
3338 nodenames = {"default:lava_source"},
3339 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
3340 ^ If left out or empty, any neighbor will do ]]
3341 interval = 1.0, -- Operation interval in seconds
3342 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
3343 catch_up = true, -- If true, catch-up behaviour is enabled --[[
3344 ^ The chance value is temporarily reduced when returning to
3345 an area to simulate time lost by the area being unattended.
3346 ^ Note chance value can often be reduced to 1 ]]
3347 action = func(pos, node, active_object_count, active_object_count_wider),
3350 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
3353 name = "modname:replace_legacy_door",
3354 nodenames = {"default:lava_source"},
3355 -- ^ List of node names to trigger the LBM on.
3356 -- Also non-registered nodes will work.
3357 -- Groups (as of group:groupname) will work as well.
3358 run_at_every_load = false,
3359 -- ^ Whether to run the LBM's action every time a block gets loaded,
3360 -- and not just for blocks that were saved last time before LBMs were
3361 -- introduced to the world.
3362 action = func(pos, node),
3365 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
3368 description = "Steel Axe",
3369 groups = {}, -- key=name, value=rating; rating=1..3.
3370 if rating not applicable, use 1.
3371 e.g. {wool=1, fluffy=3}
3372 {soil=2, outerspace=1, crumbly=1}
3373 {bendy=2, snappy=1},
3374 {hard=1, metal=1, spikes=1}
3375 inventory_image = "default_tool_steelaxe.png",
3377 wield_scale = {x=1,y=1,z=1},
3380 liquids_pointable = false,
3381 tool_capabilities = {
3382 full_punch_interval = 1.0,
3386 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
3387 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
3389 damage_groups = {groupname=damage},
3391 node_placement_prediction = nil,
3393 ^ If nil and item is node, prediction is made automatically
3394 ^ If nil and item is not a node, no prediction is made
3395 ^ If "" and item is anything, no prediction is made
3396 ^ Otherwise should be name of node which the client immediately places
3397 on ground when the player places the item. Server will always update
3398 actual result to client in a short moment.
3401 place = --[[<SimpleSoundSpec>]],
3404 on_place = func(itemstack, placer, pointed_thing),
3406 ^ Shall place item and return the leftover itemstack
3407 ^ default: minetest.item_place ]]
3408 on_secondary_use = func(itemstack, user, pointed_thing),
3410 ^ Same as on_place but called when pointing at nothing.
3411 ^ pointed_thing : always { type = "nothing" }
3413 on_drop = func(itemstack, dropper, pos),
3415 ^ Shall drop item and return the leftover itemstack
3416 ^ default: minetest.item_drop ]]
3417 on_use = func(itemstack, user, pointed_thing),
3420 ^ Function must return either nil if no item shall be removed from
3421 inventory, or an itemstack to replace the original itemstack.
3422 e.g. itemstack:take_item(); return itemstack
3423 ^ Otherwise, the function is free to do what it wants.
3424 ^ The default functions handle regular use cases.
3426 after_use = func(itemstack, user, node, digparams),
3429 ^ If defined, should return an itemstack and will be called instead of
3430 wearing out the tool. If returns nil, does nothing.
3431 If after_use doesn't exist, it is the same as:
3432 function(itemstack, user, node, digparams)
3433 itemstack:add_wear(digparams.wear)
3441 * `{name="image.png", animation={Tile Animation definition}}`
3442 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
3443 tileable_horizontal=bool}`
3444 * backface culling enabled by default for most nodes
3445 * tileable flags are info for shaders, how they should treat texture
3446 when displacement mapping is used
3447 Directions are from the point of view of the tile texture,
3448 not the node it's on
3449 * deprecated, yet still supported field names:
3452 ### Tile animation definition
3453 * `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
3455 ### Node definition (`register_node`)
3458 -- <all fields allowed in item definitions>,
3460 drawtype = "normal", -- See "Node drawtypes"
3461 visual_scale = 1.0, --[[
3462 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
3463 ^ For plantlike, the image will start at the bottom of the node; for the
3464 ^ other drawtypes, the image will be centered on the node.
3465 ^ Note that positioning for "torchlike" may still change. ]]
3466 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
3467 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
3468 ^ List can be shortened to needed length ]]
3469 special_tiles = {tile definition 1, Tile definition 2}, --[[
3470 ^ Special textures of node; used rarely (old field name: special_materials)
3471 ^ List can be shortened to needed length ]]
3473 use_texture_alpha = false, -- Use texture's alpha channel
3474 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
3475 paramtype = "none", -- See "Nodes" --[[
3476 ^ paramtype = "light" allows light to propagate from or through the node with light value
3477 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
3478 paramtype2 = "none", -- See "Nodes"
3479 is_ground_content = true, -- If false, the cave generator will not carve through this
3480 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
3481 walkable = true, -- If true, objects collide with node
3482 pointable = true, -- If true, can be pointed at
3483 diggable = true, -- If false, can never be dug
3484 climbable = false, -- If true, can be climbed on (ladder)
3485 buildable_to = false, -- If true, placed nodes can replace this node
3486 floodable = false, -- If true, liquids flow into and replace this node
3487 liquidtype = "none", -- "none"/"source"/"flowing"
3488 liquid_alternative_flowing = "", -- Flowing version of source liquid
3489 liquid_alternative_source = "", -- Source version of flowing liquid
3490 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
3491 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
3493 ^ Block contains level in param2. Value is default level, used for snow.
3494 ^ Don't forget to use "leveled" type nodebox. ]]
3495 liquid_range = 8, -- number of flowing nodes around source (max. 8)
3496 drowning = 0, -- Player will take this amount of damage if no bubbles are left
3497 light_source = 0, -- Amount of light emitted by node
3498 damage_per_second = 0, -- If player is inside node, this damage is caused
3499 node_box = {type="regular"}, -- See "Node boxes"
3500 connects_to = nodenames, --[[
3501 * Used for nodebox nodes with the type == "connected"
3502 * Specifies to what neighboring nodes connections will be drawn
3503 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
3504 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
3505 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
3507 selection_box = {type="regular"}, -- See "Node boxes" --[[
3508 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
3509 legacy_facedir_simple = false, -- Support maps made in and before January 2012
3510 legacy_wallmounted = false, -- Support maps made in and before January 2012
3512 footstep = <SimpleSoundSpec>,
3513 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
3514 dug = <SimpleSoundSpec>,
3515 place = <SimpleSoundSpec>,
3516 place_failed = <SimpleSoundSpec>,
3518 drop = "", -- Name of dropped node when dug. Default is the node itself.
3521 max_items = 1, -- Maximum number of items to drop.
3522 items = { -- Choose max_items randomly from this list.
3524 items = {"foo:bar", "baz:frob"}, -- Choose one item randomly from this list.
3525 rarity = 1, -- Probability of getting is 1 / rarity.
3530 on_construct = func(pos), --[[
3531 ^ Node constructor; called after adding node
3532 ^ Can set up metadata and stuff like that
3533 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3535 on_destruct = func(pos), --[[
3536 ^ Node destructor; called before removing node
3537 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3539 after_destruct = func(pos, oldnode), --[[
3540 ^ Node destructor; called after removing node
3541 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3544 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
3545 ^ Called after constructing node when node was placed using
3546 minetest.item_place_node / minetest.place_node
3547 ^ If return true no item is taken from itemstack
3549 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
3550 ^ oldmetadata is in table format
3551 ^ Called after destructing node when node was dug using
3552 minetest.node_dig / minetest.dig_node
3554 can_dig = function(pos, [player]) --[[
3555 ^ returns true if node can be dug, or false if not
3558 on_punch = func(pos, node, puncher, pointed_thing), --[[
3559 ^ default: minetest.node_punch
3560 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
3561 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
3563 ^ if defined, itemstack will hold clicker's wielded item
3564 ^ Shall return the leftover itemstack
3565 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
3567 on_dig = func(pos, node, digger), --[[
3568 ^ default: minetest.node_dig
3569 ^ By default: checks privileges, wears out tool and removes node ]]
3571 on_timer = function(pos,elapsed), --[[
3573 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
3574 ^ elapsed is the total time passed since the timer was started
3575 ^ return true to run the timer for another cycle with the same timeout value ]]
3577 on_receive_fields = func(pos, formname, fields, sender), --[[
3578 ^ fields = {name1 = value1, name2 = value2, ...}
3579 ^ Called when an UI form (e.g. sign text input) returns data
3582 allow_metadata_inventory_move = func(pos, from_list, from_index,
3583 to_list, to_index, count, player), --[[
3584 ^ Called when a player wants to move items inside the inventory
3585 ^ Return value: number of items allowed to move ]]
3587 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
3588 ^ Called when a player wants to put something into the inventory
3589 ^ Return value: number of items allowed to put
3590 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3592 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3593 ^ Called when a player wants to take something out of the inventory
3594 ^ Return value: number of items allowed to take
3595 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3597 on_metadata_inventory_move = func(pos, from_list, from_index,
3598 to_list, to_index, count, player),
3599 on_metadata_inventory_put = func(pos, listname, index, stack, player),
3600 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3601 ^ Called after the actual action has happened, according to what was allowed.
3602 ^ No return value ]]
3604 on_blast = func(pos, intensity), --[[
3605 ^ intensity: 1.0 = mid range of regular TNT
3606 ^ If defined, called when an explosion touches the node, instead of
3607 removing the node ]]
3610 ### Recipe for `register_craft` (shaped)
3613 output = 'default:pick_stone',
3615 {'default:cobble', 'default:cobble', 'default:cobble'},
3616 {'', 'default:stick', ''},
3617 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
3619 replacements = --[[<optional list of item pairs,
3620 replace one input item with another item on crafting>]]
3623 ### Recipe for `register_craft` (shapeless)
3627 output = 'mushrooms:mushroom_stew',
3630 "mushrooms:mushroom_brown",
3631 "mushrooms:mushroom_red",
3633 replacements = --[[<optional list of item pairs,
3634 replace one input item with another item on crafting>]]
3637 ### Recipe for `register_craft` (tool repair)
3640 type = "toolrepair",
3641 additional_wear = -0.02,
3644 ### Recipe for `register_craft` (cooking)
3648 output = "default:glass",
3649 recipe = "default:sand",
3653 ### Recipe for `register_craft` (furnace fuel)
3657 recipe = "default:leaves",
3661 ### Ore definition (`register_ore`)
3664 ore_type = "scatter", -- See "Ore types"
3665 ore = "default:stone_with_coal",
3666 wherein = "default:stone",
3667 -- ^ a list of nodenames is supported too
3668 clust_scarcity = 8*8*8,
3669 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
3670 -- ^ This value should be *MUCH* higher than your intuition might tell you!
3672 -- ^ Number of ores in a cluster
3674 -- ^ Size of the bounding box of the cluster
3675 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
3679 -- ^ Attributes for this ore generation
3680 noise_threshold = 0.5,
3681 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
3682 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
3683 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
3684 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
3685 random_factor = 1.0,
3686 -- ^ Multiplier of the randomness contribution to the noise value at any
3687 -- given point to decide if ore should be placed. Set to 0 for solid veins.
3688 -- ^ This parameter is only valid for ore_type == "vein".
3689 biomes = {"desert", "rainforest"}
3690 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3691 -- ^ and ignored if the Mapgen being used does not support biomes.
3692 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3695 ### Biome definition (`register_biome`)
3699 node_dust = "default:snow",
3700 -- ^ Node dropped onto upper surface after all else is generated.
3701 node_top = "default:dirt_with_snow",
3703 -- ^ Node forming surface layer of biome and thickness of this layer.
3704 node_filler = "default:permafrost",
3706 -- ^ Node forming lower layer of biome and thickness of this layer.
3707 node_stone = "default:bluestone",
3708 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
3709 node_water_top = "default:ice",
3710 depth_water_top = 10,
3711 -- ^ Node forming a surface layer in seawater with the defined thickness.
3713 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
3714 node_river_water = "default:ice",
3715 -- ^ Node that replaces river water in mapgens that use default:river_water.
3718 -- ^ Lower and upper limits for biome.
3719 -- ^ Because biome is not recalculated for every node in a node column
3720 -- ^ some biome materials can exceed their limits, especially stone.
3721 -- ^ For each node column in a mapchunk, biome is only recalculated at column
3722 -- ^ top and at each of these surfaces:
3723 -- ^ Ground below air, water below air, ground below water.
3724 -- ^ The selected biome then stays in effect for all nodes below until
3725 -- ^ column base or the next biome recalculation.
3727 humidity_point = 50,
3728 -- ^ Characteristic average temperature and humidity for the biome.
3729 -- ^ These values create 'biome points' on a voronoi diagram that has heat
3730 -- ^ and humidity as axes. The resulting voronoi cells determine which
3731 -- ^ heat/humidity points belong to which biome, and therefore determine
3732 -- ^ the area and location of each biome in the world.
3733 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
3734 -- ^ diagram to result in roughly equal size biomes.
3735 -- ^ Heat and humidity have average values of 50, vary mostly between
3736 -- ^ 0 and 100 but also often exceed these values.
3737 -- ^ Heat is not in degrees celcius, both values are abstract.
3740 ### Decoration definition (`register_decoration`)
3743 deco_type = "simple", -- See "Decoration types"
3744 place_on = "default:dirt_with_grass",
3745 -- ^ Node that decoration can be placed on
3747 -- ^ Size of divisions made in the chunk being generated.
3748 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
3750 -- ^ Ratio of the area to be uniformly filled by the decoration.
3751 -- ^ Used only if noise_params is not specified.
3752 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
3753 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
3754 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
3755 biomes = {"Oceanside", "Hills", "Plains"},
3756 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3757 -- ^ and ignored if the Mapgen being used does not support biomes.
3758 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3761 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
3762 -- ^ This parameter refers to the `y` position of the decoration base, so
3763 -- the actual maximum height would be `height_max + size.Y`.
3764 flags = "liquid_surface, force_placement",
3765 -- ^ Flags for all decoration types.
3766 -- ^ "liquid_surface": Instead of placement on the highest solid surface
3767 -- ^ in a mapchunk column, placement is on the highest liquid surface.
3768 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
3769 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
3771 ----- Simple-type parameters
3772 decoration = "default:grass",
3773 -- ^ The node name used as the decoration.
3774 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
3776 -- ^ Number of nodes high the decoration is made.
3777 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
3779 -- ^ Number of nodes the decoration can be at maximum.
3780 -- ^ If absent, the parameter 'height' is used as a constant.
3781 spawn_by = "default:water",
3782 -- ^ Node that the decoration only spawns next to.
3783 -- ^ The neighbours checked are the 8 nodes horizontally surrounding the lowest node of the
3784 -- ^ decoration, and the 8 nodes horizontally surrounding the ground node below the decoration.
3786 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
3787 -- ^ If absent or -1, decorations occur next to any nodes.
3789 ----- Schematic-type parameters
3790 schematic = "foobar.mts",
3791 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
3792 -- ^ specified Minetest schematic file.
3793 -- ^ - OR -, could be the ID of a previously registered schematic
3794 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
3795 -- ^ and an optional table yslice_prob:
3797 size = {x=4, y=6, z=4},
3799 {name="default:cobble", param1=255, param2=0},
3800 {name="default:dirt_with_grass", param1=255, param2=0},
3801 {name="ignore", param1=255, param2=0},
3802 {name="air", param1=255, param2=0},
3811 -- ^ See 'Schematic specifier' for details.
3812 replacements = {["oldname"] = "convert_to", ...},
3813 flags = "place_center_x, place_center_y, place_center_z",
3814 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
3815 rotation = "90" -- rotate schematic 90 degrees on placement
3816 -- ^ Rotation can be "0", "90", "180", "270", or "random".
3819 ### Chat command definition (`register_chatcommand`)
3822 params = "<name> <privilege>", -- Short parameter description
3823 description = "Remove privilege from player", -- Full description
3824 privs = {privs=true}, -- Require the "privs" privilege to run
3825 func = function(name, param), -- Called when command is run.
3826 -- Returns boolean success and text output.
3829 ### Detached inventory callbacks
3832 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3833 -- ^ Called when a player wants to move items inside the inventory
3834 -- ^ Return value: number of items allowed to move
3836 allow_put = func(inv, listname, index, stack, player),
3837 -- ^ Called when a player wants to put something into the inventory
3838 -- ^ Return value: number of items allowed to put
3839 -- ^ Return value: -1: Allow and don't modify item count in inventory
3841 allow_take = func(inv, listname, index, stack, player),
3842 -- ^ Called when a player wants to take something out of the inventory
3843 -- ^ Return value: number of items allowed to take
3844 -- ^ Return value: -1: Allow and don't modify item count in inventory
3846 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3847 on_put = func(inv, listname, index, stack, player),
3848 on_take = func(inv, listname, index, stack, player),
3849 -- ^ Called after the actual action has happened, according to what was allowed.
3850 -- ^ No return value
3853 ### HUD Definition (`hud_add`, `hud_get`)
3856 hud_elem_type = "image", -- see HUD element types
3857 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
3858 position = {x=0.5, y=0.5},
3859 -- ^ Left corner position of element
3865 -- ^ Selected item in inventory. 0 for no item selected.
3867 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
3868 alignment = {x=0, y=0},
3869 -- ^ See "HUD Element Types"
3870 offset = {x=0, y=0},
3871 -- ^ See "HUD Element Types"
3872 size = { x=100, y=100 },
3873 -- ^ Size of element in pixels
3876 ### Particle definition (`add_particle`)
3879 pos = {x=0, y=0, z=0},
3880 velocity = {x=0, y=0, z=0},
3881 acceleration = {x=0, y=0, z=0},
3882 -- ^ Spawn particle at pos with velocity and acceleration
3884 -- ^ Disappears after expirationtime seconds
3886 collisiondetection = false,
3887 -- ^ collisiondetection: if true collides with physical objects
3889 -- ^ vertical: if true faces player using y axis only
3890 texture = "image.png",
3891 -- ^ Uses texture (string)
3892 playername = "singleplayer"
3893 -- ^ optional, if specified spawns particle only on the player's client
3896 ### `ParticleSpawner` definition (`add_particlespawner`)
3901 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
3902 minpos = {x=0, y=0, z=0},
3903 maxpos = {x=0, y=0, z=0},
3904 minvel = {x=0, y=0, z=0},
3905 maxvel = {x=0, y=0, z=0},
3906 minacc = {x=0, y=0, z=0},
3907 maxacc = {x=0, y=0, z=0},
3912 -- ^ The particle's properties are random values in between the bounds:
3913 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
3914 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
3915 collisiondetection = false,
3916 -- ^ collisiondetection: if true uses collision detection
3918 -- ^ vertical: if true faces player using y axis only
3919 texture = "image.png",
3920 -- ^ Uses texture (string)
3921 playername = "singleplayer"
3922 -- ^ Playername is optional, if specified spawns particle only on the player's client
3925 ### `HTTPRequest` definition (`http_fetch`, `http_fetch_async`)
3928 url = "http://example.org",
3930 -- ^ Timeout for connection in seconds. Default is 3 seconds.
3931 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
3932 -- ^ Optional, if specified a POST request with post_data is performed.
3933 -- ^ Accepts both a string and a table. If a table is specified, encodes table
3934 -- ^ as x-www-form-urlencoded key-value pairs.
3935 -- ^ If post_data ist not specified, a GET request is performed instead.
3936 user_agent = "ExampleUserAgent",
3937 -- ^ Optional, if specified replaces the default minetest user agent with given string
3938 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
3939 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
3940 -- ^ that the header strings follow HTTP specification ("Key: Value").
3942 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
3945 ### `HTTPRequestResult` definition (`http_fetch` callback, `http_fetch_async_get`)
3949 -- ^ If true, the request has finished (either succeeded, failed or timed out)
3951 -- ^ If true, the request was succesful
3953 -- ^ If true, the request timed out
3955 -- ^ HTTP status code