1 Minetest Lua Modding API Reference 0.4.15
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 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
67 It can also contain a settingtypes.txt in the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be displayed
69 in the "Games" category in the settings tab.
73 Games can provide custom main menu images. They are put inside a `menu` directory
74 inside the game directory.
76 The images are named `$identifier.png`, where `$identifier` is
77 one of `overlay,background,footer,header`.
78 If you want to specify multiple images for one identifier, add additional images named
79 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
80 image will be chosen from the provided ones.
87 * `$path_share/games/gameid/mods/`
89 * `$path_user/games/gameid/mods/`
90 * `$path_user/mods/` (User-installed mods)
91 * `$worldpath/worldmods/`
93 In a run-in-place version (e.g. the distributed windows version):
95 * `minetest-0.4.x/games/gameid/mods/`
96 * `minetest-0.4.x/mods/` (User-installed mods)
97 * `minetest-0.4.x/worlds/worldname/worldmods/`
99 On an installed version on Linux:
101 * `/usr/share/minetest/games/gameid/mods/`
102 * `$HOME/.minetest/mods/` (User-installed mods)
103 * `$HOME/.minetest/worlds/worldname/worldmods`
105 Mod load path for world-specific games
106 --------------------------------------
107 It is possible to include a game in a world; in this case, no mods or
108 games are loaded or checked from anywhere else.
110 This is useful for e.g. adventure worlds.
112 This happens if the following directory exists:
116 Mods should be then be placed in:
122 Mods can be put in a subdirectory, if the parent directory, which otherwise
123 should be a mod, contains a file named `modpack.txt`. This file shall be
124 empty, except for lines starting with `#`, which are comments.
126 Mod directory structure
127 ------------------------
133 | |-- description.txt
134 | |-- settingtypes.txt
138 | | |-- modname_stuff.png
139 | | `-- modname_something_else.png
147 The location of this directory can be fetched by using
148 `minetest.get_modpath(modname)`.
151 List of mods that have to be loaded before loading this mod.
153 A single line contains a single modname.
155 Optional dependencies can be defined by appending a question mark
156 to a single modname. Their meaning is that if the specified mod
157 is missing, that does not prevent this mod from being loaded.
160 A screenshot shown in the mod manager within the main menu. It should
161 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
163 ### `description.txt`
164 A File containing description to be shown within mainmenu.
166 ### `settingtypes.txt`
167 A file in the same format as the one in builtin. It will be parsed by the
168 settings menu and the settings will be displayed in the "Mods" category.
171 The main Lua script. Running this script should register everything it
172 wants to register. Subsequent execution depends on minetest calling the
173 registered callbacks.
175 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
176 to read custom or existing settings at load time, if necessary.
179 Models for entities or meshnodes.
181 ### `textures`, `sounds`, `media`
182 Media files (textures, sounds, whatever) that will be transferred to the
183 client and will be available for use by the mod.
185 Naming convention for registered textual names
186 ----------------------------------------------
187 Registered names should generally be in this format:
189 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
191 This is to prevent conflicting names from corrupting maps and is
192 enforced by the mod loader.
195 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
196 So the name should be `experimental:tnt`.
198 Enforcement can be overridden by prefixing the name with `:`. This can
199 be used for overriding the registrations of some other mod.
201 Example: Any mod can redefine `experimental:tnt` by using the name
206 (also that mod is required to have `experimental` as a dependency)
208 The `:` prefix can also be used for maintaining backwards compatibility.
211 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
212 `minetest.register_alias_force(name, convert_to).
214 This will make Minetest to convert things called name to things called
217 The only difference between `minetest.register_alias` and
218 `minetest.register_alias_force` is that if an item called `name` exists,
219 `minetest.register_alias` will do nothing while
220 `minetest.register_alias_force` will unregister it.
222 This can be used for maintaining backwards compatibility.
224 This can be also used for setting quick access names for things, e.g. if
225 you have an item called `epiclylongmodname:stuff`, you could do
227 minetest.register_alias("stuff", "epiclylongmodname:stuff")
229 and be able to use `/giveme stuff`.
233 Mods should generally prefix their textures with `modname_`, e.g. given
234 the mod name `foomod`, a texture could be called:
238 Textures are referred to by their complete name, or alternatively by
239 stripping out the file extension:
241 * e.g. `foomod_foothing.png`
242 * e.g. `foomod_foothing`
246 There are various texture modifiers that can be used
247 to generate textures on-the-fly.
249 ### Texture overlaying
250 Textures can be overlaid by putting a `^` between them.
254 default_dirt.png^default_grass_side.png
256 `default_grass_side.png` is overlayed over `default_dirt.png`.
257 The texture with the lower resolution will be automatically upscaled to
258 the higher resolution texture.
261 Textures can be grouped together by enclosing them in `(` and `)`.
263 Example: `cobble.png^(thing1.png^thing2.png)`
265 A texture for `thing1.png^thing2.png` is created and the resulting
266 texture is overlaid on top of `cobble.png`.
269 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
270 passing complex texture names as arguments. Escaping is done with backslash and
271 is required for `^` and `:`.
273 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
275 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
276 on top of `cobble.png`.
278 ### Advanced texture modifiers
280 #### `[crack:<n>:<p>`
281 * `<n>` = animation frame count
282 * `<p>` = current animation frame
284 Draw a step of the crack animation on the texture.
288 default_cobble.png^[crack:10:1
290 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
295 * `<file>` = texture to combine
297 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
298 specified coordinates.
302 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
304 #### `[resize:<w>x<h>`
305 Resizes the texture to the given dimensions.
309 default_sandstone.png^[resize:16x16
312 Makes the base image transparent according to the given ratio.
313 r must be between 0 and 255.
314 0 means totally transparent.
315 255 means totally opaque.
319 default_sandstone.png^[opacity:127
321 #### `[invert:<mode>`
322 Inverts the given channels of the base image.
323 Mode may contain the characters "r", "g", "b", "a".
324 Only the channels that are mentioned in the mode string will be inverted.
328 default_apple.png^[invert:rgb
331 Brightens the texture.
335 tnt_tnt_side.png^[brighten
338 Makes the texture completely opaque.
342 default_leaves.png^[noalpha
344 #### `[makealpha:<r>,<g>,<b>`
345 Convert one color to transparency.
349 default_cobble.png^[makealpha:128,128,128
352 * `<t>` = transformation(s) to apply
354 Rotates and/or flips the image.
356 `<t>` can be a number (between 0 and 7) or a transform name.
357 Rotations are counter-clockwise.
360 1 R90 rotate by 90 degrees
361 2 R180 rotate by 180 degrees
362 3 R270 rotate by 270 degrees
364 5 FXR90 flip X then rotate by 90 degrees
366 7 FYR90 flip Y then rotate by 90 degrees
370 default_stone.png^[transformFXR90
372 #### `[inventorycube{<top>{<left>{<right>`
373 Escaping does not apply here and `^` is replaced by `&` in texture names instead.
375 Create an inventory cube texture using the side textures.
379 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
381 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
382 `dirt.png^grass_side.png` textures
384 #### `[lowpart:<percent>:<file>`
385 Blit the lower `<percent>`% part of `<file>` on the texture.
389 base.png^[lowpart:25:overlay.png
391 #### `[verticalframe:<t>:<n>`
392 * `<t>` = animation frame count
393 * `<n>` = current animation frame
395 Crops the texture to a frame of a vertical animation.
399 default_torch_animated.png^[verticalframe:16:8
402 Apply a mask to the base image.
404 The mask is applied using binary AND.
406 #### `[sheet:<w>x<h>:<x>,<y>`
407 Retrieves a tile at position x,y from the base image
408 which it assumes to be a tilesheet with dimensions w,h.
411 #### `[colorize:<color>:<ratio>`
412 Colorize the textures with the given color.
413 `<color>` is specified as a `ColorString`.
414 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
415 it is an int, then it specifies how far to interpolate between the
416 colors where 0 is only the texture color and 255 is only `<color>`. If
417 omitted, the alpha of `<color>` will be used as the ratio. If it is
418 the word "`alpha`", then each texture pixel will contain the RGB of
419 `<color>` and the alpha of `<color>` multiplied by the alpha of the
422 #### `[multiply:<color>`
423 Multiplies texture colors with the given color.
424 `<color>` is specified as a `ColorString`.
425 Result is more like what you'd expect if you put a color on top of another
426 color. Meaning white surfaces get a lot of your new color while black parts don't
431 Only Ogg Vorbis files are supported.
433 For positional playing of sounds, only single-channel (mono) files are
434 supported. Otherwise OpenAL will play them non-positionally.
436 Mods should generally prefix their sounds with `modname_`, e.g. given
437 the mod name "`foomod`", a sound could be called:
441 Sounds are referred to by their name with a dot, a single digit and the
442 file extension stripped out. When a sound is played, the actual sound file
443 is chosen randomly from the matching sounds.
445 When playing the sound `foomod_foosound`, the sound is chosen randomly
446 from the available ones of the following files:
448 * `foomod_foosound.ogg`
449 * `foomod_foosound.0.ogg`
450 * `foomod_foosound.1.ogg`
452 * `foomod_foosound.9.ogg`
454 Examples of sound parameter tables:
456 -- Play locationless on all clients
458 gain = 1.0, -- default
460 -- Play locationless to one player
463 gain = 1.0, -- default
465 -- Play locationless to one player, looped
468 gain = 1.0, -- default
471 -- Play in a location
473 pos = {x = 1, y = 2, z = 3},
474 gain = 1.0, -- default
475 max_hear_distance = 32, -- default, uses an euclidean metric
477 -- Play connected to an object, looped
479 object = <an ObjectRef>,
480 gain = 1.0, -- default
481 max_hear_distance = 32, -- default, uses an euclidean metric
485 Looped sounds must either be connected to an object or played locationless to
486 one player using `to_player = name,`
488 ### `SimpleSoundSpec`
490 * e.g. `"default_place_node"`
492 * e.g. `{name = "default_place_node"}`
493 * e.g. `{name = "default_place_node", gain = 1.0}`
495 Registered definitions of stuff
496 -------------------------------
497 Anything added using certain `minetest.register_*` functions get added to
498 the global `minetest.registered_*` tables.
500 * `minetest.register_entity(name, prototype table)`
501 * added to `minetest.registered_entities[name]`
503 * `minetest.register_node(name, node definition)`
504 * added to `minetest.registered_items[name]`
505 * added to `minetest.registered_nodes[name]`
507 * `minetest.register_tool(name, item definition)`
508 * added to `minetest.registered_items[name]`
510 * `minetest.register_craftitem(name, item definition)`
511 * added to `minetest.registered_items[name]`
513 * `minetest.unregister_item(name)`
514 * Unregisters the item name from engine, and deletes the entry with key
515 * `name` from `minetest.registered_items` and from the associated item
516 * table according to its nature: minetest.registered_nodes[] etc
518 * `minetest.register_biome(biome definition)`
519 * returns an integer uniquely identifying the registered biome
520 * added to `minetest.registered_biome` with the key of `biome.name`
521 * if `biome.name` is nil, the key is the returned ID
523 * `minetest.register_ore(ore definition)`
524 * returns an integer uniquely identifying the registered ore
525 * added to `minetest.registered_ores` with the key of `ore.name`
526 * if `ore.name` is nil, the key is the returned ID
528 * `minetest.register_decoration(decoration definition)`
529 * returns an integer uniquely identifying the registered decoration
530 * added to `minetest.registered_decorations` with the key of `decoration.name`
531 * if `decoration.name` is nil, the key is the returned ID
533 * `minetest.register_schematic(schematic definition)`
534 * returns an integer uniquely identifying the registered schematic
535 * added to `minetest.registered_schematic` with the key of `schematic.name`
536 * if `schematic.name` is nil, the key is the returned ID
537 * if the schematic is loaded from a file, schematic.name is set to the filename
538 * if the function is called when loading the mod, and schematic.name is a relative
539 path, then the current mod path will be prepended to the schematic filename
541 * `minetest.clear_registered_biomes()`
542 * clears all biomes currently registered
544 * `minetest.clear_registered_ores()`
545 * clears all ores currently registered
547 * `minetest.clear_registered_decorations()`
548 * clears all decorations currently registered
550 * `minetest.clear_registered_schematics()`
551 * clears all schematics currently registered
553 Note that in some cases you will stumble upon things that are not contained
554 in these tables (e.g. when a mod has been removed). Always check for
555 existence before trying to access the fields.
557 Example: If you want to check the drawtype of a node, you could do:
559 local function get_nodedef_field(nodename, fieldname)
560 if not minetest.registered_nodes[nodename] then
563 return minetest.registered_nodes[nodename][fieldname]
565 local drawtype = get_nodedef_field(nodename, "drawtype")
567 Example: `minetest.get_item_group(name, group)` has been implemented as:
569 function minetest.get_item_group(name, group)
570 if not minetest.registered_items[name] or not
571 minetest.registered_items[name].groups[group] then
574 return minetest.registered_items[name].groups[group]
579 Nodes are the bulk data of the world: cubes and other things that take the
580 space of a cube. Huge amounts of them are handled efficiently, but they
583 The definition of a node is stored and can be accessed by name in
585 minetest.registered_nodes[node.name]
587 See "Registered definitions of stuff".
589 Nodes are passed by value between Lua and the engine.
590 They are represented by a table:
592 {name="name", param1=num, param2=num}
594 `param1` and `param2` are 8-bit integers. The engine uses them for certain
595 automated functions. If you don't use these functions, you can use them to
596 store arbitrary values.
598 The functions of `param1` and `param2` are determined by certain fields in the
601 `param1` is reserved for the engine when `paramtype != "none"`:
604 ^ The value stores light with and without sun in its upper and lower 4 bits
605 respectively. Allows light to propagate from or through the node with
606 light value falling by 1 per node. This is essential for a light source
607 node to spread its light.
609 `param2` is reserved for the engine when any of these are used:
611 liquidtype == "flowing"
612 ^ The level and some flags of the liquid is stored in param2
613 drawtype == "flowingliquid"
614 ^ The drawn liquid level is read from param2
615 drawtype == "torchlike"
616 drawtype == "signlike"
617 paramtype2 == "wallmounted"
618 ^ The rotation of the node is stored in param2. You can make this value
619 by using minetest.dir_to_wallmounted().
620 paramtype2 == "facedir"
621 ^ The rotation of the node is stored in param2. Furnaces and chests are
622 rotated this way. Can be made by using minetest.dir_to_facedir().
624 facedir / 4 = axis direction:
625 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
626 facedir modulo 4 = rotation around that axis
627 paramtype2 == "leveled"
628 paramtype2 == "degrotate"
629 ^ The rotation of this node is stored in param2. Plants are rotated this way.
630 Values range 0 - 179. The value stored in param2 is multiplied by two to
631 get the actual rotation of the node.
632 paramtype2 == "meshoptions"
633 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
634 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
635 a mesh selector. Currently the following meshes are choosable:
636 0 = a "x" shaped plant (ordinary plant)
637 1 = a "+" shaped plant (just rotated 45 degrees)
638 2 = a "*" shaped plant with 3 faces instead of 2
639 3 = a "#" shaped plant with 4 faces instead of 2
640 4 = a "#" shaped plant with 4 faces that lean outwards
641 5-7 are unused and reserved for future meshes.
642 Bits 3 through 7 are optional flags that can be combined and give these
644 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
645 bit 4 (0x10) - Makes the plant mesh 1.4x larger
646 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
647 bits 6-7 are reserved for future use.
648 paramtype2 == "color"
649 ^ `param2` tells which color is picked from the palette.
650 The palette should have 256 pixels.
651 paramtype2 == "colorfacedir"
652 ^ Same as `facedir`, but with colors.
653 The first three bits of `param2` tells which color
654 is picked from the palette.
655 The palette should have 8 pixels.
656 paramtype2 == "colorwallmounted"
657 ^ Same as `wallmounted`, but with colors.
658 The first five bits of `param2` tells which color
659 is picked from the palette.
660 The palette should have 32 pixels.
661 paramtype2 == "glasslikeliquidlevel"
662 ^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
663 param2 defines 64 levels of internal liquid.
664 Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
668 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
671 ^ defines list of collision boxes for the node. If empty, collision boxes
672 will be the same as nodeboxes, in case of any other nodes will be full cube
673 as in the example above.
675 Nodes can also contain extra data. See "Node Metadata".
679 There are a bunch of different looking node types.
681 Look for examples in `games/minimal` or `games/minetest_game`.
689 * `glasslike_framed_optional`
691 * `allfaces_optional`
698 * `nodebox` -- See below. (**Experimental!**)
699 * `mesh` -- use models for nodes
701 `*_optional` drawtypes need less rendering time if deactivated (always client side).
705 Node selection boxes are defined using "node boxes"
707 The `nodebox` node drawtype allows defining visual of nodes consisting of
708 arbitrary number of boxes. It allows defining stuff like stairs. Only the
709 `fixed` and `leveled` box type is supported for these.
711 Please note that this is still experimental, and may be incompatibly
712 changed in the future.
714 A nodebox is defined as any of:
717 -- A normal cube; the default in most things
721 -- A fixed box (facedir param2 is used, if applicable)
723 fixed = box OR {box1, box2, ...}
726 -- A box like the selection box for torches
727 -- (wallmounted param2 is used, if applicable)
728 type = "wallmounted",
734 -- A node that has optional boxes depending on neighbouring nodes'
735 -- presence and type. See also `connects_to`.
737 fixed = box OR {box1, box2, ...}
738 connect_top = box OR {box1, box2, ...}
739 connect_bottom = box OR {box1, box2, ...}
740 connect_front = box OR {box1, box2, ...}
741 connect_left = box OR {box1, box2, ...}
742 connect_back = box OR {box1, box2, ...}
743 connect_right = box OR {box1, box2, ...}
746 A `box` is defined as:
748 {x1, y1, z1, x2, y2, z2}
750 A box of a regular node would look like:
752 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
754 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
755 set to level from `param2`.
760 If drawtype `mesh` is used, tiles should hold model materials textures.
761 Only static meshes are implemented.
762 For supported model formats see Irrlicht engine documentation.
767 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
771 Offset that the noise is translated by (i.e. added) after calculation.
774 Factor that the noise is scaled by (i.e. multiplied) after calculation.
777 Vector containing values by which each coordinate is divided by before calculation.
778 Higher spread values result in larger noise features.
780 A value of `{x=250, y=250, z=250}` is common.
783 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
784 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
787 Number of times the noise gradient is accumulated into the noise.
789 Increase this number to increase the amount of detail in the resulting noise.
791 A value of `6` is common.
794 Factor by which the effect of the noise gradient function changes with each successive octave.
796 Values less than `1` make the details of successive octaves' noise diminish, while values
797 greater than `1` make successive octaves stronger.
799 A value of `0.6` is common.
802 Factor by which the noise feature sizes change with each successive octave.
804 A value of `2.0` is common.
807 Leave this field unset for no special handling.
809 Currently supported are `defaults`, `eased` and `absvalue`.
812 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
816 Maps noise gradient values onto a quintic S-curve before performing interpolation.
817 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
818 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
821 Accumulates the absolute value of each noise gradient result.
823 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
827 spread = {x=500, y=500, z=500},
832 flags = "defaults, absvalue"
834 ^ A single noise parameter table can be used to get 2D or 3D noise,
835 when getting 2D noise spread.z is ignored.
840 These tell in what manner the ore is generated.
842 All default ores are of the uniformly-distributed scatter type.
845 Randomly chooses a location and generates a cluster of ore.
847 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
848 that point is greater than the `noise_threshold`, giving the ability to create
849 a non-equal distribution of ore.
852 Creates a sheet of ore in a blob shape according to the 2D perlin noise
853 described by `noise_params` and `noise_threshold`. This is essentially an
854 improved version of the so-called "stratus" ore seen in some unofficial mods.
856 This sheet consists of vertical columns of uniform randomly distributed height,
857 varying between the inclusive range `column_height_min` and `column_height_max`.
858 If `column_height_min` is not specified, this parameter defaults to 1.
859 If `column_height_max` is not specified, this parameter defaults to `clust_size`
860 for reverse compatibility. New code should prefer `column_height_max`.
862 The `column_midpoint_factor` parameter controls the position of the column at which
863 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
864 columns grow equally starting from each direction. `column_midpoint_factor` is a
865 decimal number ranging in value from 0 to 1. If this parameter is not specified,
868 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
871 Creates a sheet of ore in a cloud-like puff shape.
873 As with the `sheet` ore type, the size and shape of puffs are described by
874 `noise_params` and `noise_threshold` and are placed at random vertical positions
875 within the currently generated chunk.
877 The vertical top and bottom displacement of each puff are determined by the noise
878 parameters `np_puff_top` and `np_puff_bottom`, respectively.
882 Creates a deformed sphere of ore according to 3d perlin noise described by
883 `noise_params`. The maximum size of the blob is `clust_size`, and
884 `clust_scarcity` has the same meaning as with the `scatter` type.
887 Creates veins of ore varying in density by according to the intersection of two
888 instances of 3d perlin noise with diffferent seeds, both described by
889 `noise_params`. `random_factor` varies the influence random chance has on
890 placement of an ore inside the vein, which is `1` by default. Note that
891 modifying this parameter may require adjusting `noise_threshold`.
892 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
893 by this ore type. This ore type is difficult to control since it is sensitive
894 to small changes. The following is a decent set of parameters to work from:
899 spread = {x=200, y=200, z=200},
905 noise_threshold = 1.6
907 WARNING: Use this ore type *very* sparingly since it is ~200x more
908 computationally expensive than any other ore.
912 See section "Flag Specifier Format".
914 Currently supported flags: `absheight`
917 Also produce this same ore between the height range of `-y_max` and `-y_min`.
919 Useful for having ore in sky realms without having to duplicate ore entries.
922 If set, puff ore generation will not taper down large differences in displacement
923 when approaching the edge of a puff. This flag has no effect for ore types other
926 ### `puff_additive_composition`
927 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
928 negative displacement, the sub-column at that point is not generated. With this
929 attribute set, puff ore generation will instead generate the absolute difference in
930 noise displacement values. This flag has no effect for ore types other than `puff`.
934 The varying types of decorations that can be placed.
937 Creates a 1 times `H` times 1 column of a specified node (or a random node from
938 a list, if a decoration list is specified). Can specify a certain node it must
939 spawn next to, such as water or lava, for example. Can also generate a
940 decoration of random height between a specified lower and upper bound.
941 This type of decoration is intended for placement of grass, flowers, cacti,
942 papyri, waterlilies and so on.
945 Copies a box of `MapNodes` from a specified schematic file (or raw description).
946 Can specify a probability of a node randomly appearing when placed.
947 This decoration type is intended to be used for multi-node sized discrete
948 structures, such as trees, cave spikes, rocks, and so on.
953 A schematic specifier identifies a schematic by either a filename to a
954 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
955 in the form of a table. This table specifies the following fields:
957 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
958 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
959 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
960 * The `data` field is a flat table of MapNode tables making up the schematic,
961 in the order of `[z [y [x]]]`. (required)
962 Each MapNode table contains:
963 * `name`: the name of the map node to place (required)
964 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
965 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
966 * `force_place`: boolean representing if the node should forcibly overwrite any
967 previous contents (default: false)
969 About probability values:
970 * A probability value of `0` or `1` means that node will never appear (0% chance).
971 * A probability value of `254` or `255` means the node will always appear (100% chance).
972 * If the probability value `p` is greater than `1`, then there is a
973 `(p / 256 * 100)` percent chance that node will appear when the schematic is
979 See section "Flag Specifier Format".
981 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
984 * `place_center_x`: Placement of this decoration is centered along the X axis.
985 * `place_center_y`: Placement of this decoration is centered along the Y axis.
986 * `place_center_z`: Placement of this decoration is centered along the Z axis.
987 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
992 The position field is used for all element types.
994 To account for differing resolutions, the position coordinates are the percentage
995 of the screen, ranging in value from `0` to `1`.
997 The name field is not yet used, but should contain a description of what the
998 HUD element represents. The direction field is the direction in which something
1001 `0` draws from left to right, `1` draws from right to left, `2` draws from
1002 top to bottom, and `3` draws from bottom to top.
1004 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1005 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1006 Fractional values can be used.
1008 The `offset` field specifies a pixel offset from the position. Contrary to position,
1009 the offset is not scaled to screen size. This allows for some precisely-positioned
1012 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1014 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1016 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1017 in the experimental stages.
1020 Displays an image on the HUD.
1022 * `scale`: The scale of the image, with 1 being the original texture size.
1023 Only the X coordinate scale is used (positive values).
1024 Negative values represent that percentage of the screen it
1025 should take; e.g. `x=-100` means 100% (width).
1026 * `text`: The name of the texture that is displayed.
1027 * `alignment`: The alignment of the image.
1028 * `offset`: offset in pixels from position.
1031 Displays text on the HUD.
1033 * `scale`: Defines the bounding rectangle of the text.
1034 A value such as `{x=100, y=100}` should work.
1035 * `text`: The text to be displayed in the HUD element.
1036 * `number`: An integer containing the RGB value of the color used to draw the text.
1037 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1038 * `alignment`: The alignment of the text.
1039 * `offset`: offset in pixels from position.
1042 Displays a horizontal bar made up of half-images.
1044 * `text`: The name of the texture that is used.
1045 * `number`: The number of half-textures that are displayed.
1046 If odd, will end with a vertically center-split texture.
1048 * `offset`: offset in pixels from position.
1049 * `size`: If used, will force full-image size to this value (override texture pack image size)
1052 * `text`: The name of the inventory list to be displayed.
1053 * `number`: Number of items in the inventory to be displayed.
1054 * `item`: Position of item that is selected.
1056 * `offset`: offset in pixels from position.
1059 Displays distance to selected world position.
1061 * `name`: The name of the waypoint.
1062 * `text`: Distance suffix. Can be blank.
1063 * `number:` An integer containing the RGB value of the color used to draw the text.
1064 * `world_pos`: World position of the waypoint.
1066 Representations of simple things
1067 --------------------------------
1071 {x=num, y=num, z=num}
1073 For helper functions see "Vector helpers".
1076 * `{type="nothing"}`
1077 * `{type="node", under=pos, above=pos}`
1078 * `{type="object", ref=ObjectRef}`
1080 Flag Specifier Format
1081 ---------------------
1082 Flags using the standardized flag specifier format can be specified in either of
1083 two ways, by string or table.
1085 The string format is a comma-delimited set of flag names; whitespace and
1086 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1087 flag, and specifying a flag prefixed by the string `"no"` explicitly
1088 clears the flag from whatever the default may be.
1090 In addition to the standard string flag format, the schematic flags field can
1091 also be a table of flag names to boolean values representing whether or not the
1092 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1093 is present, mapped to a boolean of any value, the specified flag is unset.
1095 E.g. A flag field of value
1097 {place_center_x = true, place_center_y=false, place_center_z=true}
1101 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1103 which is equivalent to
1105 "place_center_x, noplace_center_y, place_center_z"
1109 "place_center_x, place_center_z"
1111 since, by default, no schematic attributes are set.
1117 There are three kinds of items: nodes, tools and craftitems.
1119 * Node (`register_node`): A node from the world.
1120 * Tool (`register_tool`): A tool/weapon that can dig and damage
1121 things according to `tool_capabilities`.
1122 * Craftitem (`register_craftitem`): A miscellaneous item.
1125 Items and item stacks can exist in three formats: Serializes, table format
1129 This is called "stackstring" or "itemstring":
1131 * e.g. `'default:dirt 5'`
1132 * e.g. `'default:pick_wood 21323'`
1133 * e.g. `'default:apple'`
1140 {name="default:dirt", count=5, wear=0, metadata=""}
1142 A wooden pick about 1/3 worn out:
1144 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1148 {name="default:apple", count=1, wear=0, metadata=""}
1151 A native C++ format with many helper methods. Useful for converting
1152 between formats. See the Class reference section for details.
1154 When an item must be passed to a function, it can usually be in any of
1160 In a number of places, there is a group table. Groups define the
1161 properties of a thing (item, node, armor of entity, capabilities of
1162 tool) in such a way that the engine and other mods can can interact with
1163 the thing without actually knowing what the thing is.
1166 Groups are stored in a table, having the group names with keys and the
1167 group ratings as values. For example:
1169 groups = {crumbly=3, soil=1}
1172 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1173 -- ^ A more special dirt-kind of thing
1175 Groups always have a rating associated with them. If there is no
1176 useful meaning for a rating for an enabled group, it shall be `1`.
1178 When not defined, the rating of a group defaults to `0`. Thus when you
1179 read groups, you must interpret `nil` and `0` as the same value, `0`.
1181 You can read the rating of a group for an item or a node by using
1183 minetest.get_item_group(itemname, groupname)
1186 Groups of items can define what kind of an item it is (e.g. wool).
1189 In addition to the general item things, groups are used to define whether
1190 a node is destroyable and how long it takes to destroy by a tool.
1192 ### Groups of entities
1193 For entities, groups are, as of now, used only for calculating damage.
1194 The rating is the percentage of damage caused by tools with this damage group.
1195 See "Entity damage mechanism".
1197 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1198 object.set_armor_groups({fleshy=30, cracky=80})
1201 Groups in tools define which groups of nodes and entities they are
1204 ### Groups in crafting recipes
1205 An example: Make meat soup from any meat, any water and any bowl:
1208 output = 'food:meat_soup_raw',
1214 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1217 Another example: Make red wool from white wool and red dye:
1221 output = 'wool:red',
1222 recipe = {'wool:white', 'group:dye,basecolor_red'},
1226 * `immortal`: Disables the group damage system for an entity
1227 * `level`: Can be used to give an additional sense of progression in the game.
1228 * A larger level will cause e.g. a weapon of a lower level make much less
1229 damage, and get worn out much faster, or not be able to get drops
1230 from destroyed nodes.
1231 * `0` is something that is directly accessible at the start of gameplay
1232 * There is no upper limit
1233 * `dig_immediate`: (player can always pick up node without tool wear)
1234 * `2`: node is removed without tool wear after 0.5 seconds or so
1236 * `3`: node is removed without tool wear immediately (torch)
1237 * `disable_jump`: Player (and possibly other things) cannot jump from node
1238 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1239 * `bouncy`: value is bounce speed in percent
1240 * `falling_node`: if there is no walkable block under the node it will fall
1241 * `attached_node`: if the node under it is not a walkable block the node will be
1242 dropped as an item. If the node is wallmounted the wallmounted direction is
1244 * `soil`: saplings will grow on nodes in this group
1245 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1246 connect to each other
1248 ### Known damage and digging time defining groups
1249 * `crumbly`: dirt, sand
1250 * `cracky`: tough but crackable stuff like stone.
1251 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1252 plants, wire, sheets of metal
1253 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1254 * `fleshy`: Living things like animals and the player. This could imply
1255 some blood effects when hitting.
1256 * `explody`: Especially prone to explosions
1257 * `oddly_breakable_by_hand`:
1258 Can be added to nodes that shouldn't logically be breakable by the
1259 hand but are. Somewhat similar to `dig_immediate`, but times are more
1260 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1261 speed of a tool if the tool can dig at a faster speed than this
1262 suggests for the hand.
1264 ### Examples of custom groups
1265 Item groups are often used for defining, well, _groups of items_.
1266 * `meat`: any meat-kind of a thing (rating might define the size or healing
1267 ability or be irrelevant -- it is not defined as of yet)
1268 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1270 * `flammable`: can be set on fire. Rating might define the intensity of the
1271 fire, affecting e.g. the speed of the spreading of an open fire.
1272 * `wool`: any wool (any origin, any color)
1273 * `metal`: any metal
1274 * `weapon`: any weapon
1275 * `heavy`: anything considerably heavy
1277 ### Digging time calculation specifics
1278 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1279 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1280 faster digging time.
1282 The `level` group is used to limit the toughness of nodes a tool can dig
1283 and to scale the digging times / damage to a greater extent.
1285 **Please do understand this**, otherwise you cannot use the system to it's
1288 Tools define their properties by a list of parameters for groups. They
1289 cannot dig other groups; thus it is important to use a standard bunch of
1290 groups to enable interaction with tools.
1292 #### Tools definition
1295 * Full punch interval
1296 * Maximum drop level
1297 * For an arbitrary list of groups:
1298 * Uses (until the tool breaks)
1299 * Maximum level (usually `0`, `1`, `2` or `3`)
1303 #### Full punch interval
1304 When used as a weapon, the tool will do full damage if this time is spent
1305 between punches. If e.g. half the time is spent, the tool will do half
1308 #### Maximum drop level
1309 Suggests the maximum level of node, when dug with the tool, that will drop
1310 it's useful item. (e.g. iron ore to drop a lump of iron).
1312 This is not automated; it is the responsibility of the node definition
1316 Determines how many uses the tool has when it is used for digging a node,
1317 of this group, of the maximum level. For lower leveled nodes, the use count
1318 is multiplied by `3^leveldiff`.
1320 * `uses=10, leveldiff=0`: actual uses: 10
1321 * `uses=10, leveldiff=1`: actual uses: 30
1322 * `uses=10, leveldiff=2`: actual uses: 90
1325 Tells what is the maximum level of a node of this group that the tool will
1329 List of digging times for different ratings of the group, for nodes of the
1332 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1333 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1334 for this group, and unable to dig the rating `1`, which is the toughest.
1335 Unless there is a matching group that enables digging otherwise.
1338 List of damage for groups of entities. See "Entity damage mechanism".
1340 #### Example definition of the capabilities of a tool
1342 tool_capabilities = {
1343 full_punch_interval=1.5,
1346 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1348 damage_groups = {fleshy=2},
1351 This makes the tool be able to dig nodes that fulfil both of these:
1353 * Have the `crumbly` group
1354 * Have a `level` group less or equal to `2`
1356 Table of resulting digging times:
1358 crumbly 0 1 2 3 4 <- level
1360 1 0.80 1.60 1.60 - -
1361 2 0.60 1.20 1.20 - -
1362 3 0.40 0.80 0.80 - -
1364 level diff: 2 1 0 -1 -2
1366 Table of resulting tool uses:
1375 * At `crumbly==0`, the node is not diggable.
1376 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1377 easy nodes to be quickly breakable.
1378 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1380 Entity damage mechanism
1381 -----------------------
1385 foreach group in cap.damage_groups:
1386 damage += cap.damage_groups[group] * limit(actual_interval /
1387 cap.full_punch_interval, 0.0, 1.0)
1388 * (object.armor_groups[group] / 100.0)
1389 -- Where object.armor_groups[group] is 0 for inexistent values
1392 Client predicts damage based on damage groups. Because of this, it is able to
1393 give an immediate response when an entity is damaged or dies; the response is
1394 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1396 Currently a smoke puff will appear when an entity dies.
1398 The group `immortal` completely disables normal damage.
1400 Entities can define a special armor group, which is `punch_operable`. This
1401 group disables the regular damage mechanism for players punching it by hand or
1402 a non-tool item, so that it can do something else than take damage.
1404 On the Lua side, every punch calls:
1406 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1408 This should never be called directly, because damage is usually not handled by
1411 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1412 accessed unless absolutely required, to encourage interoperability.
1413 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1414 * `tool_capabilities` can be `nil`.
1415 * `direction` is a unit vector, pointing from the source of the punch to
1417 * `damage` damage that will be done to entity
1418 Return value of this function will determin if damage is done by this function
1419 (retval true) or shall be done by engine (retval false)
1421 To punch an entity/object in Lua, call:
1423 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1425 * Return value is tool wear.
1426 * Parameters are equal to the above callback.
1427 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1428 `direction` will be automatically filled in based on the location of `puncher`.
1432 The instance of a node in the world normally only contains the three values
1433 mentioned in "Nodes". However, it is possible to insert extra data into a
1434 node. It is called "node metadata"; See `NodeMetaRef`.
1436 Node metadata contains two things:
1441 Some of the values in the key-value store are handled specially:
1443 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1444 * `infotext`: Text shown on the screen when the node is pointed at
1448 local meta = minetest.get_meta(pos)
1449 meta:set_string("formspec",
1451 "list[context;main;0,0;8,4;]"..
1452 "list[current_player;main;0,5;8,4;]")
1453 meta:set_string("infotext", "Chest");
1454 local inv = meta:get_inventory()
1455 inv:set_size("main", 8*4)
1456 print(dump(meta:to_table()))
1459 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1460 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1461 [10] = "", [11] = "", [12] = "", [13] = "",
1462 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1463 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1464 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1465 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1469 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1476 Item stacks can store metadata too. See `ItemStackMetaRef`.
1478 Item metadata only contains a key-value store.
1480 Some of the values in the key-value store are handled specially:
1482 * `description`: Set the itemstack's description. Defaults to idef.description
1486 local meta = stack:get_meta()
1487 meta:set_string("key", "value")
1488 print(dump(meta:to_table()))
1492 Formspec defines a menu. Currently not much else than inventories are
1493 supported. It is a string, with a somewhat strange format.
1495 Spaces and newlines can be inserted between the blocks, as is used in the
1503 list[context;main;0,0;8,4;]
1504 list[current_player;main;0,5;8,4;]
1509 list[context;fuel;2,3;1,1;]
1510 list[context;src;2,1;1,1;]
1511 list[context;dst;5,1;2,2;]
1512 list[current_player;main;0,5;8,4;]
1514 #### Minecraft-like player inventory
1517 image[1,0.6;1,2;player.png]
1518 list[current_player;main;0,3.5;8,4;]
1519 list[current_player;craft;3,0;3,3;]
1520 list[current_player;craftpreview;7,1;1,1;]
1524 #### `size[<W>,<H>,<fixed_size>]`
1525 * Define the size of the menu in inventory slots
1526 * `fixed_size`: `true`/`false` (optional)
1527 * deprecated: `invsize[<W>,<H>;]`
1529 #### `position[<X>,<Y>]`
1530 * Define the position of the formspec
1531 * A value between 0.0 and 1.0 represents a position inside the screen
1532 * The default value is the center of the screen (0.5, 0.5)
1534 #### `anchor[<X>,<Y>]`
1535 * Define the anchor of the formspec
1536 * A value between 0.0 and 1.0 represents an anchor inside the formspec
1537 * The default value is the center of the formspec (0.5, 0.5)
1539 #### `container[<X>,<Y>]`
1540 * Start of a container block, moves all physical elements in the container by (X, Y)
1541 * Must have matching container_end
1542 * Containers can be nested, in which case the offsets are added
1543 (child containers are relative to parent containers)
1545 #### `container_end[]`
1546 * End of a container, following elements are no longer relative to this container
1548 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1549 * Show an inventory list
1551 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1552 * Show an inventory list
1554 #### `listring[<inventory location>;<list name>]`
1555 * Allows to create a ring of inventory lists
1556 * Shift-clicking on items in one element of the ring
1557 will send them to the next inventory list inside the ring
1558 * The first occurrence of an element inside the ring will
1559 determine the inventory where items will be sent to
1562 * Shorthand for doing `listring[<inventory location>;<list name>]`
1563 for the last two inventory lists added by list[...]
1565 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1566 * Sets background color of slots as `ColorString`
1567 * Sets background color of slots on mouse hovering
1569 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1570 * Sets background color of slots as `ColorString`
1571 * Sets background color of slots on mouse hovering
1572 * Sets color of slots border
1574 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1575 * Sets background color of slots as `ColorString`
1576 * Sets background color of slots on mouse hovering
1577 * Sets color of slots border
1578 * Sets default background color of tooltips
1579 * Sets default font color of tooltips
1581 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1582 * Adds tooltip for an element
1583 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1584 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1586 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1588 * Position and size units are inventory slots
1590 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1591 * Show an inventory image of registered item/node
1592 * Position and size units are inventory slots
1594 #### `bgcolor[<color>;<fullscreen>]`
1595 * Sets background color of formspec as `ColorString`
1596 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1598 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1599 * Use a background. Inventory rectangles are not drawn then.
1600 * Position and size units are inventory slots
1601 * Example for formspec 8x4 in 16x resolution: image shall be sized
1602 8 times 16px times 4 times 16px.
1604 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1605 * Use a background. Inventory rectangles are not drawn then.
1606 * Position and size units are inventory slots
1607 * Example for formspec 8x4 in 16x resolution:
1608 image shall be sized 8 times 16px times 4 times 16px
1609 * If `true` the background is clipped to formspec size
1610 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1612 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1613 * Textual password style field; will be sent to server when a button is clicked
1614 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1616 * `x` and `y` position the field relative to the top left of the menu
1617 * `w` and `h` are the size of the field
1618 * Fields are a set height, but will be vertically centred on `h`
1619 * Position and size units are inventory slots
1620 * `name` is the name of the field as returned in fields to `on_receive_fields`
1621 * `label`, if not blank, will be text printed on the top left above the field
1622 * See field_close_on_enter to stop enter closing the formspec
1624 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1625 * Textual field; will be sent to server when a button is clicked
1626 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1628 * `x` and `y` position the field relative to the top left of the menu
1629 * `w` and `h` are the size of the field
1630 * Fields are a set height, but will be vertically centred on `h`
1631 * Position and size units are inventory slots
1632 * `name` is the name of the field as returned in fields to `on_receive_fields`
1633 * `label`, if not blank, will be text printed on the top left above the field
1634 * `default` is the default value of the field
1635 * `default` may contain variable references such as `${text}'` which
1636 will fill the value from the metadata value `text`
1637 * **Note**: no extra text or more than a single variable is supported ATM.
1638 * See field_close_on_enter to stop enter closing the formspec
1640 #### `field[<name>;<label>;<default>]`
1641 * As above, but without position/size units
1642 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1644 * Special field for creating simple forms, such as sign text input
1645 * Must be used without a `size[]` element
1646 * A "Proceed" button will be added automatically
1647 * See field_close_on_enter to stop enter closing the formspec
1649 #### `field_close_on_enter[<name>;<close_on_enter>]`
1650 * <name> is the name of the field
1651 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
1652 * defaults to true when not specified (ie: no tag for a field)
1654 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1655 * Same as fields above, but with multi-line input
1657 #### `label[<X>,<Y>;<label>]`
1658 * `x` and `y` work as per field
1659 * `label` is the text on the label
1660 * Position and size units are inventory slots
1662 #### `vertlabel[<X>,<Y>;<label>]`
1663 * Textual label drawn vertically
1664 * `x` and `y` work as per field
1665 * `label` is the text on the label
1666 * Position and size units are inventory slots
1668 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1669 * Clickable button. When clicked, fields will be sent.
1670 * `x`, `y` and `name` work as per field
1671 * `w` and `h` are the size of the button
1672 * `label` is the text on the button
1673 * Position and size units are inventory slots
1675 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1676 * `x`, `y`, `w`, `h`, and `name` work as per button
1677 * `texture name` is the filename of an image
1678 * Position and size units are inventory slots
1680 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1681 * `x`, `y`, `w`, `h`, and `name` work as per button
1682 * `texture name` is the filename of an image
1683 * Position and size units are inventory slots
1684 * `noclip=true` means the image button doesn't need to be within specified formsize
1685 * `drawborder`: draw button border or not
1686 * `pressed texture name` is the filename of an image on pressed state
1688 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1689 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1690 * `item name` is the registered name of an item/node,
1691 tooltip will be made out of its description
1692 to override it use tooltip element
1693 * Position and size units are inventory slots
1695 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1696 * When clicked, fields will be sent and the form will quit.
1698 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1699 * When clicked, fields will be sent and the form will quit.
1701 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1702 * Scrollable item list showing arbitrary text elements
1703 * `x` and `y` position the itemlist relative to the top left of the menu
1704 * `w` and `h` are the size of the itemlist
1705 * `name` fieldname sent to server on doubleclick value is current selected element
1706 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1707 * if you want a listelement to start with "#" write "##".
1709 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1710 * Scrollable itemlist showing arbitrary text elements
1711 * `x` and `y` position the item list relative to the top left of the menu
1712 * `w` and `h` are the size of the item list
1713 * `name` fieldname sent to server on doubleclick value is current selected element
1714 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1715 * if you want a listelement to start with "#" write "##"
1716 * Index to be selected within textlist
1717 * `true`/`false`: draw transparent background
1718 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1720 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1721 * Show a tab**header** at specific position (ignores formsize)
1722 * `x` and `y` position the itemlist relative to the top left of the menu
1723 * `name` fieldname data is transferred to Lua
1724 * `caption 1`...: name shown on top of tab
1725 * `current_tab`: index of selected tab 1...
1726 * `transparent` (optional): show transparent
1727 * `draw_border` (optional): draw border
1729 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1730 * Simple colored semitransparent box
1731 * `x` and `y` position the box relative to the top left of the menu
1732 * `w` and `h` are the size of box
1733 * `color` is color specified as a `ColorString`
1735 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1736 * Show a dropdown field
1737 * **Important note**: There are two different operation modes:
1738 1. handle directly on change (only changed dropdown is submitted)
1739 2. read the value on pressing a button (all dropdown values are available)
1740 * `x` and `y` position of dropdown
1742 * Fieldname data is transferred to Lua
1743 * Items to be shown in dropdown
1744 * Index of currently selected dropdown item
1746 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
1748 * `x` and `y`: position of checkbox
1749 * `name` fieldname data is transferred to Lua
1750 * `label` to be shown left of checkbox
1751 * `selected` (optional): `true`/`false`
1753 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1755 * There are two ways to use it:
1756 1. handle the changed event (only changed scrollbar is available)
1757 2. read the value on pressing a button (all scrollbars are available)
1758 * `x` and `y`: position of trackbar
1759 * `w` and `h`: width and height
1760 * `orientation`: `vertical`/`horizontal`
1761 * Fieldname data is transferred to Lua
1762 * Value this trackbar is set to (`0`-`1000`)
1763 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1765 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1766 * Show scrollable table using options defined by the previous `tableoptions[]`
1767 * Displays cells as defined by the previous `tablecolumns[]`
1768 * `x` and `y`: position the itemlist relative to the top left of the menu
1769 * `w` and `h` are the size of the itemlist
1770 * `name`: fieldname sent to server on row select or doubleclick
1771 * `cell 1`...`cell n`: cell contents given in row-major order
1772 * `selected idx`: index of row to be selected within table (first row = `1`)
1773 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1775 #### `tableoptions[<opt 1>;<opt 2>;...]`
1776 * Sets options for `table[]`
1778 * default text color (`ColorString`), defaults to `#FFFFFF`
1779 * `background=#RRGGBB`
1780 * table background color (`ColorString`), defaults to `#000000`
1781 * `border=<true/false>`
1782 * should the table be drawn with a border? (default: `true`)
1783 * `highlight=#RRGGBB`
1784 * highlight background color (`ColorString`), defaults to `#466432`
1785 * `highlight_text=#RRGGBB`
1786 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1787 * `opendepth=<value>`
1788 * all subtrees up to `depth < value` are open (default value = `0`)
1789 * only useful when there is a column of type "tree"
1791 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1792 * Sets columns for `table[]`
1793 * Types: `text`, `image`, `color`, `indent`, `tree`
1794 * `text`: show cell contents as text
1795 * `image`: cell contents are an image index, use column options to define images
1796 * `color`: cell contents are a ColorString and define color of following cell
1797 * `indent`: cell contents are a number and define indentation of following cell
1798 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1801 * for `text` and `image`: content alignment within cells.
1802 Available values: `left` (default), `center`, `right`, `inline`
1804 * for `text` and `image`: minimum width in em (default: `0`)
1805 * for `indent` and `tree`: indent width in em (default: `1.5`)
1806 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1807 Exception: defaults to 0 for indent columns
1808 * `tooltip=<value>`: tooltip text (default: empty)
1809 * `image` column options:
1810 * `0=<value>` sets image for image index 0
1811 * `1=<value>` sets image for image index 1
1812 * `2=<value>` sets image for image index 2
1813 * and so on; defined indices need not be contiguous empty or
1814 non-numeric cells are treated as `0`.
1815 * `color` column options:
1816 * `span=<value>`: number of following columns to affect (default: infinite)
1818 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1819 pass key press events to formspec!
1823 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1824 * `"current_player"`: Player to whom the menu is shown
1825 * `"player:<name>"`: Any player
1826 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1827 * `"detached:<name>"`: A detached inventory
1829 Player Inventory lists
1830 ----------------------
1831 * `main`: list containing the default inventory
1832 * `craft`: list containing the craft input
1833 * `craftpreview`: list containing the craft output
1834 * `hand`: list containing an override for the empty hand
1838 `#RGB` defines a color in hexadecimal format.
1840 `#RGBA` defines a color in hexadecimal format and alpha channel.
1842 `#RRGGBB` defines a color in hexadecimal format.
1844 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1846 Named colors are also supported and are equivalent to
1847 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1848 To specify the value of the alpha channel, append `#AA` to the end of the color name
1849 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1850 value must (always) be two hexadecimal digits.
1854 A ColorSpec specifies a 32-bit color. It can be written in either:
1855 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
1856 `colorspec = {a=255, r=0, g=255, b=0}`
1857 numerical form, the raw integer value of an ARGB8 quad:
1858 `colorspec = 0xFF00FF00`
1859 or string form, a ColorString (defined above):
1860 `colorspec = "green"`
1864 Most text can contain escape sequences, that can for example color the text.
1865 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
1866 The following functions provide escape sequences:
1867 * `core.get_color_escape_sequence(color)`:
1868 * `color` is a ColorString
1869 * The escape sequence sets the text color to `color`
1870 * `core.colorize(color, message)`:
1872 `core.get_color_escape_sequence(color) ..
1874 core.get_color_escape_sequence("#ffffff")`
1875 * `color.get_background_escape_sequence(color)`
1876 * `color` is a ColorString
1877 * The escape sequence sets the background of the whole text element to
1878 `color`. Only defined for item descriptions and tooltips.
1879 * `color.strip_foreground_colors(str)`
1880 * Removes foreground colors added by `get_color_escape_sequence`.
1881 * `color.strip_background_colors(str)`
1882 * Removes background colors added by `get_background_escape_sequence`.
1883 * `color.strip_colors(str)`
1884 * Removes all color escape sequences.
1888 * `vector.new(a[, b, c])`: returns a vector:
1889 * A copy of `a` if `a` is a vector.
1890 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
1891 * `vector.direction(p1, p2)`: returns a vector
1892 * `vector.distance(p1, p2)`: returns a number
1893 * `vector.length(v)`: returns a number
1894 * `vector.normalize(v)`: returns a vector
1895 * `vector.floor(v)`: returns a vector, each dimension rounded down
1896 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
1897 * `vector.apply(v, func)`: returns a vector
1898 * `vector.equals(v1, v2)`: returns a boolean
1899 * `vector.sort(v1, v2)`: returns minp, maxp vectors of the cuboid defined by v1 and v2
1901 For the following functions `x` can be either a vector or a number:
1903 * `vector.add(v, x)`: returns a vector
1904 * `vector.subtract(v, x)`: returns a vector
1905 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
1906 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
1910 * `dump2(obj, name="_", dumped={})`
1911 * Return object serialized as a string, handles reference loops
1912 * `dump(obj, dumped={})`
1913 * Return object serialized as a string
1914 * `math.hypot(x, y)`
1915 * Get the hypotenuse of a triangle with legs x and y.
1916 Useful for distance calculation.
1917 * `math.sign(x, tolerance)`
1918 * Get the sign of a number.
1919 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1920 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1921 * sep_is_pattern=false)`
1922 * If `max_splits` is negative, do not limit splits.
1923 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1924 * e.g. `string:split("a,b", ",") == {"a","b"}`
1926 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1927 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns `"(X,Y,Z)"`
1928 * Convert position to a printable string
1929 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
1930 * `minetest.string_to_pos(string)`: returns a position
1931 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1932 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
1933 * Converts a string representing an area box into two positions
1934 * `minetest.formspec_escape(string)`: returns a string
1935 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1936 * `minetest.is_yes(arg)`
1937 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
1938 * `minetest.get_us_time()`
1939 * returns time with microsecond precision. May not return wall time.
1940 * `table.copy(table)`: returns a table
1941 * returns a deep copy of `table`
1943 `minetest` namespace reference
1944 ------------------------------
1948 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
1949 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1950 * Useful for loading additional `.lua` modules or static data from mod
1951 * `minetest.get_modnames()`: returns a list of installed mods
1952 * Return a list of installed mods, sorted alphabetically
1953 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1954 * Useful for storing custom data
1955 * `minetest.is_singleplayer()`
1956 * `minetest.features`: Table containing API feature flags
1958 glasslike_framed = true,
1959 nodebox_as_selectionbox = true,
1960 chat_send_player_param3 = true,
1961 get_all_craft_recipes_works = true,
1962 use_texture_alpha = true,
1963 -- ^ The transparency channel of textures can be used optionally
1964 no_legacy_abms = true,
1965 -- ^ Tree and grass ABMs are no longer done from C++
1966 texture_names_parens = true,
1967 -- ^ Texture grouping is possible using parentheses
1968 area_store_custom_ids = true,
1969 -- ^ Unique Area ID for AreaStore:insert_area
1970 add_entity_with_staticdata = true,
1971 -- ^ add_entity supports passing initial staticdata to on_activate
1972 no_chat_message_prediction = true,
1973 -- ^ Chat messages are no longer predicted
1975 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1976 * `arg`: string or table in format `{foo=true, bar=true}`
1977 * `missing_features`: `{foo=true, bar=true}`
1978 * `minetest.get_player_information(player_name)`:
1979 * Returns a table containing information about a player
1980 Example return value:
1982 address = "127.0.0.1", -- IP address of client
1983 ip_version = 4, -- IPv4 / IPv6
1984 min_rtt = 0.01, -- minimum round trip time
1985 max_rtt = 0.2, -- maximum round trip time
1986 avg_rtt = 0.02, -- average round trip time
1987 min_jitter = 0.01, -- minimum packet time jitter
1988 max_jitter = 0.5, -- maximum packet time jitter
1989 avg_jitter = 0.03, -- average packet time jitter
1990 connection_uptime = 200, -- seconds since client connected
1992 -- following information is available on debug build only!!!
1993 -- DO NOT USE IN MODS
1994 --ser_vers = 26, -- serialization version used by client
1995 --prot_vers = 23, -- protocol version used by client
1996 --major = 0, -- major version number
1997 --minor = 4, -- minor version number
1998 --patch = 10, -- patch version number
1999 --vers_string = "0.4.9-git", -- full version string
2000 --state = "Active" -- current client state
2002 * `minetest.mkdir(path)`: returns success.
2003 * Creates a directory specified by `path`, creating parent directories
2004 if they don't exist.
2005 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
2007 * nil: return all entries,
2008 * true: return only subdirectory names, or
2009 * false: return only file names.
2010 * `minetest.get_version()`: returns a table containing components of the
2011 engine version. Components:
2012 * `project`: Name of the project, eg, "Minetest"
2013 * `string`: Simple version, eg, "1.2.3-dev"
2014 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
2015 Use this for informational purposes only. The information in the returned
2016 table does not represent the capabilities of the engine, nor is it
2017 reliable or verifyable. Compatible forks will have a different name and
2018 version entirely. To check for the presence of engine features, test
2019 whether the functions exported by the wanted features exist. For example:
2020 `if core.nodeupdate then ... end`.
2023 * `minetest.debug(...)`
2024 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
2025 * `minetest.log([level,] text)`
2026 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
2027 `"info"`, or `"verbose"`. Default is `"none"`.
2029 ### Registration functions
2030 Call these functions only at load time!
2032 * `minetest.register_entity(name, prototype table)`
2033 * `minetest.register_abm(abm definition)`
2034 * `minetest.register_lbm(lbm definition)`
2035 * `minetest.register_node(name, node definition)`
2036 * `minetest.register_tool(name, item definition)`
2037 * `minetest.register_craftitem(name, item definition)`
2038 * `minetest.unregister_item(name)`
2039 * `minetest.register_alias(name, convert_to)`
2040 * `minetest.register_alias_force(name, convert_to)`
2041 * `minetest.register_craft(recipe)`
2042 * Check recipe table syntax for different types below.
2043 * `minetest.clear_craft(recipe)`
2044 * Will erase existing craft based either on output item or on input recipe.
2045 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
2046 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
2047 * If no erase candidate could be found, Lua exception will be thrown.
2048 * Warning! The type field ("shaped","cooking" or any other) will be ignored if the recipe
2049 contains output. Erasing is then done independently from the crafting method.
2050 * `minetest.register_ore(ore definition)`
2051 * `minetest.register_biome(biome definition)`
2052 * `minetest.register_decoration(decoration definition)`
2053 * `minetest.override_item(name, redefinition)`
2054 * Overrides fields of an item registered with register_node/tool/craftitem.
2055 * Note: Item must already be defined, (opt)depend on the mod defining it.
2056 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2057 * `minetest.clear_registered_ores()`
2058 * `minetest.clear_registered_biomes()`
2059 * `minetest.clear_registered_decorations()`
2061 ### Global callback registration functions
2062 Call these functions only at load time!
2064 * `minetest.register_globalstep(func(dtime))`
2065 * Called every server step, usually interval of 0.1s
2066 * `minetest.register_on_shutdown(func())`
2067 * Called before server shutdown
2068 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
2069 callbacks **will likely not be run**. Data should be saved at
2070 semi-frequent intervals as well as on server shutdown.
2071 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2072 * Called when a node has been placed
2073 * If return `true` no item is taken from `itemstack`
2074 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
2076 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2077 * Called when a node has been dug.
2078 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
2080 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2081 * Called when a node is punched
2082 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2083 * Called after generating a piece of world. Modifying nodes inside the area
2084 is a bit faster than usually.
2085 * `minetest.register_on_newplayer(func(ObjectRef))`
2086 * Called after a new player has been created
2087 * `minetest.register_on_dieplayer(func(ObjectRef))`
2088 * Called when a player dies
2089 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2090 * Called when a player is punched
2091 * `player` - ObjectRef - Player that was punched
2092 * `hitter` - ObjectRef - Player that hit
2093 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
2094 * `tool_capabilities`: capability table of used tool (can be nil)
2095 * `dir`: unit vector of direction of punch. Always defined. Points from
2096 the puncher to the punched.
2097 * `damage` - number that represents the damage calculated by the engine
2098 * should return `true` to prevent the default damage mechanism
2099 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2100 * Called when the player gets damaged or healed
2101 * `player`: ObjectRef of the player
2102 * `hp_change`: the amount of change. Negative when it is damage.
2103 * `modifier`: when true, the function should return the actual hp_change.
2104 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2105 modifiers can return true as a second argument to stop the execution of further functions.
2106 Non-modifiers receive the final hp change calculated by the modifiers.
2107 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2108 * Called when player is to be respawned
2109 * Called _before_ repositioning of player occurs
2110 * return true in func to disable regular player placement
2111 * `minetest.register_on_prejoinplayer(func(name, ip))`
2112 * Called before a player joins the game
2113 * If it returns a string, the player is disconnected with that string as reason
2114 * `minetest.register_on_joinplayer(func(ObjectRef))`
2115 * Called when a player joins the game
2116 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2117 * Called when a player leaves the game
2118 * `timed_out`: True for timeout, false for other reasons.
2119 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2120 * Called when a player cheats
2121 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2123 * `interacted_too_far`
2124 * `interacted_while_dead`
2125 * `finished_unknown_dig`
2128 * `minetest.register_on_chat_message(func(name, message))`
2129 * Called always when a player says something
2130 * Return `true` to mark the message as handled, which means that it will not be sent to other players
2131 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2132 * Called when a button is pressed in player's inventory form
2133 * Newest functions are called first
2134 * If function returns `true`, remaining functions are not called
2135 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2136 * Called when `player` crafts something
2137 * `itemstack` is the output
2138 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2139 * `craft_inv` is the inventory with the crafting grid
2140 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2141 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2142 * The same as before, except that it is called before the player crafts, to make
2143 craft prediction, and it should not change anything.
2144 * `minetest.register_on_protection_violation(func(pos, name))`
2145 * Called by `builtin` and mods when a player violates protection at a position
2146 (eg, digs a node or punches a protected entity).
2147 * The registered functions can be called using `minetest.record_protection_violation`
2148 * The provided function should check that the position is protected by the mod
2149 calling this function before it prints a message, if it does, to allow for
2150 multiple protection mods.
2151 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2152 * Called when an item is eaten, by `minetest.item_eat`
2153 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2155 ### Other registration functions
2156 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2157 * Adds definition to minetest.registered_chatcommands
2158 * `minetest.override_chatcommand(name, redefinition)`
2159 * Overrides fields of a chatcommand registered with register_chatcommand.
2160 * `minetest.unregister_chatcommand(name)`
2161 * Unregisters a chatcommands registered with register_chatcommand.
2162 * `minetest.register_privilege(name, definition)`
2163 * `definition`: `"description text"`
2164 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2165 the default of `give_to_singleplayer` is true
2166 * To allow players with basic_privs to grant, see basic_privs minetest.conf setting.
2167 * `minetest.register_authentication_handler(handler)`
2168 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
2171 * `minetest.setting_set(name, value)`
2172 * Setting names can't contain whitespace or any of `="{}#`.
2173 * Setting values can't contain the sequence `\n"""`.
2174 * Setting names starting with "secure." can't be set.
2175 * `minetest.setting_get(name)`: returns string or `nil`
2176 * `minetest.setting_setbool(name, value)`
2177 * See documentation on `setting_set` for restrictions.
2178 * `minetest.setting_getbool(name)`: returns boolean or `nil`
2179 * `minetest.setting_get_pos(name)`: returns position or nil
2180 * `minetest.setting_save()`, returns `nil`, save all settings to config file
2183 * `minetest.notify_authentication_modified(name)`
2184 * Should be called by the authentication handler if privileges changes.
2185 * To report everybody, set `name=nil`.
2186 * `minetest.check_password_entry(name, entry, password)`
2187 * Returns true if the "db entry" for a player with name matches given
2188 * password, false otherwise.
2189 * The "db entry" is the usually player-individual value that is derived
2190 * from the player's chosen password and stored on the server in order to allow
2191 * authentication whenever the player desires to log in.
2192 * Only use this function for making it possible to log in via the password from
2193 * via protocols like IRC, other uses for inside the game are frowned upon.
2194 * `minetest.get_password_hash(name, raw_password)`
2195 * Convert a name-password pair to a password hash that Minetest can use.
2196 * The returned value alone is not a good basis for password checks based
2197 * on comparing the password hash in the database with the password hash
2198 * from the function, with an externally provided password, as the hash
2199 * in the db might use the new SRP verifier format.
2200 * For this purpose, use minetest.check_password_entry instead.
2201 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2202 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2203 * Convert between two privilege representations
2204 * `minetest.set_player_password(name, password_hash)`
2205 * `minetest.set_player_privs(name, {priv1=true,...})`
2206 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2207 * `minetest.auth_reload()`
2208 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2209 * A quickhand for checking privileges.
2210 * `player_or_name`: Either a Player object or the name of a player.
2211 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2212 a table, e.g. `{ priva = true, privb = true }`.
2213 * `minetest.get_player_ip(name)`: returns an IP address string
2215 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2216 and `minetest.auth_reload` call the authetification handler.
2219 * `minetest.chat_send_all(text)`
2220 * `minetest.chat_send_player(name, text)`
2222 ### Environment access
2223 * `minetest.set_node(pos, node)`
2224 * `minetest.add_node(pos, node): alias set_node(pos, node)`
2225 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
2226 * `minetest.swap_node(pos, node)`
2227 * Set node at position, but don't remove metadata
2228 * `minetest.remove_node(pos)`
2229 * Equivalent to `set_node(pos, "air")`
2230 * `minetest.get_node(pos)`
2231 * Returns the node at the given position as table in the format
2232 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2234 * `minetest.get_node_or_nil(pos)`
2235 * Same as `get_node` but returns `nil` for unloaded areas.
2236 * `minetest.get_node_light(pos, timeofday)`
2237 * Gets the light value at the given position. Note that the light value
2238 "inside" the node at the given position is returned, so you usually want
2239 to get the light value of a neighbor.
2240 * `pos`: The position where to measure the light.
2241 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2242 * Returns a number between `0` and `15` or `nil`
2243 * `minetest.place_node(pos, node)`
2244 * Place node with the same effects that a player would cause
2245 * `minetest.dig_node(pos)`
2246 * Dig node with the same effects that a player would cause
2247 * Returns `true` if successful, `false` on failure (e.g. protected location)
2248 * `minetest.punch_node(pos)`
2249 * Punch node with the same effects that a player would cause
2250 * `minetest.spawn_falling_node(pos)`
2251 * Change node into falling node
2252 * Returns `true` if successful, `false` on failure
2254 * `minetest.find_nodes_with_meta(pos1, pos2)`
2255 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2256 * `minetest.get_meta(pos)`
2257 * Get a `NodeMetaRef` at that position
2258 * `minetest.get_node_timer(pos)`
2259 * Get `NodeTimerRef`
2261 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position
2262 * Returns `ObjectRef`, or `nil` if failed
2263 * `minetest.add_item(pos, item)`: Spawn item
2264 * Returns `ObjectRef`, or `nil` if failed
2265 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2266 * `minetest.get_objects_inside_radius(pos, radius)`
2267 * `radius`: using an euclidean metric
2268 * `minetest.set_timeofday(val)`
2269 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2270 * `minetest.get_timeofday()`
2271 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2272 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2273 * accounting for time changes.
2274 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
2275 * `radius`: using a maximum metric
2276 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2277 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
2278 * returns as second value a table with the count of the individual nodes found
2279 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2280 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
2281 * returned positions are nodes with a node air above
2282 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2283 * `minetest.get_perlin(noiseparams)`
2284 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2285 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2286 * `minetest.get_voxel_manip([pos1, pos2])`
2287 * Return voxel manipulator object.
2288 * Loads the manipulator from the map if positions are passed.
2289 * `minetest.set_gen_notify(flags, {deco_ids})`
2290 * Set the types of on-generate notifications that should be collected
2291 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2292 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2293 * The second parameter is a list of IDS of decorations which notification is requested for
2294 * `get_gen_notify()`: returns a flagstring and a table with the deco_ids
2295 * `minetest.get_mapgen_object(objectname)`
2296 * Return requested mapgen object if available (see "Mapgen objects")
2297 * `minetest.get_biome_id(biome_name)`
2298 * Returns the biome id, as used in the biomemap Mapgen object, for a
2299 given biome_name string.
2300 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2301 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2302 * Deprecated: use minetest.get_mapgen_setting(name) instead
2303 * `minetest.set_mapgen_params(MapgenParams)`
2304 * Deprecated: use minetest.set_mapgen_setting(name, value, override) instead
2305 * Set map generation parameters
2306 * Function cannot be called after the registration period; only initialization
2307 and `on_mapgen_init`
2308 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2310 * Leave field unset to leave that parameter unchanged
2311 * `flags` contains a comma-delimited string of flags to set,
2312 or if the prefix `"no"` is attached, clears instead.
2313 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2314 * `minetest.get_mapgen_setting(name)`
2315 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2316 order of precedence:
2317 1) Settings loaded from map_meta.txt or overrides set during mod execution
2318 2) Settings set by mods without a metafile override
2319 3) Settings explicitly set in the user config file, minetest.conf
2320 4) Settings set as the user config default
2321 * `minetest.get_mapgen_setting_noiseparams(name)`
2322 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2323 and is a valid NoiseParams
2324 * `minetest.set_mapgen_setting(name, value, [override_meta])`
2325 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2326 is not already present in map_meta.txt.
2327 * `override_meta` is an optional boolean (default: `false`). If this is set to true,
2328 the setting will become the active setting regardless of the map metafile contents.
2329 * Note: to set the seed, use "seed", not "fixed_map_seed"
2330 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
2331 * Same as above, except value is a NoiseParams table.
2332 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2333 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2334 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2335 should be applied to the default config or current active config
2336 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2337 * `minetest.generate_ores(vm, pos1, pos2)`
2338 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2339 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2340 * `minetest.generate_decorations(vm, pos1, pos2)`
2341 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2342 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2343 * `minetest.clear_objects([options])`
2344 * Clear all objects in the environment
2345 * Takes an optional table as an argument with the field `mode`.
2346 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2347 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2348 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2349 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2350 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2351 * fetched from memory, loaded from disk, or if inexistent, generates them.
2352 * If `callback` is a valid Lua function, this will be called for each block emerged.
2353 * The function signature of callback is:
2354 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2355 * - `blockpos` is the *block* coordinates of the block that had been emerged
2356 * - `action` could be one of the following constant values:
2357 * `core.EMERGE_CANCELLED`, `core.EMERGE_ERRORED`, `core.EMERGE_FROM_MEMORY`,
2358 * `core.EMERGE_FROM_DISK`, `core.EMERGE_GENERATED`
2359 * - `calls_remaining` is the number of callbacks to be expected after this one
2360 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2361 * parameter was absent)
2362 * `minetest.delete_area(pos1, pos2)`
2363 * delete all mapblocks in the area from pos1 to pos2, inclusive
2364 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2365 * Check if there is a direct line of sight between `pos1` and `pos2`
2366 * Returns the position of the blocking node when `false`
2367 * `pos1`: First position
2368 * `pos2`: Second position
2369 * `stepsize`: smaller gives more accurate results but requires more computing
2370 time. Default is `1`.
2371 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2372 * returns table containing path
2373 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2374 * `pos1`: start position
2375 * `pos2`: end position
2376 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2377 * `max_jump`: maximum height difference to consider walkable
2378 * `max_drop`: maximum height difference to consider droppable
2379 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2380 * `minetest.spawn_tree (pos, {treedef})`
2381 * spawns L-system tree at given `pos` with definition in `treedef` table
2382 * Warning: L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
2383 Often these bugs appear as subtle shadows in water.
2384 * `minetest.transforming_liquid_add(pos)`
2385 * add node to liquid update queue
2386 * `minetest.get_node_max_level(pos)`
2387 * get max available level for leveled node
2388 * `minetest.get_node_level(pos)`
2389 * get level of leveled node (water, snow)
2390 * `minetest.set_node_level(pos, level)`
2391 * set level of leveled node, default `level` equals `1`
2392 * if `totallevel > maxlevel`, returns rest (`total-max`).
2393 * `minetest.add_node_level(pos, level)`
2394 * increase level of leveled node by level, default `level` equals `1`
2395 * if `totallevel > maxlevel`, returns rest (`total-max`)
2396 * can be negative for decreasing
2397 * `core.check_single_for_falling(pos)`
2398 * causes an unsupported `group:falling_node` node to fall and causes an
2399 unattached `group:attached_node` node to fall.
2400 * does not spread these updates to neighbours.
2401 * `core.check_for_falling(pos)`
2402 * causes an unsupported `group:falling_node` node to fall and causes an
2403 unattached `group:attached_node` node to fall.
2404 * spread these updates to neighbours and can cause a cascade
2408 `minetest.get_inventory(location)`: returns an `InvRef`
2411 * `{type="player", name="celeron55"}`
2412 * `{type="node", pos={x=, y=, z=}}`
2413 * `{type="detached", name="creative"}`
2414 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
2415 * callbacks: See "Detached inventory callbacks"
2416 * player_name: Make detached inventory available to one player exclusively,
2417 by default they will be sent to every player (even if not used).
2418 Note that this parameter is mostly just a workaround and will be removed in future releases.
2419 * Creates a detached inventory. If it already exists, it is cleared.
2420 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2421 returns left over ItemStack
2422 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2425 * `minetest.show_formspec(playername, formname, formspec)`
2426 * `playername`: name of player to show formspec
2427 * `formname`: name passed to `on_player_receive_fields` callbacks.
2428 It should follow the `"modname:<whatever>"` naming convention
2429 * `formspec`: formspec to display
2430 * `minetest.close_formspec(playername, formname)`
2431 * `playername`: name of player to close formspec
2432 * `formname`: has to exactly match the one given in show_formspec, or the formspec will
2434 * calling show_formspec(playername, formname, "") is equal to this expression
2435 * to close a formspec regardless of the formname, call
2436 minetest.close_formspec(playername, ""). USE THIS ONLY WHEN ABSOLUTELY NECESSARY!
2437 * `minetest.formspec_escape(string)`: returns a string
2438 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2439 * `minetest.explode_table_event(string)`: returns a table
2440 * returns e.g. `{type="CHG", row=1, column=2}`
2442 * `"INV"`: no row selected)
2443 * `"CHG"`: selected)
2444 * `"DCL"`: double-click
2445 * `minetest.explode_textlist_event(string)`: returns a table
2446 * returns e.g. `{type="CHG", index=1}`
2448 * `"INV"`: no row selected)
2449 * `"CHG"`: selected)
2450 * `"DCL"`: double-click
2451 * `minetest.explode_scrollbar_event(string)`: returns a table
2452 * returns e.g. `{type="CHG", value=500}`
2454 * `"INV"`: something failed
2455 * `"CHG"`: has been changed
2456 * `"VAL"`: not changed
2459 * `minetest.inventorycube(img1, img2, img3)`
2460 * Returns a string for making an image of a cube (useful as an item image)
2461 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2462 * Get position of a `pointed_thing` (that you can get from somewhere)
2463 * `minetest.dir_to_facedir(dir, is6d)`
2464 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2465 * passing something non-`nil`/`false` for the optional second parameter causes it to
2466 take the y component into account
2467 * `minetest.facedir_to_dir(facedir)`
2468 * Convert a facedir back into a vector aimed directly out the "back" of a node
2469 * `minetest.dir_to_wallmounted(dir)`
2470 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2471 * `minetest.wallmounted_to_dir(wallmounted)`
2472 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2473 * `minetest.dir_to_yaw(dir)`
2474 * Convert a vector into a yaw (angle)
2475 * `minetest.yaw_to_dir(yaw)`
2476 * Convert yaw (angle) to a vector
2477 * `minetest.get_node_drops(nodename, toolname)`
2478 * Returns list of item names.
2479 * **Note**: This will be removed or modified in a future version.
2480 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2481 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2482 * `input.width` = for example `3`
2483 * `input.items` = for example
2484 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2485 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2486 * `output.time` = a number, if unsuccessful: `0`
2487 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2488 `decremented_input.items`
2489 * `decremented_input` = like `input`
2490 * `minetest.get_craft_recipe(output)`: returns input
2491 * returns last registered recipe for output item (node)
2492 * `output` is a node or item type such as `"default:torch"`
2493 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2494 * `input.width` = for example `3`
2495 * `input.items` = for example
2496 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2497 * `input.items` = `nil` if no recipe found
2498 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2499 * returns indexed table with all registered recipes for query item (node)
2500 or `nil` if no recipe was found
2501 * recipe entry table:
2503 method = 'normal' or 'cooking' or 'fuel'
2504 width = 0-3, 0 means shapeless recipe
2505 items = indexed [1-9] table with recipe items
2506 output = string with item name and quantity
2508 * Example query for `"default:gold_ingot"` will return table:
2510 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2511 items = {1 = "default:gold_lump"}},
2512 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2513 items = {1 = "default:goldblock"}}
2515 * `minetest.handle_node_drops(pos, drops, digger)`
2516 * `drops`: list of itemstrings
2517 * Handles drops from nodes after digging: Default action is to put them into
2519 * Can be overridden to get different functionality (e.g. dropping items on
2523 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2524 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2525 * Find who has done something to a node, or near a node
2526 * `actor`: `"player:<name>"`, also `"liquid"`.
2527 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2528 * Revert latest actions of someone
2529 * `actor`: `"player:<name>"`, also `"liquid"`.
2531 ### Defaults for the `on_*` item definition functions
2532 These functions return the leftover itemstack.
2534 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2535 * Place item as a node
2536 * `param2` overrides `facedir` and wallmounted `param2`
2537 * returns `itemstack, success`
2538 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2540 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2541 * Use one of the above based on what the item is.
2542 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2543 * **Note**: is not called when wielded item overrides `on_place`
2544 * `param2` overrides `facedir` and wallmounted `param2`
2545 * returns `itemstack, success`
2546 * `minetest.item_drop(itemstack, dropper, pos)`
2548 * `minetest.item_eat(hp_change, replace_with_item)`
2550 * `replace_with_item` is the itemstring which is added to the inventory.
2551 If the player is eating a stack, then replace_with_item goes to a
2552 different spot. Can be `nil`
2553 * See `minetest.do_item_eat`
2555 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2556 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2557 * Calls functions registered by `minetest.register_on_punchnode()`
2558 * `minetest.node_dig(pos, node, digger)`
2559 * Checks if node can be dug, puts item into inventory, removes node
2560 * Calls functions registered by `minetest.registered_on_dignodes()`
2563 * `minetest.sound_play(spec, parameters)`: returns a handle
2564 * `spec` is a `SimpleSoundSpec`
2565 * `parameters` is a sound parameter table
2566 * `minetest.sound_stop(handle)`
2569 * `minetest.after(time, func, ...)`
2570 * Call the function `func` after `time` seconds, may be fractional
2571 * Optional: Variable number of arguments that are passed to `func`
2574 * `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
2575 and `reconnect` == true displays a reconnect button.
2576 * `minetest.get_server_status()`: returns server status string
2577 * `minetest.get_server_uptime()`: returns the server uptime in seconds
2580 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2581 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2582 * `minetest.ban_player(name)`: ban a player
2583 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2584 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2587 * `minetest.add_particle(particle definition)`
2588 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2589 size, collisiondetection, texture, playername)`
2591 * `minetest.add_particlespawner(particlespawner definition)`
2592 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2593 * Returns an `id`, and -1 if adding didn't succeed
2594 * `Deprecated: minetest.add_particlespawner(amount, time,
2598 minexptime, maxexptime,
2600 collisiondetection, texture, playername)`
2602 * `minetest.delete_particlespawner(id, player)``
2603 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2604 * If playername is specified, only deletes on the player's client,
2605 * otherwise on all clients
2608 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2609 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2610 * Apply the specified probability values to the specified nodes in `probability_list`.
2611 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2612 * `pos` is the 3D vector specifying the absolute coordinates of the
2613 node being modified,
2614 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2615 * If there are two or more entries with the same pos value, the
2617 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2618 * If `probability_list` equals `nil`, no probabilities are applied.
2619 * Slice probability works in the same manner, except takes a field
2620 called `ypos` instead which
2621 indicates the y position of the slice with a probability applied.
2622 * If slice probability list equals `nil`, no slice probabilities are applied.
2623 * Saves schematic in the Minetest Schematic format to filename.
2625 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2626 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2627 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2628 * If the `rotation` parameter is omitted, the schematic is not rotated.
2629 * `replacements` = `{["old_name"] = "convert_to", ...}`
2630 * `force_placement` is a boolean indicating whether nodes other than `air` and
2631 `ignore` are replaced by the schematic
2632 * Returns nil if the schematic could not be loaded.
2634 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2635 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2636 specified VoxelManip object `vmanip` instead of the whole map.
2637 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
2638 containing the full area required, and true if the whole schematic was able to fit.
2639 * Returns nil if the schematic could not be loaded.
2640 * After execution, any external copies of the VoxelManip contents are invalidated.
2642 * `minetest.serialize_schematic(schematic, format, options)`
2643 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2644 * in the `format` of either "mts" or "lua".
2645 * "mts" - a string containing the binary MTS data used in the MTS file format
2646 * "lua" - a string containing Lua code representing the schematic in table format
2647 * `options` is a table containing the following optional parameters:
2648 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2649 * position comments for every X row generated in the schematic data for easier reading.
2650 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2651 * will use that number of spaces as indentation instead of a tab character.
2654 * `minetest.request_http_api()`:
2655 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
2656 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
2657 otherwise returns `nil`.
2658 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
2660 * Only works at init time and must be called from the mod's main scope (not from a function).
2661 * Function only exists if minetest server was built with cURL support.
2662 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
2664 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
2665 * Performs given request asynchronously and calls callback upon completion
2666 * callback: `function(HTTPRequestResult res)`
2667 * Use this HTTP function if you are unsure, the others are for advanced use.
2668 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
2669 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
2670 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
2671 * Return response data for given asynchronous HTTP request
2674 * `minetest.get_mod_storage()`:
2675 * returns reference to mod private `StorageRef`
2676 * must be called during mod load time
2679 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2680 * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
2681 * `minetest.hud_replace_builtin(name, hud_definition)`
2682 * Replaces definition of a builtin hud element
2683 * `name`: `"breath"` or `"health"`
2684 * `hud_definition`: definition to replace builtin definition
2685 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2686 * Gives a unique hash number for a node position (16+16+16=48bit)
2687 * `minetest.get_position_from_hash(hash)`: returns a position
2688 * Inverse transform of `minetest.hash_node_position`
2689 * `minetest.get_item_group(name, group)`: returns a rating
2690 * Get rating of a group of an item. (`0` means: not in group)
2691 * `minetest.get_node_group(name, group)`: returns a rating
2692 * Deprecated: An alias for the former.
2693 * `minetest.raillike_group(name)`: returns a rating
2694 * Returns rating of the connect_to_raillike group corresponding to name
2695 * If name is not yet the name of a connect_to_raillike group, a new group id
2696 * is created, with that name
2697 * `minetest.get_content_id(name)`: returns an integer
2698 * Gets the internal content ID of `name`
2699 * `minetest.get_name_from_content_id(content_id)`: returns a string
2700 * Gets the name of the content with that content ID
2701 * `minetest.parse_json(string[, nullvalue])`: returns something
2702 * Convert a string containing JSON data into the Lua equivalent
2703 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2704 * On success returns a table, a string, a number, a boolean or `nullvalue`
2705 * On failure outputs an error message and returns `nil`
2706 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2707 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2708 * Convert a Lua table into a JSON string
2709 * styled: Outputs in a human-readable format if this is set, defaults to false
2710 * Unserializable things like functions and userdata are saved as null.
2711 * **Warning**: JSON is more strict than the Lua table format.
2712 1. You can only use strings and positive integers of at least one as keys.
2713 2. You can not mix string and integer keys.
2714 This is due to the fact that JSON has two distinct array and object values.
2715 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2716 * `minetest.serialize(table)`: returns a string
2717 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2718 into string form readable by `minetest.deserialize`
2719 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2720 * `minetest.deserialize(string)`: returns a table
2721 * Convert a string returned by `minetest.deserialize` into a table
2722 * `string` is loaded in an empty sandbox environment.
2723 * Will load functions, but they cannot access the global environment.
2724 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2725 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2726 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2727 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2728 * Compress a string of data.
2729 * `method` is a string identifying the compression method to be used.
2730 * Supported compression methods:
2731 * Deflate (zlib): `"deflate"`
2732 * `...` indicates method-specific arguments. Currently defined arguments are:
2733 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2734 * `minetest.decompress(compressed_data, method, ...)`: returns data
2735 * Decompress a string of data (using ZLib).
2736 * See documentation on `minetest.compress()` for supported compression methods.
2737 * currently supported.
2738 * `...` indicates method-specific arguments. Currently, no methods use this.
2739 * `minetest.encode_base64(string)`: returns string encoded in base64
2740 * Encodes a string in base64.
2741 * `minetest.decode_base64(string)`: returns string
2742 * Decodes a string encoded in base64.
2743 * `minetest.is_protected(pos, name)`: returns boolean
2744 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2745 actions, defineable by mods, due to some mod-defined ownership-like concept.
2746 Returns false or nil, if the player is allowed to do such actions.
2747 * This function should be overridden by protection mods and should be used to
2748 check if a player can interact at a position.
2749 * This function should call the old version of itself if the position is not
2750 protected by the mod.
2753 local old_is_protected = minetest.is_protected
2754 function minetest.is_protected(pos, name)
2755 if mymod:position_protected_from(pos, name) then
2758 return old_is_protected(pos, name)
2760 * `minetest.record_protection_violation(pos, name)`
2761 * This function calls functions registered with
2762 `minetest.register_on_protection_violation`.
2763 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2764 * Attempt to predict the desired orientation of the facedir-capable node
2765 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2766 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2767 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2768 is an optional table containing extra tweaks to the placement code:
2769 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2770 orientation on the wall.
2771 * `force_wall` : if `true`, always place the node in wall orientation.
2772 * `force_ceiling`: if `true`, always place on the ceiling.
2773 * `force_floor`: if `true`, always place the node on the floor.
2774 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2775 the floor or ceiling
2776 * The first four options are mutually-exclusive; the last in the list takes
2777 precedence over the first.
2778 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2779 * calls `rotate_and_place()` with infinitestacks set according to the state of
2780 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2783 * `minetest.forceload_block(pos[, transient])`
2784 * forceloads the position `pos`.
2785 * returns `true` if area could be forceloaded
2786 * If `transient` is `false` or absent, the forceload will be persistent
2787 (saved between server runs). If `true`, the forceload will be transient
2788 (not saved between server runs).
2790 * `minetest.forceload_free_block(pos[, transient])`
2791 * stops forceloading the position `pos`
2792 * If `transient` is `false` or absent, frees a persistent forceload.
2793 If `true`, frees a transient forceload.
2795 * `minetest.request_insecure_environment()`: returns an environment containing
2796 insecure functions if the calling mod has been listed as trusted in the
2797 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
2798 * Only works at init time and must be called from the mod's main scope (not from a function).
2799 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
2802 * `minetest.global_exists(name)`
2803 * Checks if a global variable has been set, without triggering a warning.
2806 * `minetest.env`: `EnvRef` of the server environment and world.
2807 * Any function in the minetest namespace can be called using the syntax
2808 `minetest.env:somefunction(somearguments)`
2809 instead of `minetest.somefunction(somearguments)`
2810 * Deprecated, but support is not to be dropped soon
2813 * `minetest.registered_items`
2814 * Map of registered items, indexed by name
2815 * `minetest.registered_nodes`
2816 * Map of registered node definitions, indexed by name
2817 * `minetest.registered_craftitems`
2818 * Map of registered craft item definitions, indexed by name
2819 * `minetest.registered_tools`
2820 * Map of registered tool definitions, indexed by name
2821 * `minetest.registered_entities`
2822 * Map of registered entity prototypes, indexed by name
2823 * `minetest.object_refs`
2824 * Map of object references, indexed by active object id
2825 * `minetest.luaentities`
2826 * Map of Lua entities, indexed by active object id
2827 * `minetest.registered_chatcommands`
2828 * Map of registered chat command definitions, indexed by name
2829 * `minetest.registered_ores`
2830 * List of registered ore definitions.
2831 * `minetest.registered_biomes`
2832 * List of registered biome definitions.
2833 * `minetest.registered_decorations`
2834 * List of registered decoration definitions.
2840 See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
2843 * `set_string(name, value)`
2844 * `get_string(name)`
2845 * `set_int(name, value)`
2847 * `set_float(name, value)`
2849 * `to_table()`: returns `nil` or a table with keys:
2850 * `fields`: key-value storage
2851 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
2852 * `from_table(nil or {})`
2853 * Any non-table value will clear the metadata
2854 * See "Node Metadata" for an example
2855 * returns `true` on success
2858 Node metadata: reference extra data and functionality stored in a node.
2859 Can be obtained via `minetest.get_meta(pos)`.
2862 * All methods in MetaDataRef
2863 * `get_inventory()`: returns `InvRef`
2865 ### `ItemStackMetaRef`
2866 ItemStack metadata: reference extra data and functionality stored in a stack.
2867 Can be obtained via `item:get_meta()`.
2870 * All methods in MetaDataRef
2873 Mod metadata: per mod metadata, saved automatically.
2874 Can be obtained via `minetest.get_mod_storage()` during load time.
2877 * All methods in MetaDataRef
2880 Node Timers: a high resolution persistent per-node timer.
2881 Can be gotten via `minetest.get_node_timer(pos)`.
2884 * `set(timeout,elapsed)`
2885 * set a timer's state
2886 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2887 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2888 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2891 * equivalent to `set(timeout,0)`
2894 * `get_timeout()`: returns current timeout in seconds
2895 * if `timeout` equals `0`, timer is inactive
2896 * `get_elapsed()`: returns current elapsed time in seconds
2897 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2898 * `is_started()`: returns boolean state of timer
2899 * returns `true` if timer is started, otherwise `false`
2902 Moving things in the game are generally these.
2904 This is basically a reference to a C++ `ServerActiveObject`
2907 * `remove()`: remove object (after returning from Lua)
2908 * Note: Doesn't work on players, use minetest.kick_player instead
2909 * `get_pos()`: returns `{x=num, y=num, z=num}`
2910 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
2911 * `move_to(pos, continuous=false)`: interpolated move
2912 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2913 * `puncher` = another `ObjectRef`,
2914 * `time_from_last_punch` = time since last punch action of the puncher
2915 * `direction`: can be `nil`
2916 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2917 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2918 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2919 * `get_inventory()`: returns an `InvRef`
2920 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2921 * `get_wield_index()`: returns the index of the wielded item
2922 * `get_wielded_item()`: returns an `ItemStack`
2923 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2924 * `set_armor_groups({group1=rating, group2=rating, ...})`
2925 * `get_armor_groups()`: returns a table with the armor group ratings
2926 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
2927 * `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
2928 * `set_attach(parent, bone, position, rotation)`
2930 * `position`: `{x=num, y=num, z=num}` (relative)
2931 * `rotation`: `{x=num, y=num, z=num}`
2932 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
2934 * `set_bone_position(bone, position, rotation)`
2936 * `position`: `{x=num, y=num, z=num}` (relative)
2937 * `rotation`: `{x=num, y=num, z=num}`
2938 * `get_bone_position(bone)`: returns position and rotation of the bone
2939 * `set_properties(object property table)`
2940 * `get_properties()`: returns object property table
2941 * `is_player()`: returns true for players, false otherwise
2942 * `get_nametag_attributes()`
2943 * returns a table with the attributes of the nametag of an object
2945 color = {a=0..255, r=0..255, g=0..255, b=0..255},
2948 * `set_nametag_attributes(attributes)`
2949 * sets the attributes of the nametag of an object
2953 text = "My Nametag",
2956 ##### LuaEntitySAO-only (no-op for other objects)
2957 * `set_velocity({x=num, y=num, z=num})`
2958 * `get_velocity()`: returns `{x=num, y=num, z=num}`
2959 * `set_acceleration({x=num, y=num, z=num})`
2960 * `get_acceleration()`: returns `{x=num, y=num, z=num}`
2961 * `set_yaw(radians)`
2962 * `get_yaw()`: returns number in radians
2963 * `set_texture_mod(mod)`
2964 * `get_texture_mod()` returns current texture modifier
2965 * `set_sprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2966 select_horiz_by_yawpitch=false)`
2967 * Select sprite from spritesheet with optional animation and DM-style
2968 texture selection based on yaw relative to camera
2969 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2972 ##### Player-only (no-op for other objects)
2973 * `get_player_name()`: returns `""` if is not a player
2974 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
2975 table {x, y, z} representing the player's instantaneous velocity in nodes/s
2976 * `get_look_dir()`: get camera direction as a unit vector
2977 * `get_look_vertical()`: pitch in radians
2978 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
2979 * `get_look_horizontal()`: yaw in radians
2980 * Angle is counter-clockwise from the +z direction.
2981 * `set_look_vertical(radians)`: sets look pitch
2982 * radians - Angle from looking forward, where positive is downwards.
2983 * `set_look_horizontal(radians)`: sets look yaw
2984 * radians - Angle from the +z direction, where positive is counter-clockwise.
2985 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use get_look_vertical.
2986 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
2987 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use get_look_horizontal.
2988 * Angle is counter-clockwise from the +x direction.
2989 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use set_look_vertical.
2990 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use set_look_horizontal.
2991 * `get_breath()`: returns players breath
2992 * `set_breath(value)`: sets players breath
2994 * `0`: player is drowning,
2995 * `1`-`10`: remaining number of bubbles
2996 * `11`: bubbles bar is not shown
2997 * `set_attribute(attribute, value)`: sets an extra attribute with value on player
2998 * `get_attribute(attribute)`: returns value for extra attribute. Returns nil if no attribute found.
2999 * `set_inventory_formspec(formspec)`
3000 * Redefine player's inventory form
3001 * Should usually be called in on_joinplayer
3002 * `get_inventory_formspec()`: returns a formspec string
3003 * `get_player_control()`: returns table with player pressed keys
3004 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
3005 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
3006 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
3007 * `set_physics_override(override_table)`
3008 * `override_table` is a table with the following fields:
3009 * `speed`: multiplier to default walking speed value (default: `1`)
3010 * `jump`: multiplier to default jump value (default: `1`)
3011 * `gravity`: multiplier to default gravity value (default: `1`)
3012 * `sneak`: whether player can sneak (default: `true`)
3013 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
3014 * `get_physics_override()`: returns the table given to set_physics_override
3015 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
3017 * `hud_remove(id)`: remove the HUD element of the specified id
3018 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
3019 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
3020 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
3021 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
3022 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
3023 * pass a table containing a `true`/`false` value of each flag to be set or unset
3024 * if a flag equals `nil`, the flag is not modified
3025 * note that setting `minimap` modifies the client's permission to view the minimap -
3026 * the client may locally elect to not view the minimap
3027 * `hud_get_flags()`: returns a table containing status of hud flags
3028 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
3029 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
3030 * `count`: number of items, must be between `1` and `23`
3031 * `hud_get_hotbar_itemcount`: returns number of visible items
3032 * `hud_set_hotbar_image(texturename)`
3033 * sets background image for hotbar
3034 * `hud_get_hotbar_image`: returns texturename
3035 * `hud_set_hotbar_selected_image(texturename)`
3036 * sets image for selected item of hotbar
3037 * `hud_get_hotbar_selected_image`: returns texturename
3038 * `set_sky(bgcolor, type, {texture names})`
3039 * `bgcolor`: ColorSpec, defaults to white
3041 * `"regular"`: Uses 0 textures, `bgcolor` ignored
3042 * `"skybox"`: Uses 6 textures, `bgcolor` used
3043 * `"plain"`: Uses 0 textures, `bgcolor` used
3044 * `get_sky()`: returns bgcolor, type and a table with the textures
3045 * `override_day_night_ratio(ratio or nil)`
3046 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
3047 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
3048 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
3049 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
3051 set animation for player model in third person view
3053 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
3054 {x=168, y=187}, -- < walk animation key frames
3055 {x=189, y=198}, -- < dig animation key frames
3056 {x=200, y=219}, -- < walk+dig animation key frames
3057 frame_speed=30): -- < animation frame speed
3058 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
3059 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
3060 * in first person view
3061 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
3062 * `get_eye_offset()`: returns offset_first and offset_third
3065 An `InvRef` is a reference to an inventory.
3068 * `is_empty(listname)`: return `true` if list is empty
3069 * `get_size(listname)`: get size of a list
3070 * `set_size(listname, size)`: set size of a list
3071 * returns `false` on error (e.g. invalid `listname` or `size`)
3072 * `get_width(listname)`: get width of a list
3073 * `set_width(listname, width)`: set width of list; currently used for crafting
3074 * `get_stack(listname, i)`: get a copy of stack index `i` in list
3075 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
3076 * `get_list(listname)`: return full list
3077 * `set_list(listname, list)`: set full list (size will not change)
3078 * `get_lists()`: returns list of inventory lists
3079 * `set_lists(lists)`: sets inventory lists (size will not change)
3080 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
3081 * `room_for_item(listname, stack):` returns `true` if the stack of items
3082 can be fully added to the list
3083 * `contains_item(listname, stack)`: returns `true` if the stack of items
3084 can be fully taken from the list
3085 * `remove_item(listname, stack)`: take as many items as specified from the list,
3086 returns the items that were actually removed (as an `ItemStack`) -- note that
3087 any item metadata is ignored, so attempting to remove a specific unique
3088 item this way will likely remove the wrong one -- to do that use `set_stack`
3089 with an empty `ItemStack`
3090 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
3091 * returns `{type="undefined"}` in case location is not known
3094 A fast access data structure to store areas, and find areas near a given position or area.
3095 Every area has a `data` string attribute to store additional information.
3096 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
3097 If you chose the parameter-less constructor, a fast implementation will be automatically
3101 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
3102 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3103 Returns nil if specified area id does not exist.
3104 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
3105 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
3107 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
3108 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
3109 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
3110 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3111 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
3112 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
3113 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
3114 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
3115 or insertions are likely to fail due to conflicts.
3116 * `reserve(count)`: reserves resources for at most `count` many contained areas.
3117 Only needed for efficiency, and only some implementations profit.
3118 * `remove_area(id)`: removes the area with the given id from the store, returns success.
3119 * `set_cache_params(params)`: sets params for the included prefiltering cache.
3120 Calling invalidates the cache, so that its elements have to be newly generated.
3123 enabled = boolean, -- whether to enable, default true
3124 block_radius = number, -- the radius (in nodes) of the areas the cache generates
3125 prefiltered lists for, minimum 16, default 64
3126 limit = number, -- the cache's size, minimum 20, default 1000
3128 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
3129 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
3130 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
3131 Returns success and, optionally, an error message.
3132 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
3135 An `ItemStack` is a stack of items.
3137 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
3138 an itemstring, a table or `nil`.
3141 * `is_empty()`: Returns `true` if stack is empty.
3142 * `get_name()`: Returns item name (e.g. `"default:stone"`).
3143 * `set_name(item_name)`: Returns boolean whether item was cleared
3144 * `get_count()`: Returns number of items on the stack.
3145 * `set_count(count)`: Returns boolean whether item was cleared
3146 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
3147 * `set_wear(wear)`: Returns boolean whether item was cleared
3148 * `get_meta()`: Returns ItemStackMetaRef. See section for more details
3149 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
3150 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
3151 * `clear()`: removes all items from the stack, making it empty.
3152 * `replace(item)`: replace the contents of this stack.
3153 * `item` can also be an itemstring or table.
3154 * `to_string()`: Returns the stack in itemstring form.
3155 * `to_table()`: Returns the stack in Lua table form.
3156 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
3157 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
3158 * `is_known()`: Returns `true` if the item name refers to a defined item type.
3159 * `get_definition()`: Returns the item definition table.
3160 * `get_tool_capabilities()`: Returns the digging properties of the item,
3161 or those of the hand if none are defined for this item type
3162 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
3163 * `add_item(item)`: Put some item or stack onto this stack.
3164 Returns leftover `ItemStack`.
3165 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
3167 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
3168 Returns taken `ItemStack`.
3169 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
3170 Returns taken `ItemStack`.
3173 A 16-bit pseudorandom number generator.
3174 Uses a well-known LCG algorithm introduced by K&R.
3176 It can be created via `PseudoRandom(seed)`.
3179 * `next()`: return next integer random number [`0`...`32767`]
3180 * `next(min, max)`: return next integer random number [`min`...`max`]
3181 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
3182 due to the simple implementation making bad distribution otherwise.
3185 A 32-bit pseudorandom number generator.
3186 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
3188 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
3191 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
3192 * `next(min, max)`: return next integer random number [`min`...`max`]
3193 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
3194 * This is only a rough approximation of a normal distribution with:
3195 * mean = (max - min) / 2, and
3196 * variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)
3197 * Increasing num_trials improves accuracy of the approximation
3200 Interface for the operating system's crypto-secure PRNG.
3202 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3203 be found on the system.
3206 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3209 A perlin noise generator.
3210 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3211 or `PerlinNoise(noiseparams)`.
3212 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3213 or `minetest.get_perlin(noiseparams)`.
3216 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3217 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3219 ### `PerlinNoiseMap`
3220 A fast, bulk perlin noise generator.
3222 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3223 `minetest.get_perlin_map(noiseparams, size)`.
3225 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
3226 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3229 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3230 nil, this table will be used to store the result instead of creating a new table.
3234 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3235 with values starting at `pos={x=,y=}`
3236 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3237 of 3D noise with values starting at `pos={x=,y=,z=}`
3238 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3239 with values starting at `pos={x=,y=}`
3240 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3241 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3242 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3243 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3244 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3245 takes a chunk of `slice_size`.
3246 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3247 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3248 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3249 the starting position of the most recently calculated noise.
3250 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3251 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3252 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3256 #### About VoxelManip
3257 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3258 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3259 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3260 to with other methods of setting nodes. For example, nodes will not have their construction and
3261 destruction callbacks run, and no rollback information is logged.
3263 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3264 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3265 of high level node placement features, perhaps minetest.set_node() is better suited for the job.
3267 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3268 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3269 setting a 5x5x5 node area, a minetest.set_node() loop may be more optimal. Always profile code
3270 using both methods of map manipulation to determine which is most appropriate for your usage.
3272 #### Using VoxelManip
3273 A VoxelManip object can be created any time using either:
3274 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3276 If the optional position parameters are present for either of these routines, the specified region
3277 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3278 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3280 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3281 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3282 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3283 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3285 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3286 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3287 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3289 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3290 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3291 `VoxelManip:get_light_data()` for node light levels, and
3292 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3294 See section 'Flat array format' for more details.
3296 It is very important to understand that the tables returned by any of the above three functions
3297 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3298 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3299 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3300 otherwise explicitly stated.
3302 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3303 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3304 `VoxelManip:set_light_data()` for node light levels, and
3305 `VoxelManip:set_param2_data()` for the node type-dependent "param2" values.
3307 The parameter to each of the above three functions can use any table at all in the same flat array
3308 format as produced by get_data() et al. and is *not required* to be a table retrieved from get_data().
3310 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3311 to the map by calling `VoxelManip:write_to_map()`.
3314 ##### Flat array format
3316 `Nx = p2.X - p1.X + 1`,
3317 `Ny = p2.Y - p1.Y + 1`, and
3318 `Nz = p2.Z - p1.Z + 1`.
3320 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3321 the expression `Nx * Ny * Nz`.
3323 Positions offset from p1 are present in the array with the format of:
3326 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3327 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3329 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3330 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3332 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3334 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3338 and the array index for a position p contained completely in p1..p2 is:
3340 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3342 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3343 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3344 for a single point in a flat VoxelManip array.
3347 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3348 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3349 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3350 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3351 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3352 Note that the node being queried needs to have already been been registered.
3354 The following builtin node types have their Content IDs defined as constants:
3356 core.CONTENT_UNKNOWN (ID for "unknown" nodes)
3357 core.CONTENT_AIR (ID for "air" nodes)
3358 core.CONTENT_IGNORE (ID for "ignore" nodes)
3361 ##### Mapgen VoxelManip objects
3362 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3363 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3364 but with a few differences:
3366 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3367 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3368 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3369 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3370 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3371 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3372 consistency with the current map state. For this reason, calling any of the following functions:
3373 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3374 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3375 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3376 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3378 ##### Other API functions operating on a VoxelManip
3379 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3380 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3381 written all buffered data back to the VoxelManip object, save for special situations where the modder
3382 desires to only have certain liquid nodes begin flowing.
3384 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3385 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3387 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3388 except instead of placing the specified schematic directly on the map at the specified position, it
3389 will place the schematic inside of the VoxelManip.
3392 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3393 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3394 `VoxelManip:get_node_at()`.
3395 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3396 filled with "ignore" nodes.
3397 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3398 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3399 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3400 object in the same callback it had been created.
3401 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3402 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3403 buffer the function can use to write map data to instead of returning a new table each call. This
3404 greatly enhances performance by avoiding unnecessary memory allocations.
3407 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3408 the region formed by `p1` and `p2`.
3409 * returns actual emerged `pmin`, actual emerged `pmax`
3410 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
3411 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3412 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3413 the `VoxelManip` at that position
3414 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3415 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3416 * returns raw node data in the form of an array of node content IDs
3417 * if the param `buffer` is present, this table will be used to store the result instead
3418 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3419 * `update_map()`: Does nothing, kept for compatibility.
3420 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3421 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3422 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3423 * (`p1`, `p2`) is the area in which lighting is set;
3424 defaults to the whole area if left out
3425 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3426 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3427 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3428 * `light = day + (night * 16)`
3429 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3431 * expects lighting data in the same format that `get_light_data()` returns
3432 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
3433 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3434 * If the param `buffer` is present, this table will be used to store the result instead
3435 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3436 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3437 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3438 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3440 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3441 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3442 * `update_liquids()`: Update liquid flow
3443 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3444 had been modified since the last read from map, due to a call to
3445 `minetest.set_data()` on the loaded area elsewhere
3446 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3449 A helper class for voxel areas.
3450 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3451 The coordinates are *inclusive*, like most other things in Minetest.
3454 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3455 `MinEdge` and `MaxEdge`
3456 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3457 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3458 * useful for things like `VoxelManip`, raw Schematic specifiers,
3459 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3460 * `indexp(p)`: same as above, except takes a vector
3461 * `position(i)`: returns the absolute position vector corresponding to index `i`
3462 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3463 * `containsp(p)`: same as above, except takes a vector
3464 * `containsi(i)`: same as above, except takes an index `i`
3465 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3466 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3467 * `iterp(minp, maxp)`: same as above, except takes a vector
3470 An interface to read config files in the format of `minetest.conf`.
3472 It can be created via `Settings(filename)`.
3475 * `get(key)`: returns a value
3476 * `get_bool(key)`: returns a boolean
3478 * `remove(key)`: returns a boolean (`true` for success)
3479 * `get_names()`: returns `{key1,...}`
3480 * `write()`: returns a boolean (`true` for success)
3481 * write changes to file
3482 * `to_table()`: returns `{[key1]=value1,...}`
3486 A mapgen object is a construct used in map generation. Mapgen objects can be used
3487 by an `on_generate` callback to speed up operations by avoiding unnecessary
3488 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3489 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3490 was called outside of an `on_generate()` callback, `nil` is returned.
3492 The following Mapgen objects are currently available:
3495 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3496 emerged position, in that order. All mapgens support this object.
3499 Returns an array containing the y coordinates of the ground levels of nodes in
3500 the most recently generated chunk by the current mapgen.
3503 Returns an array containing the biome IDs of nodes in the most recently
3504 generated chunk by the current mapgen.
3507 Returns an array containing the temperature values of nodes in the most
3508 recently generated chunk by the current mapgen.
3511 Returns an array containing the humidity values of nodes in the most recently
3512 generated chunk by the current mapgen.
3515 Returns a table mapping requested generation notification types to arrays of
3516 positions at which the corresponding generated structures are located at within
3517 the current chunk. To set the capture of positions of interest to be recorded
3518 on generate, use `minetest.set_gen_notify()`.
3520 Possible fields of the table returned are:
3526 * `large_cave_begin`
3530 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3531 numeric unique decoration ID.
3535 * Functions receive a "luaentity" as `self`:
3536 * It has the member `.name`, which is the registered name `("mod:thing")`
3537 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3538 * The original prototype stuff is visible directly via a metatable
3540 * `on_activate(self, staticdata, dtime_s)`
3541 * Called when the object is instantiated.
3542 * `dtime_s` is the time passed since the object was unloaded, which can
3543 be used for updating the entity state.
3544 * `on_step(self, dtime)`
3545 * Called on every server tick, after movement and collision processing.
3546 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3548 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
3549 * Called when somebody punches the object.
3550 * Note that you probably want to handle most punches using the
3551 automatic armor group system.
3552 * `puncher`: an `ObjectRef` (can be `nil`)
3553 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3554 * `tool_capabilities`: capability table of used tool (can be `nil`)
3555 * `dir`: unit vector of direction of punch. Always defined. Points from
3556 the puncher to the punched.
3557 * `on_rightclick(self, clicker)`
3558 * `get_staticdata(self)`
3559 * Should return a string that will be passed to `on_activate` when
3560 the object is instantiated the next time.
3565 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
3566 Often these bugs appear as subtle shadows in water.
3571 axiom, --string initial tree axiom
3572 rules_a, --string rules set A
3573 rules_b, --string rules set B
3574 rules_c, --string rules set C
3575 rules_d, --string rules set D
3576 trunk, --string trunk node name
3577 leaves, --string leaves node name
3578 leaves2, --string secondary leaves node name
3579 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3580 angle, --num angle in deg
3581 iterations, --num max # of iterations, usually 2 -5
3582 random_level, --num factor to lower nr of iterations, usually 0 - 3
3583 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3584 -- 2x2 nodes or 3x3 in cross shape
3585 thin_branches, --boolean true -> use thin (1 node) branches
3586 fruit, --string fruit node name
3587 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3588 seed, --num random seed; if no seed is provided, the engine will create one
3591 ### Key for Special L-System Symbols used in Axioms
3593 * `G`: move forward one unit with the pen up
3594 * `F`: move forward one unit with the pen down drawing trunks and branches
3595 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3596 * `T`: move forward one unit with the pen down drawing trunks only
3597 * `R`: move forward one unit with the pen down placing fruit
3598 * `A`: replace with rules set A
3599 * `B`: replace with rules set B
3600 * `C`: replace with rules set C
3601 * `D`: replace with rules set D
3602 * `a`: replace with rules set A, chance 90%
3603 * `b`: replace with rules set B, chance 80%
3604 * `c`: replace with rules set C, chance 70%
3605 * `d`: replace with rules set D, chance 60%
3606 * `+`: yaw the turtle right by `angle` parameter
3607 * `-`: yaw the turtle left by `angle` parameter
3608 * `&`: pitch the turtle down by `angle` parameter
3609 * `^`: pitch the turtle up by `angle` parameter
3610 * `/`: roll the turtle to the right by `angle` parameter
3611 * `*`: roll the turtle to the left by `angle` parameter
3612 * `[`: save in stack current state info
3613 * `]`: recover from stack state info
3616 Spawn a small apple tree:
3618 pos = {x=230,y=20,z=4}
3621 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3622 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3623 trunk="default:tree",
3624 leaves="default:leaves",
3628 trunk_type="single",
3631 fruit="default:apple"
3633 minetest.spawn_tree(pos,apple_tree)
3638 ### Object Properties
3643 collide_with_objects = true, -- collide with other objects if physical=true
3645 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
3646 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
3647 visual_size = {x=1, y=1},
3649 textures = {}, -- number of required textures depends on visual
3650 colors = {}, -- number of required colors depends on visual
3651 spritediv = {x=1, y=1},
3652 initial_sprite_basepos = {x=0, y=0},
3654 makes_footstep_sound = false,
3655 automatic_rotate = false,
3657 automatic_face_movement_dir = 0.0,
3658 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
3659 automatic_face_movement_max_rotation_per_sec = -1,
3660 -- ^ limit automatic rotation to this value in degrees per second. values < 0 no limit
3661 backface_culling = true, -- false to disable backface_culling for model
3662 nametag = "", -- by default empty, for players their name is shown if empty
3663 nametag_color = <color>, -- sets color of nametag as ColorSpec
3664 infotext = "", -- by default empty, text to be shown when pointed at object
3667 ### Entity definition (`register_entity`)
3670 -- Deprecated: Everything in object properties is read directly from here
3672 initial_properties = --[[<initial object properties>]],
3674 on_activate = function(self, staticdata, dtime_s),
3675 on_step = function(self, dtime),
3676 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
3677 on_rightclick = function(self, clicker),
3678 get_staticdata = function(self),
3679 -- ^ Called sometimes; the string returned is passed to on_activate when
3680 -- the entity is re-activated from static state
3682 -- Also you can define arbitrary member variables here (see item definition for
3684 _custom_field = whatever,
3687 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3690 label = "Lava cooling",
3691 -- ^ Descriptive label for profiling purposes (optional).
3692 -- Definitions with identical labels will be listed as one.
3693 -- In the following two fields, also group:groupname will work.
3694 nodenames = {"default:lava_source"},
3695 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
3696 ^ If left out or empty, any neighbor will do ]]
3697 interval = 1.0, -- Operation interval in seconds
3698 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
3699 catch_up = true, -- If true, catch-up behaviour is enabled --[[
3700 ^ The chance value is temporarily reduced when returning to
3701 an area to simulate time lost by the area being unattended.
3702 ^ Note chance value can often be reduced to 1 ]]
3703 action = func(pos, node, active_object_count, active_object_count_wider),
3706 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
3709 label = "Upgrade legacy doors",
3710 -- ^ Descriptive label for profiling purposes (optional).
3711 -- Definitions with identical labels will be listed as one.
3712 name = "modname:replace_legacy_door",
3713 nodenames = {"default:lava_source"},
3714 -- ^ List of node names to trigger the LBM on.
3715 -- Also non-registered nodes will work.
3716 -- Groups (as of group:groupname) will work as well.
3717 run_at_every_load = false,
3718 -- ^ Whether to run the LBM's action every time a block gets loaded,
3719 -- and not just for blocks that were saved last time before LBMs were
3720 -- introduced to the world.
3721 action = func(pos, node),
3724 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
3727 description = "Steel Axe",
3728 groups = {}, -- key = name, value = rating; rating = 1..3.
3729 if rating not applicable, use 1.
3730 e.g. {wool = 1, fluffy = 3}
3731 {soil = 2, outerspace = 1, crumbly = 1}
3732 {bendy = 2, snappy = 1},
3733 {hard = 1, metal = 1, spikes = 1}
3734 inventory_image = "default_tool_steelaxe.png",
3736 wield_scale = {x = 1, y = 1, z = 1},
3739 liquids_pointable = false,
3740 tool_capabilities = {
3741 full_punch_interval = 1.0,
3745 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
3747 damage_groups = {groupname = damage},
3749 node_placement_prediction = nil,
3751 ^ If nil and item is node, prediction is made automatically
3752 ^ If nil and item is not a node, no prediction is made
3753 ^ If "" and item is anything, no prediction is made
3754 ^ Otherwise should be name of node which the client immediately places
3755 on ground when the player places the item. Server will always update
3756 actual result to client in a short moment.
3759 breaks = "default_tool_break", -- tools only
3760 place = --[[<SimpleSoundSpec>]],
3763 on_place = func(itemstack, placer, pointed_thing),
3765 ^ Shall place item and return the leftover itemstack
3766 ^ The placer may be any ObjectRef or nil.
3767 ^ default: minetest.item_place ]]
3768 on_secondary_use = func(itemstack, user, pointed_thing),
3770 ^ Same as on_place but called when pointing at nothing.
3771 ^ The user may be any ObjectRef or nil.
3772 ^ pointed_thing : always { type = "nothing" }
3774 on_drop = func(itemstack, dropper, pos),
3776 ^ Shall drop item and return the leftover itemstack
3777 ^ The dropper may be any ObjectRef or nil.
3778 ^ default: minetest.item_drop ]]
3779 on_use = func(itemstack, user, pointed_thing),
3782 ^ Function must return either nil if no item shall be removed from
3783 inventory, or an itemstack to replace the original itemstack.
3784 e.g. itemstack:take_item(); return itemstack
3785 ^ Otherwise, the function is free to do what it wants.
3786 ^ The user may be any ObjectRef or nil.
3787 ^ The default functions handle regular use cases.
3789 after_use = func(itemstack, user, node, digparams),
3792 ^ If defined, should return an itemstack and will be called instead of
3793 wearing out the tool. If returns nil, does nothing.
3794 If after_use doesn't exist, it is the same as:
3795 function(itemstack, user, node, digparams)
3796 itemstack:add_wear(digparams.wear)
3799 ^ The user may be any ObjectRef or nil.
3801 _custom_field = whatever,
3803 ^ Add your own custom fields. By convention, all custom field names
3804 should start with `_` to avoid naming collisions with future engine
3811 * `{name="image.png", animation={Tile Animation definition}}`
3812 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
3813 tileable_horizontal=bool}`
3814 * backface culling enabled by default for most nodes
3815 * tileable flags are info for shaders, how they should treat texture
3816 when displacement mapping is used
3817 Directions are from the point of view of the tile texture,
3818 not the node it's on
3819 * `{name="image.png", color=ColorSpec}`
3820 * the texture's color will be multiplied with this color.
3821 * the tile's color overrides the owning node's color in all cases.
3822 * deprecated, yet still supported field names:
3825 ### Tile animation definition
3828 type = "vertical_frames",
3830 -- ^ specify width of a frame in pixels
3832 -- ^ specify height of a frame in pixels
3834 -- ^ specify full loop length
3840 -- ^ specify width in number of frames
3842 -- ^ specify height in number of frames
3844 -- ^ specify length of a single frame
3847 ### Node definition (`register_node`)
3850 -- <all fields allowed in item definitions>,
3852 drawtype = "normal", -- See "Node drawtypes"
3853 visual_scale = 1.0, --[[
3854 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
3855 ^ "firelike", "mesh".
3856 ^ For plantlike and firelike, the image will start at the bottom of the
3857 ^ node, for the other drawtypes the image will be centered on the node.
3858 ^ Note that positioning for "torchlike" may still change. ]]
3859 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
3860 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
3861 ^ List can be shortened to needed length ]]
3862 special_tiles = {tile definition 1, Tile definition 2}, --[[
3863 ^ Special textures of node; used rarely (old field name: special_materials)
3864 ^ List can be shortened to needed length ]]
3865 color = ColorSpec, --[[
3866 ^ The node's original color will be multiplied with this color.
3867 ^ If the node has a palette, then this setting only has an effect
3868 ^ in the inventory and on the wield item. ]]
3869 use_texture_alpha = false, -- Use texture's alpha channel
3870 palette = "palette.png", --[[
3871 ^ The node's `param2` is used to select a pixel from the image
3872 ^ (pixels are arranged from left to right and from top to bottom).
3873 ^ The node's color will be multiplied with the selected pixel's
3874 ^ color. Tiles can override this behavior.
3875 ^ Only when `paramtype2` supports palettes. ]]
3876 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
3877 paramtype = "none", -- See "Nodes" --[[
3878 ^ paramtype = "light" allows light to propagate from or through the node with light value
3879 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
3880 paramtype2 = "none", -- See "Nodes"
3881 place_param2 = nil, -- Force value for param2 when player places node
3882 is_ground_content = true, -- If false, the cave generator will not carve through this
3883 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
3884 walkable = true, -- If true, objects collide with node
3885 pointable = true, -- If true, can be pointed at
3886 diggable = true, -- If false, can never be dug
3887 climbable = false, -- If true, can be climbed on (ladder)
3888 buildable_to = false, -- If true, placed nodes can replace this node
3889 floodable = false, -- If true, liquids flow into and replace this node
3890 liquidtype = "none", -- "none"/"source"/"flowing"
3891 liquid_alternative_flowing = "", -- Flowing version of source liquid
3892 liquid_alternative_source = "", -- Source version of flowing liquid
3893 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
3894 liquid_renewable = true, --[[
3895 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
3897 ^ Block contains level in param2. Value is default level, used for snow.
3898 ^ Don't forget to use "leveled" type nodebox. ]]
3899 liquid_range = 8, -- number of flowing nodes around source (max. 8)
3900 drowning = 0, -- Player will take this amount of damage if no bubbles are left
3901 light_source = 0, --[[
3902 ^ Amount of light emitted by node.
3903 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
3904 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
3905 damage_per_second = 0, -- If player is inside node, this damage is caused
3906 node_box = {type="regular"}, -- See "Node boxes"
3907 connects_to = nodenames, --[[
3908 * Used for nodebox nodes with the type == "connected"
3909 * Specifies to what neighboring nodes connections will be drawn
3910 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
3911 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
3912 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
3914 selection_box = {type="regular"}, -- See "Node boxes" --[[
3915 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
3916 legacy_facedir_simple = false, -- Support maps made in and before January 2012
3917 legacy_wallmounted = false, -- Support maps made in and before January 2012
3919 footstep = <SimpleSoundSpec>,
3920 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
3921 dug = <SimpleSoundSpec>,
3922 place = <SimpleSoundSpec>,
3923 place_failed = <SimpleSoundSpec>,
3925 drop = "", -- Name of dropped node when dug. Default is the node itself.
3928 max_items = 1, -- Maximum number of items to drop.
3929 items = { -- Choose max_items randomly from this list.
3931 items = {"foo:bar", "baz:frob"}, -- Items to drop.
3932 rarity = 1, -- Probability of dropping is 1 / rarity.
3937 on_construct = func(pos), --[[
3938 ^ Node constructor; called after adding node
3939 ^ Can set up metadata and stuff like that
3940 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3942 on_destruct = func(pos), --[[
3943 ^ Node destructor; called before removing node
3944 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3946 after_destruct = func(pos, oldnode), --[[
3947 ^ Node destructor; called after removing node
3948 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3951 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
3952 ^ Called after constructing node when node was placed using
3953 minetest.item_place_node / minetest.place_node
3954 ^ If return true no item is taken from itemstack
3956 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
3957 ^ oldmetadata is in table format
3958 ^ Called after destructing node when node was dug using
3959 minetest.node_dig / minetest.dig_node
3961 can_dig = function(pos, [player]) --[[
3962 ^ returns true if node can be dug, or false if not
3965 on_punch = func(pos, node, puncher, pointed_thing), --[[
3966 ^ default: minetest.node_punch
3967 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
3968 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
3970 ^ if defined, itemstack will hold clicker's wielded item
3971 ^ Shall return the leftover itemstack
3972 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
3974 on_dig = func(pos, node, digger), --[[
3975 ^ default: minetest.node_dig
3976 ^ By default: checks privileges, wears out tool and removes node ]]
3978 on_timer = function(pos,elapsed), --[[
3980 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
3981 ^ elapsed is the total time passed since the timer was started
3982 ^ return true to run the timer for another cycle with the same timeout value ]]
3984 on_receive_fields = func(pos, formname, fields, sender), --[[
3985 ^ fields = {name1 = value1, name2 = value2, ...}
3986 ^ Called when an UI form (e.g. sign text input) returns data
3989 allow_metadata_inventory_move = func(pos, from_list, from_index,
3990 to_list, to_index, count, player), --[[
3991 ^ Called when a player wants to move items inside the inventory
3992 ^ Return value: number of items allowed to move ]]
3994 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
3995 ^ Called when a player wants to put something into the inventory
3996 ^ Return value: number of items allowed to put
3997 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3999 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4000 ^ Called when a player wants to take something out of the inventory
4001 ^ Return value: number of items allowed to take
4002 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4004 on_metadata_inventory_move = func(pos, from_list, from_index,
4005 to_list, to_index, count, player),
4006 on_metadata_inventory_put = func(pos, listname, index, stack, player),
4007 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4008 ^ Called after the actual action has happened, according to what was allowed.
4009 ^ No return value ]]
4011 on_blast = func(pos, intensity), --[[
4012 ^ intensity: 1.0 = mid range of regular TNT
4013 ^ If defined, called when an explosion touches the node, instead of
4014 removing the node ]]
4017 ### Recipe for `register_craft` (shaped)
4020 output = 'default:pick_stone',
4022 {'default:cobble', 'default:cobble', 'default:cobble'},
4023 {'', 'default:stick', ''},
4024 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
4026 replacements = --[[<optional list of item pairs,
4027 replace one input item with another item on crafting>]]
4030 ### Recipe for `register_craft` (shapeless)
4034 output = 'mushrooms:mushroom_stew',
4037 "mushrooms:mushroom_brown",
4038 "mushrooms:mushroom_red",
4040 replacements = --[[<optional list of item pairs,
4041 replace one input item with another item on crafting>]]
4044 ### Recipe for `register_craft` (tool repair)
4047 type = "toolrepair",
4048 additional_wear = -0.02,
4051 ### Recipe for `register_craft` (cooking)
4055 output = "default:glass",
4056 recipe = "default:sand",
4060 ### Recipe for `register_craft` (furnace fuel)
4064 recipe = "default:leaves",
4068 ### Ore definition (`register_ore`)
4071 ore_type = "scatter", -- See "Ore types"
4072 ore = "default:stone_with_coal",
4073 wherein = "default:stone",
4074 -- ^ a list of nodenames is supported too
4075 clust_scarcity = 8*8*8,
4076 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
4077 -- ^ This value should be *MUCH* higher than your intuition might tell you!
4079 -- ^ Number of ores in a cluster
4081 -- ^ Size of the bounding box of the cluster
4082 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
4086 -- ^ Attributes for this ore generation
4087 noise_threshold = 0.5,
4088 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
4089 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
4090 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
4091 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
4092 random_factor = 1.0,
4093 -- ^ Multiplier of the randomness contribution to the noise value at any
4094 -- given point to decide if ore should be placed. Set to 0 for solid veins.
4095 -- ^ This parameter is only valid for ore_type == "vein".
4096 biomes = {"desert", "rainforest"}
4097 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4098 -- ^ and ignored if the Mapgen being used does not support biomes.
4099 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4102 ### Biome definition (`register_biome`)
4105 The Biome API is still in an experimental phase and subject to change.
4109 node_dust = "default:snow",
4110 -- ^ Node dropped onto upper surface after all else is generated.
4111 node_top = "default:dirt_with_snow",
4113 -- ^ Node forming surface layer of biome and thickness of this layer.
4114 node_filler = "default:permafrost",
4116 -- ^ Node forming lower layer of biome and thickness of this layer.
4117 node_stone = "default:bluestone",
4118 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
4119 node_water_top = "default:ice",
4120 depth_water_top = 10,
4121 -- ^ Node forming a surface layer in seawater with the defined thickness.
4123 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
4124 node_river_water = "default:ice",
4125 -- ^ Node that replaces river water in mapgens that use default:river_water.
4126 node_riverbed = "default:gravel",
4128 -- ^ Node placed under river water and thickness of this layer.
4131 -- ^ Lower and upper limits for biome.
4132 -- ^ Because biome is not recalculated for every node in a node column
4133 -- ^ some biome materials can exceed their limits, especially stone.
4134 -- ^ For each node column in a mapchunk, biome is only recalculated at column
4135 -- ^ top and at each of these surfaces:
4136 -- ^ Ground below air, water below air, ground below water.
4137 -- ^ The selected biome then stays in effect for all nodes below until
4138 -- ^ column base or the next biome recalculation.
4140 humidity_point = 50,
4141 -- ^ Characteristic average temperature and humidity for the biome.
4142 -- ^ These values create 'biome points' on a voronoi diagram that has heat
4143 -- ^ and humidity as axes. The resulting voronoi cells determine which
4144 -- ^ heat/humidity points belong to which biome, and therefore determine
4145 -- ^ the area and location of each biome in the world.
4146 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
4147 -- ^ diagram to result in roughly equal size biomes.
4148 -- ^ Heat and humidity have average values of 50, vary mostly between
4149 -- ^ 0 and 100 but also often exceed these values.
4150 -- ^ Heat is not in degrees celcius, both values are abstract.
4153 ### Decoration definition (`register_decoration`)
4156 deco_type = "simple", -- See "Decoration types"
4157 place_on = "default:dirt_with_grass",
4158 -- ^ Node (or list of nodes) that the decoration can be placed on
4160 -- ^ Size of divisions made in the chunk being generated.
4161 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
4163 -- ^ Ratio of the area to be uniformly filled by the decoration.
4164 -- ^ Used only if noise_params is not specified.
4165 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
4166 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
4167 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
4168 biomes = {"Oceanside", "Hills", "Plains"},
4169 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4170 -- ^ and ignored if the Mapgen being used does not support biomes.
4171 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4174 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
4175 -- ^ This parameter refers to the `y` position of the decoration base, so
4176 -- the actual maximum height would be `height_max + size.Y`.
4177 spawn_by = "default:water",
4178 -- ^ Node (or list of nodes) that the decoration only spawns next to.
4179 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
4180 -- ^ one plane at Y = surface and one plane at Y = surface = + 1.
4182 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
4183 -- ^ If absent or -1, decorations occur next to any nodes.
4184 flags = "liquid_surface, force_placement",
4185 -- ^ Flags for all decoration types.
4186 -- ^ "liquid_surface": Instead of placement on the highest solid surface
4187 -- ^ in a mapchunk column, placement is on the highest liquid surface.
4188 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
4189 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
4191 ----- Simple-type parameters
4192 decoration = "default:grass",
4193 -- ^ The node name used as the decoration.
4194 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
4196 -- ^ Number of nodes high the decoration is made.
4197 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
4199 -- ^ Number of nodes the decoration can be at maximum.
4200 -- ^ If absent, the parameter 'height' is used as a constant.
4202 -- ^ Param2 value of placed decoration node.
4204 ----- Schematic-type parameters
4205 schematic = "foobar.mts",
4206 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
4207 -- ^ specified Minetest schematic file.
4208 -- ^ - OR -, could be the ID of a previously registered schematic
4209 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
4210 -- ^ and an optional table yslice_prob:
4212 size = {x=4, y=6, z=4},
4214 {name="default:cobble", param1=255, param2=0},
4215 {name="default:dirt_with_grass", param1=255, param2=0},
4216 {name="ignore", param1=255, param2=0},
4217 {name="air", param1=255, param2=0},
4226 -- ^ See 'Schematic specifier' for details.
4227 replacements = {["oldname"] = "convert_to", ...},
4228 flags = "place_center_x, place_center_y, place_center_z",
4229 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
4230 rotation = "90" -- rotate schematic 90 degrees on placement
4231 -- ^ Rotation can be "0", "90", "180", "270", or "random".
4234 ### Chat command definition (`register_chatcommand`)
4237 params = "<name> <privilege>", -- Short parameter description
4238 description = "Remove privilege from player", -- Full description
4239 privs = {privs=true}, -- Require the "privs" privilege to run
4240 func = function(name, param), -- Called when command is run.
4241 -- Returns boolean success and text output.
4244 ### Detached inventory callbacks
4247 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4248 -- ^ Called when a player wants to move items inside the inventory
4249 -- ^ Return value: number of items allowed to move
4251 allow_put = func(inv, listname, index, stack, player),
4252 -- ^ Called when a player wants to put something into the inventory
4253 -- ^ Return value: number of items allowed to put
4254 -- ^ Return value: -1: Allow and don't modify item count in inventory
4256 allow_take = func(inv, listname, index, stack, player),
4257 -- ^ Called when a player wants to take something out of the inventory
4258 -- ^ Return value: number of items allowed to take
4259 -- ^ Return value: -1: Allow and don't modify item count in inventory
4261 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4262 on_put = func(inv, listname, index, stack, player),
4263 on_take = func(inv, listname, index, stack, player),
4264 -- ^ Called after the actual action has happened, according to what was allowed.
4265 -- ^ No return value
4268 ### HUD Definition (`hud_add`, `hud_get`)
4271 hud_elem_type = "image", -- see HUD element types
4272 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
4273 position = {x=0.5, y=0.5},
4274 -- ^ Left corner position of element
4280 -- ^ Selected item in inventory. 0 for no item selected.
4282 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
4283 alignment = {x=0, y=0},
4284 -- ^ See "HUD Element Types"
4285 offset = {x=0, y=0},
4286 -- ^ See "HUD Element Types"
4287 size = { x=100, y=100 },
4288 -- ^ Size of element in pixels
4291 ### Particle definition (`add_particle`)
4294 pos = {x=0, y=0, z=0},
4295 velocity = {x=0, y=0, z=0},
4296 acceleration = {x=0, y=0, z=0},
4297 -- ^ Spawn particle at pos with velocity and acceleration
4299 -- ^ Disappears after expirationtime seconds
4301 collisiondetection = false,
4302 -- ^ collisiondetection: if true collides with physical objects
4303 collision_removal = false,
4304 -- ^ collision_removal: if true then particle is removed when it collides,
4305 -- ^ requires collisiondetection = true to have any effect
4307 -- ^ vertical: if true faces player using y axis only
4308 texture = "image.png",
4309 -- ^ Uses texture (string)
4310 playername = "singleplayer",
4311 -- ^ optional, if specified spawns particle only on the player's client
4312 animation = {Tile Animation definition},
4313 -- ^ optional, specifies how to animate the particle texture
4315 -- ^ optional, specify particle self-luminescence in darkness
4319 ### `ParticleSpawner` definition (`add_particlespawner`)
4324 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
4325 minpos = {x=0, y=0, z=0},
4326 maxpos = {x=0, y=0, z=0},
4327 minvel = {x=0, y=0, z=0},
4328 maxvel = {x=0, y=0, z=0},
4329 minacc = {x=0, y=0, z=0},
4330 maxacc = {x=0, y=0, z=0},
4335 -- ^ The particle's properties are random values in between the bounds:
4336 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
4337 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
4338 collisiondetection = false,
4339 -- ^ collisiondetection: if true uses collision detection
4340 collision_removal = false,
4341 -- ^ collision_removal: if true then particle is removed when it collides,
4342 -- ^ requires collisiondetection = true to have any effect
4343 attached = ObjectRef,
4344 -- ^ attached: if defined, particle positions, velocities and accelerations
4345 -- ^ are relative to this object's position and yaw.
4347 -- ^ vertical: if true faces player using y axis only
4348 texture = "image.png",
4349 -- ^ Uses texture (string)
4350 playername = "singleplayer"
4351 -- ^ Playername is optional, if specified spawns particle only on the player's client
4354 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
4357 url = "http://example.org",
4359 -- ^ Timeout for connection in seconds. Default is 3 seconds.
4360 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
4361 -- ^ Optional, if specified a POST request with post_data is performed.
4362 -- ^ Accepts both a string and a table. If a table is specified, encodes table
4363 -- ^ as x-www-form-urlencoded key-value pairs.
4364 -- ^ If post_data ist not specified, a GET request is performed instead.
4365 user_agent = "ExampleUserAgent",
4366 -- ^ Optional, if specified replaces the default minetest user agent with given string
4367 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
4368 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
4369 -- ^ that the header strings follow HTTP specification ("Key: Value").
4371 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
4374 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
4378 -- ^ If true, the request has finished (either succeeded, failed or timed out)
4380 -- ^ If true, the request was succesful
4382 -- ^ If true, the request timed out
4384 -- ^ HTTP status code