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`
1942 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
1943 * returns the exact position on the surface of a pointed node
1945 `minetest` namespace reference
1946 ------------------------------
1950 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
1951 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1952 * Useful for loading additional `.lua` modules or static data from mod
1953 * `minetest.get_modnames()`: returns a list of installed mods
1954 * Return a list of installed mods, sorted alphabetically
1955 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1956 * Useful for storing custom data
1957 * `minetest.is_singleplayer()`
1958 * `minetest.features`: Table containing API feature flags
1960 glasslike_framed = true,
1961 nodebox_as_selectionbox = true,
1962 chat_send_player_param3 = true,
1963 get_all_craft_recipes_works = true,
1964 use_texture_alpha = true,
1965 -- ^ The transparency channel of textures can be used optionally
1966 no_legacy_abms = true,
1967 -- ^ Tree and grass ABMs are no longer done from C++
1968 texture_names_parens = true,
1969 -- ^ Texture grouping is possible using parentheses
1970 area_store_custom_ids = true,
1971 -- ^ Unique Area ID for AreaStore:insert_area
1972 add_entity_with_staticdata = true,
1973 -- ^ add_entity supports passing initial staticdata to on_activate
1974 no_chat_message_prediction = true,
1975 -- ^ Chat messages are no longer predicted
1977 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1978 * `arg`: string or table in format `{foo=true, bar=true}`
1979 * `missing_features`: `{foo=true, bar=true}`
1980 * `minetest.get_player_information(player_name)`:
1981 * Returns a table containing information about a player
1982 Example return value:
1984 address = "127.0.0.1", -- IP address of client
1985 ip_version = 4, -- IPv4 / IPv6
1986 min_rtt = 0.01, -- minimum round trip time
1987 max_rtt = 0.2, -- maximum round trip time
1988 avg_rtt = 0.02, -- average round trip time
1989 min_jitter = 0.01, -- minimum packet time jitter
1990 max_jitter = 0.5, -- maximum packet time jitter
1991 avg_jitter = 0.03, -- average packet time jitter
1992 connection_uptime = 200, -- seconds since client connected
1994 -- following information is available on debug build only!!!
1995 -- DO NOT USE IN MODS
1996 --ser_vers = 26, -- serialization version used by client
1997 --prot_vers = 23, -- protocol version used by client
1998 --major = 0, -- major version number
1999 --minor = 4, -- minor version number
2000 --patch = 10, -- patch version number
2001 --vers_string = "0.4.9-git", -- full version string
2002 --state = "Active" -- current client state
2004 * `minetest.mkdir(path)`: returns success.
2005 * Creates a directory specified by `path`, creating parent directories
2006 if they don't exist.
2007 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
2009 * nil: return all entries,
2010 * true: return only subdirectory names, or
2011 * false: return only file names.
2012 * `minetest.get_version()`: returns a table containing components of the
2013 engine version. Components:
2014 * `project`: Name of the project, eg, "Minetest"
2015 * `string`: Simple version, eg, "1.2.3-dev"
2016 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
2017 Use this for informational purposes only. The information in the returned
2018 table does not represent the capabilities of the engine, nor is it
2019 reliable or verifyable. Compatible forks will have a different name and
2020 version entirely. To check for the presence of engine features, test
2021 whether the functions exported by the wanted features exist. For example:
2022 `if core.nodeupdate then ... end`.
2025 * `minetest.debug(...)`
2026 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
2027 * `minetest.log([level,] text)`
2028 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
2029 `"info"`, or `"verbose"`. Default is `"none"`.
2031 ### Registration functions
2032 Call these functions only at load time!
2034 * `minetest.register_entity(name, prototype table)`
2035 * `minetest.register_abm(abm definition)`
2036 * `minetest.register_lbm(lbm definition)`
2037 * `minetest.register_node(name, node definition)`
2038 * `minetest.register_tool(name, item definition)`
2039 * `minetest.register_craftitem(name, item definition)`
2040 * `minetest.unregister_item(name)`
2041 * `minetest.register_alias(name, convert_to)`
2042 * `minetest.register_alias_force(name, convert_to)`
2043 * `minetest.register_craft(recipe)`
2044 * Check recipe table syntax for different types below.
2045 * `minetest.clear_craft(recipe)`
2046 * Will erase existing craft based either on output item or on input recipe.
2047 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
2048 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
2049 * If no erase candidate could be found, Lua exception will be thrown.
2050 * Warning! The type field ("shaped","cooking" or any other) will be ignored if the recipe
2051 contains output. Erasing is then done independently from the crafting method.
2052 * `minetest.register_ore(ore definition)`
2053 * `minetest.register_biome(biome definition)`
2054 * `minetest.register_decoration(decoration definition)`
2055 * `minetest.override_item(name, redefinition)`
2056 * Overrides fields of an item registered with register_node/tool/craftitem.
2057 * Note: Item must already be defined, (opt)depend on the mod defining it.
2058 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2059 * `minetest.clear_registered_ores()`
2060 * `minetest.clear_registered_biomes()`
2061 * `minetest.clear_registered_decorations()`
2063 ### Global callback registration functions
2064 Call these functions only at load time!
2066 * `minetest.register_globalstep(func(dtime))`
2067 * Called every server step, usually interval of 0.1s
2068 * `minetest.register_on_shutdown(func())`
2069 * Called before server shutdown
2070 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
2071 callbacks **will likely not be run**. Data should be saved at
2072 semi-frequent intervals as well as on server shutdown.
2073 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2074 * Called when a node has been placed
2075 * If return `true` no item is taken from `itemstack`
2076 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
2078 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2079 * Called when a node has been dug.
2080 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
2082 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2083 * Called when a node is punched
2084 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2085 * Called after generating a piece of world. Modifying nodes inside the area
2086 is a bit faster than usually.
2087 * `minetest.register_on_newplayer(func(ObjectRef))`
2088 * Called after a new player has been created
2089 * `minetest.register_on_dieplayer(func(ObjectRef))`
2090 * Called when a player dies
2091 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2092 * Called when a player is punched
2093 * `player` - ObjectRef - Player that was punched
2094 * `hitter` - ObjectRef - Player that hit
2095 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
2096 * `tool_capabilities`: capability table of used tool (can be nil)
2097 * `dir`: unit vector of direction of punch. Always defined. Points from
2098 the puncher to the punched.
2099 * `damage` - number that represents the damage calculated by the engine
2100 * should return `true` to prevent the default damage mechanism
2101 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2102 * Called when the player gets damaged or healed
2103 * `player`: ObjectRef of the player
2104 * `hp_change`: the amount of change. Negative when it is damage.
2105 * `modifier`: when true, the function should return the actual hp_change.
2106 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2107 modifiers can return true as a second argument to stop the execution of further functions.
2108 Non-modifiers receive the final hp change calculated by the modifiers.
2109 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2110 * Called when player is to be respawned
2111 * Called _before_ repositioning of player occurs
2112 * return true in func to disable regular player placement
2113 * `minetest.register_on_prejoinplayer(func(name, ip))`
2114 * Called before a player joins the game
2115 * If it returns a string, the player is disconnected with that string as reason
2116 * `minetest.register_on_joinplayer(func(ObjectRef))`
2117 * Called when a player joins the game
2118 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2119 * Called when a player leaves the game
2120 * `timed_out`: True for timeout, false for other reasons.
2121 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2122 * Called when a player cheats
2123 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2125 * `interacted_too_far`
2126 * `interacted_while_dead`
2127 * `finished_unknown_dig`
2130 * `minetest.register_on_chat_message(func(name, message))`
2131 * Called always when a player says something
2132 * Return `true` to mark the message as handled, which means that it will not be sent to other players
2133 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2134 * Called when a button is pressed in player's inventory form
2135 * Newest functions are called first
2136 * If function returns `true`, remaining functions are not called
2137 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2138 * Called when `player` crafts something
2139 * `itemstack` is the output
2140 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2141 * `craft_inv` is the inventory with the crafting grid
2142 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2143 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2144 * The same as before, except that it is called before the player crafts, to make
2145 craft prediction, and it should not change anything.
2146 * `minetest.register_on_protection_violation(func(pos, name))`
2147 * Called by `builtin` and mods when a player violates protection at a position
2148 (eg, digs a node or punches a protected entity).
2149 * The registered functions can be called using `minetest.record_protection_violation`
2150 * The provided function should check that the position is protected by the mod
2151 calling this function before it prints a message, if it does, to allow for
2152 multiple protection mods.
2153 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2154 * Called when an item is eaten, by `minetest.item_eat`
2155 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2157 ### Other registration functions
2158 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2159 * Adds definition to minetest.registered_chatcommands
2160 * `minetest.override_chatcommand(name, redefinition)`
2161 * Overrides fields of a chatcommand registered with register_chatcommand.
2162 * `minetest.unregister_chatcommand(name)`
2163 * Unregisters a chatcommands registered with register_chatcommand.
2164 * `minetest.register_privilege(name, definition)`
2165 * `definition`: `"description text"`
2166 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2167 the default of `give_to_singleplayer` is true
2168 * To allow players with basic_privs to grant, see basic_privs minetest.conf setting.
2169 * `minetest.register_authentication_handler(handler)`
2170 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
2173 * `minetest.setting_set(name, value)`
2174 * Setting names can't contain whitespace or any of `="{}#`.
2175 * Setting values can't contain the sequence `\n"""`.
2176 * Setting names starting with "secure." can't be set.
2177 * `minetest.setting_get(name)`: returns string or `nil`
2178 * `minetest.setting_setbool(name, value)`
2179 * See documentation on `setting_set` for restrictions.
2180 * `minetest.setting_getbool(name)`: returns boolean or `nil`
2181 * `minetest.setting_get_pos(name)`: returns position or nil
2182 * `minetest.setting_save()`, returns `nil`, save all settings to config file
2185 * `minetest.notify_authentication_modified(name)`
2186 * Should be called by the authentication handler if privileges changes.
2187 * To report everybody, set `name=nil`.
2188 * `minetest.check_password_entry(name, entry, password)`
2189 * Returns true if the "db entry" for a player with name matches given
2190 * password, false otherwise.
2191 * The "db entry" is the usually player-individual value that is derived
2192 * from the player's chosen password and stored on the server in order to allow
2193 * authentication whenever the player desires to log in.
2194 * Only use this function for making it possible to log in via the password from
2195 * via protocols like IRC, other uses for inside the game are frowned upon.
2196 * `minetest.get_password_hash(name, raw_password)`
2197 * Convert a name-password pair to a password hash that Minetest can use.
2198 * The returned value alone is not a good basis for password checks based
2199 * on comparing the password hash in the database with the password hash
2200 * from the function, with an externally provided password, as the hash
2201 * in the db might use the new SRP verifier format.
2202 * For this purpose, use minetest.check_password_entry instead.
2203 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2204 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2205 * Convert between two privilege representations
2206 * `minetest.set_player_password(name, password_hash)`
2207 * `minetest.set_player_privs(name, {priv1=true,...})`
2208 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2209 * `minetest.auth_reload()`
2210 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2211 * A quickhand for checking privileges.
2212 * `player_or_name`: Either a Player object or the name of a player.
2213 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2214 a table, e.g. `{ priva = true, privb = true }`.
2215 * `minetest.get_player_ip(name)`: returns an IP address string
2217 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2218 and `minetest.auth_reload` call the authetification handler.
2221 * `minetest.chat_send_all(text)`
2222 * `minetest.chat_send_player(name, text)`
2224 ### Environment access
2225 * `minetest.set_node(pos, node)`
2226 * `minetest.add_node(pos, node): alias set_node(pos, node)`
2227 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
2228 * `minetest.swap_node(pos, node)`
2229 * Set node at position, but don't remove metadata
2230 * `minetest.remove_node(pos)`
2231 * Equivalent to `set_node(pos, "air")`
2232 * `minetest.get_node(pos)`
2233 * Returns the node at the given position as table in the format
2234 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2236 * `minetest.get_node_or_nil(pos)`
2237 * Same as `get_node` but returns `nil` for unloaded areas.
2238 * `minetest.get_node_light(pos, timeofday)`
2239 * Gets the light value at the given position. Note that the light value
2240 "inside" the node at the given position is returned, so you usually want
2241 to get the light value of a neighbor.
2242 * `pos`: The position where to measure the light.
2243 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2244 * Returns a number between `0` and `15` or `nil`
2245 * `minetest.place_node(pos, node)`
2246 * Place node with the same effects that a player would cause
2247 * `minetest.dig_node(pos)`
2248 * Dig node with the same effects that a player would cause
2249 * Returns `true` if successful, `false` on failure (e.g. protected location)
2250 * `minetest.punch_node(pos)`
2251 * Punch node with the same effects that a player would cause
2252 * `minetest.spawn_falling_node(pos)`
2253 * Change node into falling node
2254 * Returns `true` if successful, `false` on failure
2256 * `minetest.find_nodes_with_meta(pos1, pos2)`
2257 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2258 * `minetest.get_meta(pos)`
2259 * Get a `NodeMetaRef` at that position
2260 * `minetest.get_node_timer(pos)`
2261 * Get `NodeTimerRef`
2263 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position
2264 * Returns `ObjectRef`, or `nil` if failed
2265 * `minetest.add_item(pos, item)`: Spawn item
2266 * Returns `ObjectRef`, or `nil` if failed
2267 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2268 * `minetest.get_objects_inside_radius(pos, radius)`
2269 * `radius`: using an euclidean metric
2270 * `minetest.set_timeofday(val)`
2271 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2272 * `minetest.get_timeofday()`
2273 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2274 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2275 * accounting for time changes.
2276 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
2277 * `radius`: using a maximum metric
2278 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2279 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
2280 * returns as second value a table with the count of the individual nodes found
2281 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2282 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
2283 * returned positions are nodes with a node air above
2284 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2285 * `minetest.get_perlin(noiseparams)`
2286 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2287 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2288 * `minetest.get_voxel_manip([pos1, pos2])`
2289 * Return voxel manipulator object.
2290 * Loads the manipulator from the map if positions are passed.
2291 * `minetest.set_gen_notify(flags, {deco_ids})`
2292 * Set the types of on-generate notifications that should be collected
2293 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2294 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2295 * The second parameter is a list of IDS of decorations which notification is requested for
2296 * `get_gen_notify()`: returns a flagstring and a table with the deco_ids
2297 * `minetest.get_mapgen_object(objectname)`
2298 * Return requested mapgen object if available (see "Mapgen objects")
2299 * `minetest.get_biome_id(biome_name)`
2300 * Returns the biome id, as used in the biomemap Mapgen object, for a
2301 given biome_name string.
2302 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2303 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2304 * Deprecated: use minetest.get_mapgen_setting(name) instead
2305 * `minetest.set_mapgen_params(MapgenParams)`
2306 * Deprecated: use minetest.set_mapgen_setting(name, value, override) instead
2307 * Set map generation parameters
2308 * Function cannot be called after the registration period; only initialization
2309 and `on_mapgen_init`
2310 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2312 * Leave field unset to leave that parameter unchanged
2313 * `flags` contains a comma-delimited string of flags to set,
2314 or if the prefix `"no"` is attached, clears instead.
2315 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2316 * `minetest.get_mapgen_setting(name)`
2317 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2318 order of precedence:
2319 1) Settings loaded from map_meta.txt or overrides set during mod execution
2320 2) Settings set by mods without a metafile override
2321 3) Settings explicitly set in the user config file, minetest.conf
2322 4) Settings set as the user config default
2323 * `minetest.get_mapgen_setting_noiseparams(name)`
2324 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2325 and is a valid NoiseParams
2326 * `minetest.set_mapgen_setting(name, value, [override_meta])`
2327 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2328 is not already present in map_meta.txt.
2329 * `override_meta` is an optional boolean (default: `false`). If this is set to true,
2330 the setting will become the active setting regardless of the map metafile contents.
2331 * Note: to set the seed, use "seed", not "fixed_map_seed"
2332 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
2333 * Same as above, except value is a NoiseParams table.
2334 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2335 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2336 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2337 should be applied to the default config or current active config
2338 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2339 * `minetest.generate_ores(vm, pos1, pos2)`
2340 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2341 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2342 * `minetest.generate_decorations(vm, pos1, pos2)`
2343 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2344 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2345 * `minetest.clear_objects([options])`
2346 * Clear all objects in the environment
2347 * Takes an optional table as an argument with the field `mode`.
2348 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2349 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2350 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2351 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2352 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2353 * fetched from memory, loaded from disk, or if inexistent, generates them.
2354 * If `callback` is a valid Lua function, this will be called for each block emerged.
2355 * The function signature of callback is:
2356 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2357 * - `blockpos` is the *block* coordinates of the block that had been emerged
2358 * - `action` could be one of the following constant values:
2359 * `core.EMERGE_CANCELLED`, `core.EMERGE_ERRORED`, `core.EMERGE_FROM_MEMORY`,
2360 * `core.EMERGE_FROM_DISK`, `core.EMERGE_GENERATED`
2361 * - `calls_remaining` is the number of callbacks to be expected after this one
2362 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2363 * parameter was absent)
2364 * `minetest.delete_area(pos1, pos2)`
2365 * delete all mapblocks in the area from pos1 to pos2, inclusive
2366 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2367 * Check if there is a direct line of sight between `pos1` and `pos2`
2368 * Returns the position of the blocking node when `false`
2369 * `pos1`: First position
2370 * `pos2`: Second position
2371 * `stepsize`: smaller gives more accurate results but requires more computing
2372 time. Default is `1`.
2373 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2374 * returns table containing path
2375 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2376 * `pos1`: start position
2377 * `pos2`: end position
2378 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2379 * `max_jump`: maximum height difference to consider walkable
2380 * `max_drop`: maximum height difference to consider droppable
2381 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2382 * `minetest.spawn_tree (pos, {treedef})`
2383 * spawns L-system tree at given `pos` with definition in `treedef` table
2384 * Warning: L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
2385 Often these bugs appear as subtle shadows in water.
2386 * `minetest.transforming_liquid_add(pos)`
2387 * add node to liquid update queue
2388 * `minetest.get_node_max_level(pos)`
2389 * get max available level for leveled node
2390 * `minetest.get_node_level(pos)`
2391 * get level of leveled node (water, snow)
2392 * `minetest.set_node_level(pos, level)`
2393 * set level of leveled node, default `level` equals `1`
2394 * if `totallevel > maxlevel`, returns rest (`total-max`).
2395 * `minetest.add_node_level(pos, level)`
2396 * increase level of leveled node by level, default `level` equals `1`
2397 * if `totallevel > maxlevel`, returns rest (`total-max`)
2398 * can be negative for decreasing
2399 * `core.check_single_for_falling(pos)`
2400 * causes an unsupported `group:falling_node` node to fall and causes an
2401 unattached `group:attached_node` node to fall.
2402 * does not spread these updates to neighbours.
2403 * `core.check_for_falling(pos)`
2404 * causes an unsupported `group:falling_node` node to fall and causes an
2405 unattached `group:attached_node` node to fall.
2406 * spread these updates to neighbours and can cause a cascade
2410 `minetest.get_inventory(location)`: returns an `InvRef`
2413 * `{type="player", name="celeron55"}`
2414 * `{type="node", pos={x=, y=, z=}}`
2415 * `{type="detached", name="creative"}`
2416 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
2417 * callbacks: See "Detached inventory callbacks"
2418 * player_name: Make detached inventory available to one player exclusively,
2419 by default they will be sent to every player (even if not used).
2420 Note that this parameter is mostly just a workaround and will be removed in future releases.
2421 * Creates a detached inventory. If it already exists, it is cleared.
2422 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2423 returns left over ItemStack
2424 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2427 * `minetest.show_formspec(playername, formname, formspec)`
2428 * `playername`: name of player to show formspec
2429 * `formname`: name passed to `on_player_receive_fields` callbacks.
2430 It should follow the `"modname:<whatever>"` naming convention
2431 * `formspec`: formspec to display
2432 * `minetest.close_formspec(playername, formname)`
2433 * `playername`: name of player to close formspec
2434 * `formname`: has to exactly match the one given in show_formspec, or the formspec will
2436 * calling show_formspec(playername, formname, "") is equal to this expression
2437 * to close a formspec regardless of the formname, call
2438 minetest.close_formspec(playername, ""). USE THIS ONLY WHEN ABSOLUTELY NECESSARY!
2439 * `minetest.formspec_escape(string)`: returns a string
2440 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2441 * `minetest.explode_table_event(string)`: returns a table
2442 * returns e.g. `{type="CHG", row=1, column=2}`
2444 * `"INV"`: no row selected)
2445 * `"CHG"`: selected)
2446 * `"DCL"`: double-click
2447 * `minetest.explode_textlist_event(string)`: returns a table
2448 * returns e.g. `{type="CHG", index=1}`
2450 * `"INV"`: no row selected)
2451 * `"CHG"`: selected)
2452 * `"DCL"`: double-click
2453 * `minetest.explode_scrollbar_event(string)`: returns a table
2454 * returns e.g. `{type="CHG", value=500}`
2456 * `"INV"`: something failed
2457 * `"CHG"`: has been changed
2458 * `"VAL"`: not changed
2461 * `minetest.inventorycube(img1, img2, img3)`
2462 * Returns a string for making an image of a cube (useful as an item image)
2463 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2464 * Get position of a `pointed_thing` (that you can get from somewhere)
2465 * `minetest.dir_to_facedir(dir, is6d)`
2466 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2467 * passing something non-`nil`/`false` for the optional second parameter causes it to
2468 take the y component into account
2469 * `minetest.facedir_to_dir(facedir)`
2470 * Convert a facedir back into a vector aimed directly out the "back" of a node
2471 * `minetest.dir_to_wallmounted(dir)`
2472 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2473 * `minetest.wallmounted_to_dir(wallmounted)`
2474 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2475 * `minetest.dir_to_yaw(dir)`
2476 * Convert a vector into a yaw (angle)
2477 * `minetest.yaw_to_dir(yaw)`
2478 * Convert yaw (angle) to a vector
2479 * `minetest.get_node_drops(nodename, toolname)`
2480 * Returns list of item names.
2481 * **Note**: This will be removed or modified in a future version.
2482 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2483 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2484 * `input.width` = for example `3`
2485 * `input.items` = for example
2486 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2487 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2488 * `output.time` = a number, if unsuccessful: `0`
2489 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2490 `decremented_input.items`
2491 * `decremented_input` = like `input`
2492 * `minetest.get_craft_recipe(output)`: returns input
2493 * returns last registered recipe for output item (node)
2494 * `output` is a node or item type such as `"default:torch"`
2495 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2496 * `input.width` = for example `3`
2497 * `input.items` = for example
2498 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2499 * `input.items` = `nil` if no recipe found
2500 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2501 * returns indexed table with all registered recipes for query item (node)
2502 or `nil` if no recipe was found
2503 * recipe entry table:
2505 method = 'normal' or 'cooking' or 'fuel'
2506 width = 0-3, 0 means shapeless recipe
2507 items = indexed [1-9] table with recipe items
2508 output = string with item name and quantity
2510 * Example query for `"default:gold_ingot"` will return table:
2512 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2513 items = {1 = "default:gold_lump"}},
2514 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2515 items = {1 = "default:goldblock"}}
2517 * `minetest.handle_node_drops(pos, drops, digger)`
2518 * `drops`: list of itemstrings
2519 * Handles drops from nodes after digging: Default action is to put them into
2521 * Can be overridden to get different functionality (e.g. dropping items on
2525 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2526 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2527 * Find who has done something to a node, or near a node
2528 * `actor`: `"player:<name>"`, also `"liquid"`.
2529 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2530 * Revert latest actions of someone
2531 * `actor`: `"player:<name>"`, also `"liquid"`.
2533 ### Defaults for the `on_*` item definition functions
2534 These functions return the leftover itemstack.
2536 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2537 * Place item as a node
2538 * `param2` overrides `facedir` and wallmounted `param2`
2539 * returns `itemstack, success`
2540 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2542 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2543 * Use one of the above based on what the item is.
2544 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2545 * **Note**: is not called when wielded item overrides `on_place`
2546 * `param2` overrides `facedir` and wallmounted `param2`
2547 * returns `itemstack, success`
2548 * `minetest.item_drop(itemstack, dropper, pos)`
2550 * `minetest.item_eat(hp_change, replace_with_item)`
2552 * `replace_with_item` is the itemstring which is added to the inventory.
2553 If the player is eating a stack, then replace_with_item goes to a
2554 different spot. Can be `nil`
2555 * See `minetest.do_item_eat`
2557 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2558 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2559 * Calls functions registered by `minetest.register_on_punchnode()`
2560 * `minetest.node_dig(pos, node, digger)`
2561 * Checks if node can be dug, puts item into inventory, removes node
2562 * Calls functions registered by `minetest.registered_on_dignodes()`
2565 * `minetest.sound_play(spec, parameters)`: returns a handle
2566 * `spec` is a `SimpleSoundSpec`
2567 * `parameters` is a sound parameter table
2568 * `minetest.sound_stop(handle)`
2571 * `minetest.after(time, func, ...)`
2572 * Call the function `func` after `time` seconds, may be fractional
2573 * Optional: Variable number of arguments that are passed to `func`
2576 * `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
2577 and `reconnect` == true displays a reconnect button.
2578 * `minetest.get_server_status()`: returns server status string
2579 * `minetest.get_server_uptime()`: returns the server uptime in seconds
2582 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2583 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2584 * `minetest.ban_player(name)`: ban a player
2585 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2586 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2589 * `minetest.add_particle(particle definition)`
2590 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2591 size, collisiondetection, texture, playername)`
2593 * `minetest.add_particlespawner(particlespawner definition)`
2594 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2595 * Returns an `id`, and -1 if adding didn't succeed
2596 * `Deprecated: minetest.add_particlespawner(amount, time,
2600 minexptime, maxexptime,
2602 collisiondetection, texture, playername)`
2604 * `minetest.delete_particlespawner(id, player)``
2605 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2606 * If playername is specified, only deletes on the player's client,
2607 * otherwise on all clients
2610 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2611 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2612 * Apply the specified probability values to the specified nodes in `probability_list`.
2613 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2614 * `pos` is the 3D vector specifying the absolute coordinates of the
2615 node being modified,
2616 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2617 * If there are two or more entries with the same pos value, the
2619 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2620 * If `probability_list` equals `nil`, no probabilities are applied.
2621 * Slice probability works in the same manner, except takes a field
2622 called `ypos` instead which
2623 indicates the y position of the slice with a probability applied.
2624 * If slice probability list equals `nil`, no slice probabilities are applied.
2625 * Saves schematic in the Minetest Schematic format to filename.
2627 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2628 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2629 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2630 * If the `rotation` parameter is omitted, the schematic is not rotated.
2631 * `replacements` = `{["old_name"] = "convert_to", ...}`
2632 * `force_placement` is a boolean indicating whether nodes other than `air` and
2633 `ignore` are replaced by the schematic
2634 * Returns nil if the schematic could not be loaded.
2636 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2637 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2638 specified VoxelManip object `vmanip` instead of the whole map.
2639 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
2640 containing the full area required, and true if the whole schematic was able to fit.
2641 * Returns nil if the schematic could not be loaded.
2642 * After execution, any external copies of the VoxelManip contents are invalidated.
2644 * `minetest.serialize_schematic(schematic, format, options)`
2645 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2646 * in the `format` of either "mts" or "lua".
2647 * "mts" - a string containing the binary MTS data used in the MTS file format
2648 * "lua" - a string containing Lua code representing the schematic in table format
2649 * `options` is a table containing the following optional parameters:
2650 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2651 * position comments for every X row generated in the schematic data for easier reading.
2652 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2653 * will use that number of spaces as indentation instead of a tab character.
2656 * `minetest.request_http_api()`:
2657 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
2658 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
2659 otherwise returns `nil`.
2660 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
2662 * Only works at init time and must be called from the mod's main scope (not from a function).
2663 * Function only exists if minetest server was built with cURL support.
2664 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
2666 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
2667 * Performs given request asynchronously and calls callback upon completion
2668 * callback: `function(HTTPRequestResult res)`
2669 * Use this HTTP function if you are unsure, the others are for advanced use.
2670 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
2671 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
2672 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
2673 * Return response data for given asynchronous HTTP request
2676 * `minetest.get_mod_storage()`:
2677 * returns reference to mod private `StorageRef`
2678 * must be called during mod load time
2681 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2682 * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
2683 * `minetest.hud_replace_builtin(name, hud_definition)`
2684 * Replaces definition of a builtin hud element
2685 * `name`: `"breath"` or `"health"`
2686 * `hud_definition`: definition to replace builtin definition
2687 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2688 * Gives a unique hash number for a node position (16+16+16=48bit)
2689 * `minetest.get_position_from_hash(hash)`: returns a position
2690 * Inverse transform of `minetest.hash_node_position`
2691 * `minetest.get_item_group(name, group)`: returns a rating
2692 * Get rating of a group of an item. (`0` means: not in group)
2693 * `minetest.get_node_group(name, group)`: returns a rating
2694 * Deprecated: An alias for the former.
2695 * `minetest.raillike_group(name)`: returns a rating
2696 * Returns rating of the connect_to_raillike group corresponding to name
2697 * If name is not yet the name of a connect_to_raillike group, a new group id
2698 * is created, with that name
2699 * `minetest.get_content_id(name)`: returns an integer
2700 * Gets the internal content ID of `name`
2701 * `minetest.get_name_from_content_id(content_id)`: returns a string
2702 * Gets the name of the content with that content ID
2703 * `minetest.parse_json(string[, nullvalue])`: returns something
2704 * Convert a string containing JSON data into the Lua equivalent
2705 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2706 * On success returns a table, a string, a number, a boolean or `nullvalue`
2707 * On failure outputs an error message and returns `nil`
2708 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2709 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2710 * Convert a Lua table into a JSON string
2711 * styled: Outputs in a human-readable format if this is set, defaults to false
2712 * Unserializable things like functions and userdata are saved as null.
2713 * **Warning**: JSON is more strict than the Lua table format.
2714 1. You can only use strings and positive integers of at least one as keys.
2715 2. You can not mix string and integer keys.
2716 This is due to the fact that JSON has two distinct array and object values.
2717 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2718 * `minetest.serialize(table)`: returns a string
2719 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2720 into string form readable by `minetest.deserialize`
2721 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2722 * `minetest.deserialize(string)`: returns a table
2723 * Convert a string returned by `minetest.deserialize` into a table
2724 * `string` is loaded in an empty sandbox environment.
2725 * Will load functions, but they cannot access the global environment.
2726 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2727 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2728 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2729 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2730 * Compress a string of data.
2731 * `method` is a string identifying the compression method to be used.
2732 * Supported compression methods:
2733 * Deflate (zlib): `"deflate"`
2734 * `...` indicates method-specific arguments. Currently defined arguments are:
2735 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2736 * `minetest.decompress(compressed_data, method, ...)`: returns data
2737 * Decompress a string of data (using ZLib).
2738 * See documentation on `minetest.compress()` for supported compression methods.
2739 * currently supported.
2740 * `...` indicates method-specific arguments. Currently, no methods use this.
2741 * `minetest.encode_base64(string)`: returns string encoded in base64
2742 * Encodes a string in base64.
2743 * `minetest.decode_base64(string)`: returns string
2744 * Decodes a string encoded in base64.
2745 * `minetest.is_protected(pos, name)`: returns boolean
2746 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2747 actions, defineable by mods, due to some mod-defined ownership-like concept.
2748 Returns false or nil, if the player is allowed to do such actions.
2749 * This function should be overridden by protection mods and should be used to
2750 check if a player can interact at a position.
2751 * This function should call the old version of itself if the position is not
2752 protected by the mod.
2755 local old_is_protected = minetest.is_protected
2756 function minetest.is_protected(pos, name)
2757 if mymod:position_protected_from(pos, name) then
2760 return old_is_protected(pos, name)
2762 * `minetest.record_protection_violation(pos, name)`
2763 * This function calls functions registered with
2764 `minetest.register_on_protection_violation`.
2765 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2766 * Attempt to predict the desired orientation of the facedir-capable node
2767 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2768 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2769 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2770 is an optional table containing extra tweaks to the placement code:
2771 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2772 orientation on the wall.
2773 * `force_wall` : if `true`, always place the node in wall orientation.
2774 * `force_ceiling`: if `true`, always place on the ceiling.
2775 * `force_floor`: if `true`, always place the node on the floor.
2776 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2777 the floor or ceiling
2778 * The first four options are mutually-exclusive; the last in the list takes
2779 precedence over the first.
2780 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2781 * calls `rotate_and_place()` with infinitestacks set according to the state of
2782 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2785 * `minetest.forceload_block(pos[, transient])`
2786 * forceloads the position `pos`.
2787 * returns `true` if area could be forceloaded
2788 * If `transient` is `false` or absent, the forceload will be persistent
2789 (saved between server runs). If `true`, the forceload will be transient
2790 (not saved between server runs).
2792 * `minetest.forceload_free_block(pos[, transient])`
2793 * stops forceloading the position `pos`
2794 * If `transient` is `false` or absent, frees a persistent forceload.
2795 If `true`, frees a transient forceload.
2797 * `minetest.request_insecure_environment()`: returns an environment containing
2798 insecure functions if the calling mod has been listed as trusted in the
2799 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
2800 * Only works at init time and must be called from the mod's main scope (not from a function).
2801 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
2804 * `minetest.global_exists(name)`
2805 * Checks if a global variable has been set, without triggering a warning.
2808 * `minetest.env`: `EnvRef` of the server environment and world.
2809 * Any function in the minetest namespace can be called using the syntax
2810 `minetest.env:somefunction(somearguments)`
2811 instead of `minetest.somefunction(somearguments)`
2812 * Deprecated, but support is not to be dropped soon
2815 * `minetest.registered_items`
2816 * Map of registered items, indexed by name
2817 * `minetest.registered_nodes`
2818 * Map of registered node definitions, indexed by name
2819 * `minetest.registered_craftitems`
2820 * Map of registered craft item definitions, indexed by name
2821 * `minetest.registered_tools`
2822 * Map of registered tool definitions, indexed by name
2823 * `minetest.registered_entities`
2824 * Map of registered entity prototypes, indexed by name
2825 * `minetest.object_refs`
2826 * Map of object references, indexed by active object id
2827 * `minetest.luaentities`
2828 * Map of Lua entities, indexed by active object id
2829 * `minetest.registered_chatcommands`
2830 * Map of registered chat command definitions, indexed by name
2831 * `minetest.registered_ores`
2832 * List of registered ore definitions.
2833 * `minetest.registered_biomes`
2834 * List of registered biome definitions.
2835 * `minetest.registered_decorations`
2836 * List of registered decoration definitions.
2842 See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
2845 * `set_string(name, value)`
2846 * `get_string(name)`
2847 * `set_int(name, value)`
2849 * `set_float(name, value)`
2851 * `to_table()`: returns `nil` or a table with keys:
2852 * `fields`: key-value storage
2853 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
2854 * `from_table(nil or {})`
2855 * Any non-table value will clear the metadata
2856 * See "Node Metadata" for an example
2857 * returns `true` on success
2860 Node metadata: reference extra data and functionality stored in a node.
2861 Can be obtained via `minetest.get_meta(pos)`.
2864 * All methods in MetaDataRef
2865 * `get_inventory()`: returns `InvRef`
2867 ### `ItemStackMetaRef`
2868 ItemStack metadata: reference extra data and functionality stored in a stack.
2869 Can be obtained via `item:get_meta()`.
2872 * All methods in MetaDataRef
2875 Mod metadata: per mod metadata, saved automatically.
2876 Can be obtained via `minetest.get_mod_storage()` during load time.
2879 * All methods in MetaDataRef
2882 Node Timers: a high resolution persistent per-node timer.
2883 Can be gotten via `minetest.get_node_timer(pos)`.
2886 * `set(timeout,elapsed)`
2887 * set a timer's state
2888 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2889 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2890 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2893 * equivalent to `set(timeout,0)`
2896 * `get_timeout()`: returns current timeout in seconds
2897 * if `timeout` equals `0`, timer is inactive
2898 * `get_elapsed()`: returns current elapsed time in seconds
2899 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2900 * `is_started()`: returns boolean state of timer
2901 * returns `true` if timer is started, otherwise `false`
2904 Moving things in the game are generally these.
2906 This is basically a reference to a C++ `ServerActiveObject`
2909 * `remove()`: remove object (after returning from Lua)
2910 * Note: Doesn't work on players, use minetest.kick_player instead
2911 * `get_pos()`: returns `{x=num, y=num, z=num}`
2912 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
2913 * `move_to(pos, continuous=false)`: interpolated move
2914 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2915 * `puncher` = another `ObjectRef`,
2916 * `time_from_last_punch` = time since last punch action of the puncher
2917 * `direction`: can be `nil`
2918 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2919 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2920 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2921 * `get_inventory()`: returns an `InvRef`
2922 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2923 * `get_wield_index()`: returns the index of the wielded item
2924 * `get_wielded_item()`: returns an `ItemStack`
2925 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2926 * `set_armor_groups({group1=rating, group2=rating, ...})`
2927 * `get_armor_groups()`: returns a table with the armor group ratings
2928 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
2929 * `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
2930 * `set_attach(parent, bone, position, rotation)`
2932 * `position`: `{x=num, y=num, z=num}` (relative)
2933 * `rotation`: `{x=num, y=num, z=num}`
2934 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
2936 * `set_bone_position(bone, position, rotation)`
2938 * `position`: `{x=num, y=num, z=num}` (relative)
2939 * `rotation`: `{x=num, y=num, z=num}`
2940 * `get_bone_position(bone)`: returns position and rotation of the bone
2941 * `set_properties(object property table)`
2942 * `get_properties()`: returns object property table
2943 * `is_player()`: returns true for players, false otherwise
2944 * `get_nametag_attributes()`
2945 * returns a table with the attributes of the nametag of an object
2947 color = {a=0..255, r=0..255, g=0..255, b=0..255},
2950 * `set_nametag_attributes(attributes)`
2951 * sets the attributes of the nametag of an object
2955 text = "My Nametag",
2958 ##### LuaEntitySAO-only (no-op for other objects)
2959 * `set_velocity({x=num, y=num, z=num})`
2960 * `get_velocity()`: returns `{x=num, y=num, z=num}`
2961 * `set_acceleration({x=num, y=num, z=num})`
2962 * `get_acceleration()`: returns `{x=num, y=num, z=num}`
2963 * `set_yaw(radians)`
2964 * `get_yaw()`: returns number in radians
2965 * `set_texture_mod(mod)`
2966 * `get_texture_mod()` returns current texture modifier
2967 * `set_sprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2968 select_horiz_by_yawpitch=false)`
2969 * Select sprite from spritesheet with optional animation and DM-style
2970 texture selection based on yaw relative to camera
2971 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2974 ##### Player-only (no-op for other objects)
2975 * `get_player_name()`: returns `""` if is not a player
2976 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
2977 table {x, y, z} representing the player's instantaneous velocity in nodes/s
2978 * `get_look_dir()`: get camera direction as a unit vector
2979 * `get_look_vertical()`: pitch in radians
2980 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
2981 * `get_look_horizontal()`: yaw in radians
2982 * Angle is counter-clockwise from the +z direction.
2983 * `set_look_vertical(radians)`: sets look pitch
2984 * radians - Angle from looking forward, where positive is downwards.
2985 * `set_look_horizontal(radians)`: sets look yaw
2986 * radians - Angle from the +z direction, where positive is counter-clockwise.
2987 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use get_look_vertical.
2988 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
2989 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use get_look_horizontal.
2990 * Angle is counter-clockwise from the +x direction.
2991 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use set_look_vertical.
2992 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use set_look_horizontal.
2993 * `get_breath()`: returns players breath
2994 * `set_breath(value)`: sets players breath
2996 * `0`: player is drowning,
2997 * `1`-`10`: remaining number of bubbles
2998 * `11`: bubbles bar is not shown
2999 * `set_attribute(attribute, value)`: sets an extra attribute with value on player
3000 * `get_attribute(attribute)`: returns value for extra attribute. Returns nil if no attribute found.
3001 * `set_inventory_formspec(formspec)`
3002 * Redefine player's inventory form
3003 * Should usually be called in on_joinplayer
3004 * `get_inventory_formspec()`: returns a formspec string
3005 * `get_player_control()`: returns table with player pressed keys
3006 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
3007 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
3008 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
3009 * `set_physics_override(override_table)`
3010 * `override_table` is a table with the following fields:
3011 * `speed`: multiplier to default walking speed value (default: `1`)
3012 * `jump`: multiplier to default jump value (default: `1`)
3013 * `gravity`: multiplier to default gravity value (default: `1`)
3014 * `sneak`: whether player can sneak (default: `true`)
3015 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
3016 * `get_physics_override()`: returns the table given to set_physics_override
3017 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
3019 * `hud_remove(id)`: remove the HUD element of the specified id
3020 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
3021 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
3022 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
3023 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
3024 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
3025 * pass a table containing a `true`/`false` value of each flag to be set or unset
3026 * if a flag equals `nil`, the flag is not modified
3027 * note that setting `minimap` modifies the client's permission to view the minimap -
3028 * the client may locally elect to not view the minimap
3029 * `hud_get_flags()`: returns a table containing status of hud flags
3030 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
3031 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
3032 * `count`: number of items, must be between `1` and `23`
3033 * `hud_get_hotbar_itemcount`: returns number of visible items
3034 * `hud_set_hotbar_image(texturename)`
3035 * sets background image for hotbar
3036 * `hud_get_hotbar_image`: returns texturename
3037 * `hud_set_hotbar_selected_image(texturename)`
3038 * sets image for selected item of hotbar
3039 * `hud_get_hotbar_selected_image`: returns texturename
3040 * `set_sky(bgcolor, type, {texture names})`
3041 * `bgcolor`: ColorSpec, defaults to white
3043 * `"regular"`: Uses 0 textures, `bgcolor` ignored
3044 * `"skybox"`: Uses 6 textures, `bgcolor` used
3045 * `"plain"`: Uses 0 textures, `bgcolor` used
3046 * `get_sky()`: returns bgcolor, type and a table with the textures
3047 * `override_day_night_ratio(ratio or nil)`
3048 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
3049 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
3050 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
3051 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
3053 set animation for player model in third person view
3055 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
3056 {x=168, y=187}, -- < walk animation key frames
3057 {x=189, y=198}, -- < dig animation key frames
3058 {x=200, y=219}, -- < walk+dig animation key frames
3059 frame_speed=30): -- < animation frame speed
3060 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
3061 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
3062 * in first person view
3063 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
3064 * `get_eye_offset()`: returns offset_first and offset_third
3067 An `InvRef` is a reference to an inventory.
3070 * `is_empty(listname)`: return `true` if list is empty
3071 * `get_size(listname)`: get size of a list
3072 * `set_size(listname, size)`: set size of a list
3073 * returns `false` on error (e.g. invalid `listname` or `size`)
3074 * `get_width(listname)`: get width of a list
3075 * `set_width(listname, width)`: set width of list; currently used for crafting
3076 * `get_stack(listname, i)`: get a copy of stack index `i` in list
3077 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
3078 * `get_list(listname)`: return full list
3079 * `set_list(listname, list)`: set full list (size will not change)
3080 * `get_lists()`: returns list of inventory lists
3081 * `set_lists(lists)`: sets inventory lists (size will not change)
3082 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
3083 * `room_for_item(listname, stack):` returns `true` if the stack of items
3084 can be fully added to the list
3085 * `contains_item(listname, stack)`: returns `true` if the stack of items
3086 can be fully taken from the list
3087 * `remove_item(listname, stack)`: take as many items as specified from the list,
3088 returns the items that were actually removed (as an `ItemStack`) -- note that
3089 any item metadata is ignored, so attempting to remove a specific unique
3090 item this way will likely remove the wrong one -- to do that use `set_stack`
3091 with an empty `ItemStack`
3092 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
3093 * returns `{type="undefined"}` in case location is not known
3096 A fast access data structure to store areas, and find areas near a given position or area.
3097 Every area has a `data` string attribute to store additional information.
3098 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
3099 If you chose the parameter-less constructor, a fast implementation will be automatically
3103 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
3104 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3105 Returns nil if specified area id does not exist.
3106 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
3107 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
3109 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
3110 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
3111 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
3112 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3113 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
3114 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
3115 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
3116 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
3117 or insertions are likely to fail due to conflicts.
3118 * `reserve(count)`: reserves resources for at most `count` many contained areas.
3119 Only needed for efficiency, and only some implementations profit.
3120 * `remove_area(id)`: removes the area with the given id from the store, returns success.
3121 * `set_cache_params(params)`: sets params for the included prefiltering cache.
3122 Calling invalidates the cache, so that its elements have to be newly generated.
3125 enabled = boolean, -- whether to enable, default true
3126 block_radius = number, -- the radius (in nodes) of the areas the cache generates
3127 prefiltered lists for, minimum 16, default 64
3128 limit = number, -- the cache's size, minimum 20, default 1000
3130 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
3131 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
3132 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
3133 Returns success and, optionally, an error message.
3134 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
3137 An `ItemStack` is a stack of items.
3139 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
3140 an itemstring, a table or `nil`.
3143 * `is_empty()`: Returns `true` if stack is empty.
3144 * `get_name()`: Returns item name (e.g. `"default:stone"`).
3145 * `set_name(item_name)`: Returns boolean whether item was cleared
3146 * `get_count()`: Returns number of items on the stack.
3147 * `set_count(count)`: Returns boolean whether item was cleared
3148 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
3149 * `set_wear(wear)`: Returns boolean whether item was cleared
3150 * `get_meta()`: Returns ItemStackMetaRef. See section for more details
3151 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
3152 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
3153 * `clear()`: removes all items from the stack, making it empty.
3154 * `replace(item)`: replace the contents of this stack.
3155 * `item` can also be an itemstring or table.
3156 * `to_string()`: Returns the stack in itemstring form.
3157 * `to_table()`: Returns the stack in Lua table form.
3158 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
3159 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
3160 * `is_known()`: Returns `true` if the item name refers to a defined item type.
3161 * `get_definition()`: Returns the item definition table.
3162 * `get_tool_capabilities()`: Returns the digging properties of the item,
3163 or those of the hand if none are defined for this item type
3164 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
3165 * `add_item(item)`: Put some item or stack onto this stack.
3166 Returns leftover `ItemStack`.
3167 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
3169 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
3170 Returns taken `ItemStack`.
3171 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
3172 Returns taken `ItemStack`.
3175 A 16-bit pseudorandom number generator.
3176 Uses a well-known LCG algorithm introduced by K&R.
3178 It can be created via `PseudoRandom(seed)`.
3181 * `next()`: return next integer random number [`0`...`32767`]
3182 * `next(min, max)`: return next integer random number [`min`...`max`]
3183 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
3184 due to the simple implementation making bad distribution otherwise.
3187 A 32-bit pseudorandom number generator.
3188 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
3190 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
3193 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
3194 * `next(min, max)`: return next integer random number [`min`...`max`]
3195 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
3196 * This is only a rough approximation of a normal distribution with:
3197 * mean = (max - min) / 2, and
3198 * variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)
3199 * Increasing num_trials improves accuracy of the approximation
3202 Interface for the operating system's crypto-secure PRNG.
3204 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3205 be found on the system.
3208 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3211 A perlin noise generator.
3212 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3213 or `PerlinNoise(noiseparams)`.
3214 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3215 or `minetest.get_perlin(noiseparams)`.
3218 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3219 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3221 ### `PerlinNoiseMap`
3222 A fast, bulk perlin noise generator.
3224 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3225 `minetest.get_perlin_map(noiseparams, size)`.
3227 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
3228 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3231 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3232 nil, this table will be used to store the result instead of creating a new table.
3236 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3237 with values starting at `pos={x=,y=}`
3238 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3239 of 3D noise with values starting at `pos={x=,y=,z=}`
3240 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3241 with values starting at `pos={x=,y=}`
3242 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3243 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3244 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3245 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3246 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3247 takes a chunk of `slice_size`.
3248 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3249 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3250 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3251 the starting position of the most recently calculated noise.
3252 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3253 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3254 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3258 #### About VoxelManip
3259 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3260 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3261 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3262 to with other methods of setting nodes. For example, nodes will not have their construction and
3263 destruction callbacks run, and no rollback information is logged.
3265 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3266 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3267 of high level node placement features, perhaps minetest.set_node() is better suited for the job.
3269 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3270 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3271 setting a 5x5x5 node area, a minetest.set_node() loop may be more optimal. Always profile code
3272 using both methods of map manipulation to determine which is most appropriate for your usage.
3274 #### Using VoxelManip
3275 A VoxelManip object can be created any time using either:
3276 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3278 If the optional position parameters are present for either of these routines, the specified region
3279 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3280 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3282 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3283 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3284 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3285 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3287 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3288 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3289 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3291 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3292 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3293 `VoxelManip:get_light_data()` for node light levels, and
3294 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3296 See section 'Flat array format' for more details.
3298 It is very important to understand that the tables returned by any of the above three functions
3299 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3300 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3301 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3302 otherwise explicitly stated.
3304 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3305 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3306 `VoxelManip:set_light_data()` for node light levels, and
3307 `VoxelManip:set_param2_data()` for the node type-dependent "param2" values.
3309 The parameter to each of the above three functions can use any table at all in the same flat array
3310 format as produced by get_data() et al. and is *not required* to be a table retrieved from get_data().
3312 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3313 to the map by calling `VoxelManip:write_to_map()`.
3316 ##### Flat array format
3318 `Nx = p2.X - p1.X + 1`,
3319 `Ny = p2.Y - p1.Y + 1`, and
3320 `Nz = p2.Z - p1.Z + 1`.
3322 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3323 the expression `Nx * Ny * Nz`.
3325 Positions offset from p1 are present in the array with the format of:
3328 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3329 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3331 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3332 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3334 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3336 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3340 and the array index for a position p contained completely in p1..p2 is:
3342 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3344 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3345 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3346 for a single point in a flat VoxelManip array.
3349 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3350 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3351 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3352 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3353 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3354 Note that the node being queried needs to have already been been registered.
3356 The following builtin node types have their Content IDs defined as constants:
3358 core.CONTENT_UNKNOWN (ID for "unknown" nodes)
3359 core.CONTENT_AIR (ID for "air" nodes)
3360 core.CONTENT_IGNORE (ID for "ignore" nodes)
3363 ##### Mapgen VoxelManip objects
3364 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3365 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3366 but with a few differences:
3368 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3369 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3370 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3371 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3372 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3373 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3374 consistency with the current map state. For this reason, calling any of the following functions:
3375 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3376 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3377 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3378 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3380 ##### Other API functions operating on a VoxelManip
3381 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3382 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3383 written all buffered data back to the VoxelManip object, save for special situations where the modder
3384 desires to only have certain liquid nodes begin flowing.
3386 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3387 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3389 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3390 except instead of placing the specified schematic directly on the map at the specified position, it
3391 will place the schematic inside of the VoxelManip.
3394 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3395 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3396 `VoxelManip:get_node_at()`.
3397 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3398 filled with "ignore" nodes.
3399 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3400 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3401 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3402 object in the same callback it had been created.
3403 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3404 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3405 buffer the function can use to write map data to instead of returning a new table each call. This
3406 greatly enhances performance by avoiding unnecessary memory allocations.
3409 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3410 the region formed by `p1` and `p2`.
3411 * returns actual emerged `pmin`, actual emerged `pmax`
3412 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
3413 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3414 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3415 the `VoxelManip` at that position
3416 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3417 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3418 * returns raw node data in the form of an array of node content IDs
3419 * if the param `buffer` is present, this table will be used to store the result instead
3420 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3421 * `update_map()`: Does nothing, kept for compatibility.
3422 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3423 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3424 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3425 * (`p1`, `p2`) is the area in which lighting is set;
3426 defaults to the whole area if left out
3427 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3428 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3429 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3430 * `light = day + (night * 16)`
3431 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3433 * expects lighting data in the same format that `get_light_data()` returns
3434 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
3435 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3436 * If the param `buffer` is present, this table will be used to store the result instead
3437 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3438 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3439 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3440 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3442 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3443 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3444 * `update_liquids()`: Update liquid flow
3445 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3446 had been modified since the last read from map, due to a call to
3447 `minetest.set_data()` on the loaded area elsewhere
3448 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3451 A helper class for voxel areas.
3452 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3453 The coordinates are *inclusive*, like most other things in Minetest.
3456 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3457 `MinEdge` and `MaxEdge`
3458 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3459 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3460 * useful for things like `VoxelManip`, raw Schematic specifiers,
3461 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3462 * `indexp(p)`: same as above, except takes a vector
3463 * `position(i)`: returns the absolute position vector corresponding to index `i`
3464 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3465 * `containsp(p)`: same as above, except takes a vector
3466 * `containsi(i)`: same as above, except takes an index `i`
3467 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3468 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3469 * `iterp(minp, maxp)`: same as above, except takes a vector
3472 An interface to read config files in the format of `minetest.conf`.
3474 It can be created via `Settings(filename)`.
3477 * `get(key)`: returns a value
3478 * `get_bool(key)`: returns a boolean
3480 * `remove(key)`: returns a boolean (`true` for success)
3481 * `get_names()`: returns `{key1,...}`
3482 * `write()`: returns a boolean (`true` for success)
3483 * write changes to file
3484 * `to_table()`: returns `{[key1]=value1,...}`
3488 A mapgen object is a construct used in map generation. Mapgen objects can be used
3489 by an `on_generate` callback to speed up operations by avoiding unnecessary
3490 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3491 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3492 was called outside of an `on_generate()` callback, `nil` is returned.
3494 The following Mapgen objects are currently available:
3497 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3498 emerged position, in that order. All mapgens support this object.
3501 Returns an array containing the y coordinates of the ground levels of nodes in
3502 the most recently generated chunk by the current mapgen.
3505 Returns an array containing the biome IDs of nodes in the most recently
3506 generated chunk by the current mapgen.
3509 Returns an array containing the temperature values of nodes in the most
3510 recently generated chunk by the current mapgen.
3513 Returns an array containing the humidity values of nodes in the most recently
3514 generated chunk by the current mapgen.
3517 Returns a table mapping requested generation notification types to arrays of
3518 positions at which the corresponding generated structures are located at within
3519 the current chunk. To set the capture of positions of interest to be recorded
3520 on generate, use `minetest.set_gen_notify()`.
3522 Possible fields of the table returned are:
3528 * `large_cave_begin`
3532 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3533 numeric unique decoration ID.
3537 * Functions receive a "luaentity" as `self`:
3538 * It has the member `.name`, which is the registered name `("mod:thing")`
3539 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3540 * The original prototype stuff is visible directly via a metatable
3542 * `on_activate(self, staticdata, dtime_s)`
3543 * Called when the object is instantiated.
3544 * `dtime_s` is the time passed since the object was unloaded, which can
3545 be used for updating the entity state.
3546 * `on_step(self, dtime)`
3547 * Called on every server tick, after movement and collision processing.
3548 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3550 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
3551 * Called when somebody punches the object.
3552 * Note that you probably want to handle most punches using the
3553 automatic armor group system.
3554 * `puncher`: an `ObjectRef` (can be `nil`)
3555 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3556 * `tool_capabilities`: capability table of used tool (can be `nil`)
3557 * `dir`: unit vector of direction of punch. Always defined. Points from
3558 the puncher to the punched.
3559 * `on_rightclick(self, clicker)`
3560 * `get_staticdata(self)`
3561 * Should return a string that will be passed to `on_activate` when
3562 the object is instantiated the next time.
3567 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
3568 Often these bugs appear as subtle shadows in water.
3573 axiom, --string initial tree axiom
3574 rules_a, --string rules set A
3575 rules_b, --string rules set B
3576 rules_c, --string rules set C
3577 rules_d, --string rules set D
3578 trunk, --string trunk node name
3579 leaves, --string leaves node name
3580 leaves2, --string secondary leaves node name
3581 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3582 angle, --num angle in deg
3583 iterations, --num max # of iterations, usually 2 -5
3584 random_level, --num factor to lower nr of iterations, usually 0 - 3
3585 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3586 -- 2x2 nodes or 3x3 in cross shape
3587 thin_branches, --boolean true -> use thin (1 node) branches
3588 fruit, --string fruit node name
3589 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3590 seed, --num random seed; if no seed is provided, the engine will create one
3593 ### Key for Special L-System Symbols used in Axioms
3595 * `G`: move forward one unit with the pen up
3596 * `F`: move forward one unit with the pen down drawing trunks and branches
3597 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3598 * `T`: move forward one unit with the pen down drawing trunks only
3599 * `R`: move forward one unit with the pen down placing fruit
3600 * `A`: replace with rules set A
3601 * `B`: replace with rules set B
3602 * `C`: replace with rules set C
3603 * `D`: replace with rules set D
3604 * `a`: replace with rules set A, chance 90%
3605 * `b`: replace with rules set B, chance 80%
3606 * `c`: replace with rules set C, chance 70%
3607 * `d`: replace with rules set D, chance 60%
3608 * `+`: yaw the turtle right by `angle` parameter
3609 * `-`: yaw the turtle left by `angle` parameter
3610 * `&`: pitch the turtle down by `angle` parameter
3611 * `^`: pitch the turtle up by `angle` parameter
3612 * `/`: roll the turtle to the right by `angle` parameter
3613 * `*`: roll the turtle to the left by `angle` parameter
3614 * `[`: save in stack current state info
3615 * `]`: recover from stack state info
3618 Spawn a small apple tree:
3620 pos = {x=230,y=20,z=4}
3623 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3624 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3625 trunk="default:tree",
3626 leaves="default:leaves",
3630 trunk_type="single",
3633 fruit="default:apple"
3635 minetest.spawn_tree(pos,apple_tree)
3640 ### Object Properties
3645 collide_with_objects = true, -- collide with other objects if physical=true
3647 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
3648 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
3649 visual_size = {x=1, y=1},
3651 textures = {}, -- number of required textures depends on visual
3652 colors = {}, -- number of required colors depends on visual
3653 spritediv = {x=1, y=1},
3654 initial_sprite_basepos = {x=0, y=0},
3656 makes_footstep_sound = false,
3657 automatic_rotate = false,
3659 automatic_face_movement_dir = 0.0,
3660 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
3661 automatic_face_movement_max_rotation_per_sec = -1,
3662 -- ^ limit automatic rotation to this value in degrees per second. values < 0 no limit
3663 backface_culling = true, -- false to disable backface_culling for model
3664 nametag = "", -- by default empty, for players their name is shown if empty
3665 nametag_color = <color>, -- sets color of nametag as ColorSpec
3666 infotext = "", -- by default empty, text to be shown when pointed at object
3669 ### Entity definition (`register_entity`)
3672 -- Deprecated: Everything in object properties is read directly from here
3674 initial_properties = --[[<initial object properties>]],
3676 on_activate = function(self, staticdata, dtime_s),
3677 on_step = function(self, dtime),
3678 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
3679 on_rightclick = function(self, clicker),
3680 get_staticdata = function(self),
3681 -- ^ Called sometimes; the string returned is passed to on_activate when
3682 -- the entity is re-activated from static state
3684 -- Also you can define arbitrary member variables here (see item definition for
3686 _custom_field = whatever,
3689 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3692 label = "Lava cooling",
3693 -- ^ Descriptive label for profiling purposes (optional).
3694 -- Definitions with identical labels will be listed as one.
3695 -- In the following two fields, also group:groupname will work.
3696 nodenames = {"default:lava_source"},
3697 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
3698 ^ If left out or empty, any neighbor will do ]]
3699 interval = 1.0, -- Operation interval in seconds
3700 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
3701 catch_up = true, -- If true, catch-up behaviour is enabled --[[
3702 ^ The chance value is temporarily reduced when returning to
3703 an area to simulate time lost by the area being unattended.
3704 ^ Note chance value can often be reduced to 1 ]]
3705 action = func(pos, node, active_object_count, active_object_count_wider),
3708 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
3711 label = "Upgrade legacy doors",
3712 -- ^ Descriptive label for profiling purposes (optional).
3713 -- Definitions with identical labels will be listed as one.
3714 name = "modname:replace_legacy_door",
3715 nodenames = {"default:lava_source"},
3716 -- ^ List of node names to trigger the LBM on.
3717 -- Also non-registered nodes will work.
3718 -- Groups (as of group:groupname) will work as well.
3719 run_at_every_load = false,
3720 -- ^ Whether to run the LBM's action every time a block gets loaded,
3721 -- and not just for blocks that were saved last time before LBMs were
3722 -- introduced to the world.
3723 action = func(pos, node),
3726 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
3729 description = "Steel Axe",
3730 groups = {}, -- key = name, value = rating; rating = 1..3.
3731 if rating not applicable, use 1.
3732 e.g. {wool = 1, fluffy = 3}
3733 {soil = 2, outerspace = 1, crumbly = 1}
3734 {bendy = 2, snappy = 1},
3735 {hard = 1, metal = 1, spikes = 1}
3736 inventory_image = "default_tool_steelaxe.png",
3738 wield_scale = {x = 1, y = 1, z = 1},
3741 liquids_pointable = false,
3742 tool_capabilities = {
3743 full_punch_interval = 1.0,
3747 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
3749 damage_groups = {groupname = damage},
3751 node_placement_prediction = nil,
3753 ^ If nil and item is node, prediction is made automatically
3754 ^ If nil and item is not a node, no prediction is made
3755 ^ If "" and item is anything, no prediction is made
3756 ^ Otherwise should be name of node which the client immediately places
3757 on ground when the player places the item. Server will always update
3758 actual result to client in a short moment.
3761 breaks = "default_tool_break", -- tools only
3762 place = --[[<SimpleSoundSpec>]],
3765 on_place = func(itemstack, placer, pointed_thing),
3767 ^ Shall place item and return the leftover itemstack
3768 ^ The placer may be any ObjectRef or nil.
3769 ^ default: minetest.item_place ]]
3770 on_secondary_use = func(itemstack, user, pointed_thing),
3772 ^ Same as on_place but called when pointing at nothing.
3773 ^ The user may be any ObjectRef or nil.
3774 ^ pointed_thing : always { type = "nothing" }
3776 on_drop = func(itemstack, dropper, pos),
3778 ^ Shall drop item and return the leftover itemstack
3779 ^ The dropper may be any ObjectRef or nil.
3780 ^ default: minetest.item_drop ]]
3781 on_use = func(itemstack, user, pointed_thing),
3784 ^ Function must return either nil if no item shall be removed from
3785 inventory, or an itemstack to replace the original itemstack.
3786 e.g. itemstack:take_item(); return itemstack
3787 ^ Otherwise, the function is free to do what it wants.
3788 ^ The user may be any ObjectRef or nil.
3789 ^ The default functions handle regular use cases.
3791 after_use = func(itemstack, user, node, digparams),
3794 ^ If defined, should return an itemstack and will be called instead of
3795 wearing out the tool. If returns nil, does nothing.
3796 If after_use doesn't exist, it is the same as:
3797 function(itemstack, user, node, digparams)
3798 itemstack:add_wear(digparams.wear)
3801 ^ The user may be any ObjectRef or nil.
3803 _custom_field = whatever,
3805 ^ Add your own custom fields. By convention, all custom field names
3806 should start with `_` to avoid naming collisions with future engine
3813 * `{name="image.png", animation={Tile Animation definition}}`
3814 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
3815 tileable_horizontal=bool}`
3816 * backface culling enabled by default for most nodes
3817 * tileable flags are info for shaders, how they should treat texture
3818 when displacement mapping is used
3819 Directions are from the point of view of the tile texture,
3820 not the node it's on
3821 * `{name="image.png", color=ColorSpec}`
3822 * the texture's color will be multiplied with this color.
3823 * the tile's color overrides the owning node's color in all cases.
3824 * deprecated, yet still supported field names:
3827 ### Tile animation definition
3830 type = "vertical_frames",
3832 -- ^ specify width of a frame in pixels
3834 -- ^ specify height of a frame in pixels
3836 -- ^ specify full loop length
3842 -- ^ specify width in number of frames
3844 -- ^ specify height in number of frames
3846 -- ^ specify length of a single frame
3849 ### Node definition (`register_node`)
3852 -- <all fields allowed in item definitions>,
3854 drawtype = "normal", -- See "Node drawtypes"
3855 visual_scale = 1.0, --[[
3856 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
3857 ^ "firelike", "mesh".
3858 ^ For plantlike and firelike, the image will start at the bottom of the
3859 ^ node, for the other drawtypes the image will be centered on the node.
3860 ^ Note that positioning for "torchlike" may still change. ]]
3861 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
3862 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
3863 ^ List can be shortened to needed length ]]
3864 special_tiles = {tile definition 1, Tile definition 2}, --[[
3865 ^ Special textures of node; used rarely (old field name: special_materials)
3866 ^ List can be shortened to needed length ]]
3867 color = ColorSpec, --[[
3868 ^ The node's original color will be multiplied with this color.
3869 ^ If the node has a palette, then this setting only has an effect
3870 ^ in the inventory and on the wield item. ]]
3871 use_texture_alpha = false, -- Use texture's alpha channel
3872 palette = "palette.png", --[[
3873 ^ The node's `param2` is used to select a pixel from the image
3874 ^ (pixels are arranged from left to right and from top to bottom).
3875 ^ The node's color will be multiplied with the selected pixel's
3876 ^ color. Tiles can override this behavior.
3877 ^ Only when `paramtype2` supports palettes. ]]
3878 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
3879 paramtype = "none", -- See "Nodes" --[[
3880 ^ paramtype = "light" allows light to propagate from or through the node with light value
3881 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
3882 paramtype2 = "none", -- See "Nodes"
3883 place_param2 = nil, -- Force value for param2 when player places node
3884 is_ground_content = true, -- If false, the cave generator will not carve through this
3885 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
3886 walkable = true, -- If true, objects collide with node
3887 pointable = true, -- If true, can be pointed at
3888 diggable = true, -- If false, can never be dug
3889 climbable = false, -- If true, can be climbed on (ladder)
3890 buildable_to = false, -- If true, placed nodes can replace this node
3891 floodable = false, -- If true, liquids flow into and replace this node
3892 liquidtype = "none", -- "none"/"source"/"flowing"
3893 liquid_alternative_flowing = "", -- Flowing version of source liquid
3894 liquid_alternative_source = "", -- Source version of flowing liquid
3895 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
3896 liquid_renewable = true, --[[
3897 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
3899 ^ Block contains level in param2. Value is default level, used for snow.
3900 ^ Don't forget to use "leveled" type nodebox. ]]
3901 liquid_range = 8, -- number of flowing nodes around source (max. 8)
3902 drowning = 0, -- Player will take this amount of damage if no bubbles are left
3903 light_source = 0, --[[
3904 ^ Amount of light emitted by node.
3905 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
3906 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
3907 damage_per_second = 0, -- If player is inside node, this damage is caused
3908 node_box = {type="regular"}, -- See "Node boxes"
3909 connects_to = nodenames, --[[
3910 * Used for nodebox nodes with the type == "connected"
3911 * Specifies to what neighboring nodes connections will be drawn
3912 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
3913 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
3914 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
3916 selection_box = {type="regular"}, -- See "Node boxes" --[[
3917 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
3918 legacy_facedir_simple = false, -- Support maps made in and before January 2012
3919 legacy_wallmounted = false, -- Support maps made in and before January 2012
3921 footstep = <SimpleSoundSpec>,
3922 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
3923 dug = <SimpleSoundSpec>,
3924 place = <SimpleSoundSpec>,
3925 place_failed = <SimpleSoundSpec>,
3927 drop = "", -- Name of dropped node when dug. Default is the node itself.
3930 max_items = 1, -- Maximum number of items to drop.
3931 items = { -- Choose max_items randomly from this list.
3933 items = {"foo:bar", "baz:frob"}, -- Items to drop.
3934 rarity = 1, -- Probability of dropping is 1 / rarity.
3939 on_construct = func(pos), --[[
3940 ^ Node constructor; called after adding node
3941 ^ Can set up metadata and stuff like that
3942 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3944 on_destruct = func(pos), --[[
3945 ^ Node destructor; called before removing node
3946 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3948 after_destruct = func(pos, oldnode), --[[
3949 ^ Node destructor; called after removing node
3950 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3953 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
3954 ^ Called after constructing node when node was placed using
3955 minetest.item_place_node / minetest.place_node
3956 ^ If return true no item is taken from itemstack
3958 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
3959 ^ oldmetadata is in table format
3960 ^ Called after destructing node when node was dug using
3961 minetest.node_dig / minetest.dig_node
3963 can_dig = function(pos, [player]) --[[
3964 ^ returns true if node can be dug, or false if not
3967 on_punch = func(pos, node, puncher, pointed_thing), --[[
3968 ^ default: minetest.node_punch
3969 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
3970 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
3972 ^ if defined, itemstack will hold clicker's wielded item
3973 ^ Shall return the leftover itemstack
3974 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
3976 on_dig = func(pos, node, digger), --[[
3977 ^ default: minetest.node_dig
3978 ^ By default: checks privileges, wears out tool and removes node ]]
3980 on_timer = function(pos,elapsed), --[[
3982 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
3983 ^ elapsed is the total time passed since the timer was started
3984 ^ return true to run the timer for another cycle with the same timeout value ]]
3986 on_receive_fields = func(pos, formname, fields, sender), --[[
3987 ^ fields = {name1 = value1, name2 = value2, ...}
3988 ^ Called when an UI form (e.g. sign text input) returns data
3991 allow_metadata_inventory_move = func(pos, from_list, from_index,
3992 to_list, to_index, count, player), --[[
3993 ^ Called when a player wants to move items inside the inventory
3994 ^ Return value: number of items allowed to move ]]
3996 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
3997 ^ Called when a player wants to put something into the inventory
3998 ^ Return value: number of items allowed to put
3999 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4001 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4002 ^ Called when a player wants to take something out of the inventory
4003 ^ Return value: number of items allowed to take
4004 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4006 on_metadata_inventory_move = func(pos, from_list, from_index,
4007 to_list, to_index, count, player),
4008 on_metadata_inventory_put = func(pos, listname, index, stack, player),
4009 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4010 ^ Called after the actual action has happened, according to what was allowed.
4011 ^ No return value ]]
4013 on_blast = func(pos, intensity), --[[
4014 ^ intensity: 1.0 = mid range of regular TNT
4015 ^ If defined, called when an explosion touches the node, instead of
4016 removing the node ]]
4019 ### Recipe for `register_craft` (shaped)
4022 output = 'default:pick_stone',
4024 {'default:cobble', 'default:cobble', 'default:cobble'},
4025 {'', 'default:stick', ''},
4026 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
4028 replacements = --[[<optional list of item pairs,
4029 replace one input item with another item on crafting>]]
4032 ### Recipe for `register_craft` (shapeless)
4036 output = 'mushrooms:mushroom_stew',
4039 "mushrooms:mushroom_brown",
4040 "mushrooms:mushroom_red",
4042 replacements = --[[<optional list of item pairs,
4043 replace one input item with another item on crafting>]]
4046 ### Recipe for `register_craft` (tool repair)
4049 type = "toolrepair",
4050 additional_wear = -0.02,
4053 ### Recipe for `register_craft` (cooking)
4057 output = "default:glass",
4058 recipe = "default:sand",
4062 ### Recipe for `register_craft` (furnace fuel)
4066 recipe = "default:leaves",
4070 ### Ore definition (`register_ore`)
4073 ore_type = "scatter", -- See "Ore types"
4074 ore = "default:stone_with_coal",
4075 wherein = "default:stone",
4076 -- ^ a list of nodenames is supported too
4077 clust_scarcity = 8*8*8,
4078 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
4079 -- ^ This value should be *MUCH* higher than your intuition might tell you!
4081 -- ^ Number of ores in a cluster
4083 -- ^ Size of the bounding box of the cluster
4084 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
4088 -- ^ Attributes for this ore generation
4089 noise_threshold = 0.5,
4090 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
4091 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
4092 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
4093 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
4094 random_factor = 1.0,
4095 -- ^ Multiplier of the randomness contribution to the noise value at any
4096 -- given point to decide if ore should be placed. Set to 0 for solid veins.
4097 -- ^ This parameter is only valid for ore_type == "vein".
4098 biomes = {"desert", "rainforest"}
4099 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4100 -- ^ and ignored if the Mapgen being used does not support biomes.
4101 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4104 ### Biome definition (`register_biome`)
4107 The Biome API is still in an experimental phase and subject to change.
4111 node_dust = "default:snow",
4112 -- ^ Node dropped onto upper surface after all else is generated.
4113 node_top = "default:dirt_with_snow",
4115 -- ^ Node forming surface layer of biome and thickness of this layer.
4116 node_filler = "default:permafrost",
4118 -- ^ Node forming lower layer of biome and thickness of this layer.
4119 node_stone = "default:bluestone",
4120 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
4121 node_water_top = "default:ice",
4122 depth_water_top = 10,
4123 -- ^ Node forming a surface layer in seawater with the defined thickness.
4125 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
4126 node_river_water = "default:ice",
4127 -- ^ Node that replaces river water in mapgens that use default:river_water.
4128 node_riverbed = "default:gravel",
4130 -- ^ Node placed under river water and thickness of this layer.
4133 -- ^ Lower and upper limits for biome.
4134 -- ^ Because biome is not recalculated for every node in a node column
4135 -- ^ some biome materials can exceed their limits, especially stone.
4136 -- ^ For each node column in a mapchunk, biome is only recalculated at column
4137 -- ^ top and at each of these surfaces:
4138 -- ^ Ground below air, water below air, ground below water.
4139 -- ^ The selected biome then stays in effect for all nodes below until
4140 -- ^ column base or the next biome recalculation.
4142 humidity_point = 50,
4143 -- ^ Characteristic average temperature and humidity for the biome.
4144 -- ^ These values create 'biome points' on a voronoi diagram that has heat
4145 -- ^ and humidity as axes. The resulting voronoi cells determine which
4146 -- ^ heat/humidity points belong to which biome, and therefore determine
4147 -- ^ the area and location of each biome in the world.
4148 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
4149 -- ^ diagram to result in roughly equal size biomes.
4150 -- ^ Heat and humidity have average values of 50, vary mostly between
4151 -- ^ 0 and 100 but also often exceed these values.
4152 -- ^ Heat is not in degrees celcius, both values are abstract.
4155 ### Decoration definition (`register_decoration`)
4158 deco_type = "simple", -- See "Decoration types"
4159 place_on = "default:dirt_with_grass",
4160 -- ^ Node (or list of nodes) that the decoration can be placed on
4162 -- ^ Size of divisions made in the chunk being generated.
4163 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
4165 -- ^ Ratio of the area to be uniformly filled by the decoration.
4166 -- ^ Used only if noise_params is not specified.
4167 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
4168 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
4169 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
4170 biomes = {"Oceanside", "Hills", "Plains"},
4171 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4172 -- ^ and ignored if the Mapgen being used does not support biomes.
4173 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4176 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
4177 -- ^ This parameter refers to the `y` position of the decoration base, so
4178 -- the actual maximum height would be `height_max + size.Y`.
4179 spawn_by = "default:water",
4180 -- ^ Node (or list of nodes) that the decoration only spawns next to.
4181 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
4182 -- ^ one plane at Y = surface and one plane at Y = surface = + 1.
4184 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
4185 -- ^ If absent or -1, decorations occur next to any nodes.
4186 flags = "liquid_surface, force_placement",
4187 -- ^ Flags for all decoration types.
4188 -- ^ "liquid_surface": Instead of placement on the highest solid surface
4189 -- ^ in a mapchunk column, placement is on the highest liquid surface.
4190 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
4191 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
4193 ----- Simple-type parameters
4194 decoration = "default:grass",
4195 -- ^ The node name used as the decoration.
4196 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
4198 -- ^ Number of nodes high the decoration is made.
4199 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
4201 -- ^ Number of nodes the decoration can be at maximum.
4202 -- ^ If absent, the parameter 'height' is used as a constant.
4204 -- ^ Param2 value of placed decoration node.
4206 ----- Schematic-type parameters
4207 schematic = "foobar.mts",
4208 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
4209 -- ^ specified Minetest schematic file.
4210 -- ^ - OR -, could be the ID of a previously registered schematic
4211 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
4212 -- ^ and an optional table yslice_prob:
4214 size = {x=4, y=6, z=4},
4216 {name="default:cobble", param1=255, param2=0},
4217 {name="default:dirt_with_grass", param1=255, param2=0},
4218 {name="ignore", param1=255, param2=0},
4219 {name="air", param1=255, param2=0},
4228 -- ^ See 'Schematic specifier' for details.
4229 replacements = {["oldname"] = "convert_to", ...},
4230 flags = "place_center_x, place_center_y, place_center_z",
4231 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
4232 rotation = "90" -- rotate schematic 90 degrees on placement
4233 -- ^ Rotation can be "0", "90", "180", "270", or "random".
4236 ### Chat command definition (`register_chatcommand`)
4239 params = "<name> <privilege>", -- Short parameter description
4240 description = "Remove privilege from player", -- Full description
4241 privs = {privs=true}, -- Require the "privs" privilege to run
4242 func = function(name, param), -- Called when command is run.
4243 -- Returns boolean success and text output.
4246 ### Detached inventory callbacks
4249 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4250 -- ^ Called when a player wants to move items inside the inventory
4251 -- ^ Return value: number of items allowed to move
4253 allow_put = func(inv, listname, index, stack, player),
4254 -- ^ Called when a player wants to put something into the inventory
4255 -- ^ Return value: number of items allowed to put
4256 -- ^ Return value: -1: Allow and don't modify item count in inventory
4258 allow_take = func(inv, listname, index, stack, player),
4259 -- ^ Called when a player wants to take something out of the inventory
4260 -- ^ Return value: number of items allowed to take
4261 -- ^ Return value: -1: Allow and don't modify item count in inventory
4263 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4264 on_put = func(inv, listname, index, stack, player),
4265 on_take = func(inv, listname, index, stack, player),
4266 -- ^ Called after the actual action has happened, according to what was allowed.
4267 -- ^ No return value
4270 ### HUD Definition (`hud_add`, `hud_get`)
4273 hud_elem_type = "image", -- see HUD element types
4274 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
4275 position = {x=0.5, y=0.5},
4276 -- ^ Left corner position of element
4282 -- ^ Selected item in inventory. 0 for no item selected.
4284 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
4285 alignment = {x=0, y=0},
4286 -- ^ See "HUD Element Types"
4287 offset = {x=0, y=0},
4288 -- ^ See "HUD Element Types"
4289 size = { x=100, y=100 },
4290 -- ^ Size of element in pixels
4293 ### Particle definition (`add_particle`)
4296 pos = {x=0, y=0, z=0},
4297 velocity = {x=0, y=0, z=0},
4298 acceleration = {x=0, y=0, z=0},
4299 -- ^ Spawn particle at pos with velocity and acceleration
4301 -- ^ Disappears after expirationtime seconds
4303 collisiondetection = false,
4304 -- ^ collisiondetection: if true collides with physical objects
4305 collision_removal = false,
4306 -- ^ collision_removal: if true then particle is removed when it collides,
4307 -- ^ requires collisiondetection = true to have any effect
4309 -- ^ vertical: if true faces player using y axis only
4310 texture = "image.png",
4311 -- ^ Uses texture (string)
4312 playername = "singleplayer",
4313 -- ^ optional, if specified spawns particle only on the player's client
4314 animation = {Tile Animation definition},
4315 -- ^ optional, specifies how to animate the particle texture
4317 -- ^ optional, specify particle self-luminescence in darkness
4321 ### `ParticleSpawner` definition (`add_particlespawner`)
4326 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
4327 minpos = {x=0, y=0, z=0},
4328 maxpos = {x=0, y=0, z=0},
4329 minvel = {x=0, y=0, z=0},
4330 maxvel = {x=0, y=0, z=0},
4331 minacc = {x=0, y=0, z=0},
4332 maxacc = {x=0, y=0, z=0},
4337 -- ^ The particle's properties are random values in between the bounds:
4338 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
4339 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
4340 collisiondetection = false,
4341 -- ^ collisiondetection: if true uses collision detection
4342 collision_removal = false,
4343 -- ^ collision_removal: if true then particle is removed when it collides,
4344 -- ^ requires collisiondetection = true to have any effect
4345 attached = ObjectRef,
4346 -- ^ attached: if defined, particle positions, velocities and accelerations
4347 -- ^ are relative to this object's position and yaw.
4349 -- ^ vertical: if true faces player using y axis only
4350 texture = "image.png",
4351 -- ^ Uses texture (string)
4352 playername = "singleplayer"
4353 -- ^ Playername is optional, if specified spawns particle only on the player's client
4356 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
4359 url = "http://example.org",
4361 -- ^ Timeout for connection in seconds. Default is 3 seconds.
4362 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
4363 -- ^ Optional, if specified a POST request with post_data is performed.
4364 -- ^ Accepts both a string and a table. If a table is specified, encodes table
4365 -- ^ as x-www-form-urlencoded key-value pairs.
4366 -- ^ If post_data ist not specified, a GET request is performed instead.
4367 user_agent = "ExampleUserAgent",
4368 -- ^ Optional, if specified replaces the default minetest user agent with given string
4369 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
4370 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
4371 -- ^ that the header strings follow HTTP specification ("Key: Value").
4373 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
4376 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
4380 -- ^ If true, the request has finished (either succeeded, failed or timed out)
4382 -- ^ If true, the request was succesful
4384 -- ^ If true, the request timed out
4386 -- ^ HTTP status code