1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
6 * (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, human readable name e.g. `name = Minetest`
66 * `description`: Short description to be shown in the content tab
67 * `disallowed_mapgens = <comma-separated mapgens>`
68 e.g. `disallowed_mapgens = v5,v6,flat`
69 These mapgens are removed from the list of mapgens for the game.
71 Used to set default settings when running this game.
73 In the same format as the one in builtin.
74 This settingtypes.txt will be parsed by the menu and the settings will be
75 displayed in the "Games" category in the advanced settings tab.
76 * If the game contains a folder called `textures` the server will load it as a
77 texturepack, overriding mod textures.
78 Any server texturepack will override mod textures and the game texturepack.
83 Games can provide custom main menu images. They are put inside a `menu`
84 directory inside the game directory.
86 The images are named `$identifier.png`, where `$identifier` is one of
87 `overlay`, `background`, `footer`, `header`.
88 If you want to specify multiple images for one identifier, add additional
89 images named like `$identifier.$n.png`, with an ascending number $n starting
90 with 1, and a random image will be chosen from the provided ones.
101 Paths are relative to the directories listed in the [Paths] section above.
103 * `games/<gameid>/mods/`
105 * `worlds/<worldname>/worldmods/`
110 It is possible to include a game in a world; in this case, no mods or
111 games are loaded or checked from anywhere else.
113 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
116 Mods should then be placed in `<worldname>/game/mods/`.
121 Mods can be put in a subdirectory, if the parent directory, which otherwise
122 should be a mod, contains a file named `modpack.conf`.
123 The file is a key-value store of modpack details.
125 * `name`: The modpack name.
126 * `description`: Description of mod to be shown in the Mods tab of the main
129 Note: to support 0.4.x, please also create an empty modpack.txt file.
131 Mod directory structure
132 -----------------------
138 │ ├── settingtypes.txt
142 │ │ ├── modname_stuff.png
143 │ │ └── modname_something_else.png
152 The location of this directory can be fetched by using
153 `minetest.get_modpath(modname)`.
157 A `Settings` file that provides meta information about the mod.
159 * `name`: The mod name. Allows Minetest to determine the mod name even if the
160 folder is wrongly named.
161 * `description`: Description of mod to be shown in the Mods tab of the main
163 * `depends`: A comma separated list of dependencies. These are mods that must be
164 loaded before this mod.
165 * `optional_depends`: A comma separated list of optional dependencies.
166 Like a dependency, but no error if the mod doesn't exist.
168 Note: to support 0.4.x, please also provide depends.txt.
172 A screenshot shown in the mod manager within the main menu. It should
173 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
177 **Deprecated:** you should use mod.conf instead.
179 This file is used if there are no dependencies in mod.conf.
181 List of mods that have to be loaded before loading this mod.
183 A single line contains a single modname.
185 Optional dependencies can be defined by appending a question mark
186 to a single modname. This means that if the specified mod
187 is missing, it does not prevent this mod from being loaded.
189 ### `description.txt`
191 **Deprecated:** you should use mod.conf instead.
193 This file is used if there is no description in mod.conf.
195 A file containing a description to be shown in the Mods tab of the main menu.
197 ### `settingtypes.txt`
199 The format is documented in `builtin/settingtypes.txt`.
200 It is parsed by the main menu settings dialogue to list mod-specific
201 settings in the "Mods" category.
205 The main Lua script. Running this script should register everything it
206 wants to register. Subsequent execution depends on minetest calling the
207 registered callbacks.
209 `minetest.settings` can be used to read custom or existing settings at load
210 time, if necessary. (See [`Settings`])
214 Models for entities or meshnodes.
216 ### `textures`, `sounds`, `media`
218 Media files (textures, sounds, whatever) that will be transferred to the
219 client and will be available for use by the mod.
223 Translation files for the clients. (See [Translations])
228 Registered names should generally be in this format:
232 `<whatever>` can have these characters:
236 This is to prevent conflicting names from corrupting maps and is
237 enforced by the mod loader.
239 Registered names can be overridden by prefixing the name with `:`. This can
240 be used for overriding the registrations of some other mod.
242 The `:` prefix can also be used for maintaining backwards compatibility.
246 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
247 So the name should be `experimental:tnt`.
249 Any mod can redefine `experimental:tnt` by using the name
253 when registering it. That mod is required to have `experimental` as a
262 Aliases of itemnames can be added by using
263 `minetest.register_alias(alias, original_name)` or
264 `minetest.register_alias_force(alias, original_name)`.
266 This adds an alias `alias` for the item called `original_name`.
267 From now on, you can use `alias` to refer to the item `original_name`.
269 The only difference between `minetest.register_alias` and
270 `minetest.register_alias_force` is that if an item named `alias` already exists,
271 `minetest.register_alias` will do nothing while
272 `minetest.register_alias_force` will unregister it.
274 This can be used for maintaining backwards compatibility.
276 This can also set quick access names for things, e.g. if
277 you have an item called `epiclylongmodname:stuff`, you could do
279 minetest.register_alias("stuff", "epiclylongmodname:stuff")
281 and be able to use `/giveme stuff`.
286 In a game, a certain number of these must be set to tell core mapgens which
287 of the game's nodes are to be used for core mapgen generation. For example:
289 minetest.register_alias("mapgen_stone", "default:stone")
291 ### Aliases for non-V6 mapgens
293 #### Essential aliases
296 * mapgen_water_source
297 * mapgen_river_water_source
299 `mapgen_river_water_source` is required for mapgens with sloping rivers where
300 it is necessary to have a river liquid node with a short `liquid_range` and
301 `liquid_renewable = false` to avoid flooding.
303 #### Optional aliases
307 Fallback lava node used if cave liquids are not defined in biome definitions.
308 Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
312 Fallback node used if dungeon nodes are not defined in biome definitions.
313 Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
315 ### Aliases needed for Mapgen V6
318 * mapgen_water_source
321 * mapgen_dirt_with_grass
324 * mapgen_desert_stone
326 * mapgen_dirt_with_snow
335 * mapgen_jungleleaves
338 * mapgen_pine_needles
341 * mapgen_stair_cobble
343 * mapgen_stair_desert_stone
345 ### Setting the node used in Mapgen Singlenode
347 By default the world is filled with air nodes. To set a different node use, for
350 minetest.register_alias("mapgen_singlenode", "default:stone")
358 Mods should generally prefix their textures with `modname_`, e.g. given
359 the mod name `foomod`, a texture could be called:
363 Textures are referred to by their complete name, or alternatively by
364 stripping out the file extension:
366 * e.g. `foomod_foothing.png`
367 * e.g. `foomod_foothing`
372 There are various texture modifiers that can be used
373 to generate textures on-the-fly.
375 ### Texture overlaying
377 Textures can be overlaid by putting a `^` between them.
381 default_dirt.png^default_grass_side.png
383 `default_grass_side.png` is overlaid over `default_dirt.png`.
384 The texture with the lower resolution will be automatically upscaled to
385 the higher resolution texture.
389 Textures can be grouped together by enclosing them in `(` and `)`.
391 Example: `cobble.png^(thing1.png^thing2.png)`
393 A texture for `thing1.png^thing2.png` is created and the resulting
394 texture is overlaid on top of `cobble.png`.
398 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
399 passing complex texture names as arguments. Escaping is done with backslash and
400 is required for `^` and `:`.
402 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
404 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
405 on top of `cobble.png`.
407 ### Advanced texture modifiers
413 * `[crack:<t>:<n>:<p>`
414 * `[cracko:<t>:<n>:<p>`
418 * `<t>`: tile count (in each direction)
419 * `<n>`: animation frame count
420 * `<p>`: current animation frame
422 Draw a step of the crack animation on the texture.
423 `crack` draws it normally, while `cracko` lays it over, keeping transparent
428 default_cobble.png^[crack:10:1
430 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
436 * `<file>`: texture to combine
438 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
439 specified coordinates.
443 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
445 #### `[resize:<w>x<h>`
447 Resizes the texture to the given dimensions.
451 default_sandstone.png^[resize:16x16
455 Makes the base image transparent according to the given ratio.
457 `r` must be between 0 (transparent) and 255 (opaque).
461 default_sandstone.png^[opacity:127
463 #### `[invert:<mode>`
465 Inverts the given channels of the base image.
466 Mode may contain the characters "r", "g", "b", "a".
467 Only the channels that are mentioned in the mode string will be inverted.
471 default_apple.png^[invert:rgb
475 Brightens the texture.
479 tnt_tnt_side.png^[brighten
483 Makes the texture completely opaque.
487 default_leaves.png^[noalpha
489 #### `[makealpha:<r>,<g>,<b>`
491 Convert one color to transparency.
495 default_cobble.png^[makealpha:128,128,128
499 * `<t>`: transformation(s) to apply
501 Rotates and/or flips the image.
503 `<t>` can be a number (between 0 and 7) or a transform name.
504 Rotations are counter-clockwise.
507 1 R90 rotate by 90 degrees
508 2 R180 rotate by 180 degrees
509 3 R270 rotate by 270 degrees
511 5 FXR90 flip X then rotate by 90 degrees
513 7 FYR90 flip Y then rotate by 90 degrees
517 default_stone.png^[transformFXR90
519 #### `[inventorycube{<top>{<left>{<right>`
521 Escaping does not apply here and `^` is replaced by `&` in texture names
524 Create an inventory cube texture using the side textures.
528 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
530 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
531 `dirt.png^grass_side.png` textures
533 #### `[lowpart:<percent>:<file>`
535 Blit the lower `<percent>`% part of `<file>` on the texture.
539 base.png^[lowpart:25:overlay.png
541 #### `[verticalframe:<t>:<n>`
543 * `<t>`: animation frame count
544 * `<n>`: current animation frame
546 Crops the texture to a frame of a vertical animation.
550 default_torch_animated.png^[verticalframe:16:8
554 Apply a mask to the base image.
556 The mask is applied using binary AND.
558 #### `[sheet:<w>x<h>:<x>,<y>`
560 Retrieves a tile at position x,y from the base image
561 which it assumes to be a tilesheet with dimensions w,h.
563 #### `[colorize:<color>:<ratio>`
565 Colorize the textures with the given color.
566 `<color>` is specified as a `ColorString`.
567 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
568 it is an int, then it specifies how far to interpolate between the
569 colors where 0 is only the texture color and 255 is only `<color>`. If
570 omitted, the alpha of `<color>` will be used as the ratio. If it is
571 the word "`alpha`", then each texture pixel will contain the RGB of
572 `<color>` and the alpha of `<color>` multiplied by the alpha of the
575 #### `[multiply:<color>`
577 Multiplies texture colors with the given color.
578 `<color>` is specified as a `ColorString`.
579 Result is more like what you'd expect if you put a color on top of another
580 color, meaning white surfaces get a lot of your new color while black parts
581 don't change very much.
586 The goal of hardware coloring is to simplify the creation of
587 colorful nodes. If your textures use the same pattern, and they only
588 differ in their color (like colored wool blocks), you can use hardware
589 coloring instead of creating and managing many texture files.
590 All of these methods use color multiplication (so a white-black texture
591 with red coloring will result in red-black color).
595 This method is useful if you wish to create nodes/items with
596 the same texture, in different colors, each in a new node/item definition.
600 When you register an item or node, set its `color` field (which accepts a
601 `ColorSpec`) to the desired color.
603 An `ItemStack`'s static color can be overwritten by the `color` metadata
604 field. If you set that field to a `ColorString`, that color will be used.
608 Each tile may have an individual static color, which overwrites every
609 other coloring method. To disable the coloring of a face,
610 set its color to white (because multiplying with white does nothing).
611 You can set the `color` property of the tiles in the node's definition
612 if the tile is in table format.
616 For nodes and items which can have many colors, a palette is more
617 suitable. A palette is a texture, which can contain up to 256 pixels.
618 Each pixel is one possible color for the node/item.
619 You can register one node/item, which can have up to 256 colors.
621 #### Palette indexing
623 When using palettes, you always provide a pixel index for the given
624 node or `ItemStack`. The palette is read from left to right and from
625 top to bottom. If the palette has less than 256 pixels, then it is
626 stretched to contain exactly 256 pixels (after arranging the pixels
627 to one line). The indexing starts from 0.
631 * 16x16 palette, index = 0: the top left corner
632 * 16x16 palette, index = 4: the fifth pixel in the first row
633 * 16x16 palette, index = 16: the pixel below the top left corner
634 * 16x16 palette, index = 255: the bottom right corner
635 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
636 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
637 to ensure the total 256 pixels.
638 * 2x4 palette, index = 32: the top right corner
639 * 2x4 palette, index = 63: the top right corner
640 * 2x4 palette, index = 64: the pixel below the top left corner
642 #### Using palettes with items
644 When registering an item, set the item definition's `palette` field to
645 a texture. You can also use texture modifiers.
647 The `ItemStack`'s color depends on the `palette_index` field of the
648 stack's metadata. `palette_index` is an integer, which specifies the
649 index of the pixel to use.
651 #### Linking palettes with nodes
653 When registering a node, set the item definition's `palette` field to
654 a texture. You can also use texture modifiers.
655 The node's color depends on its `param2`, so you also must set an
656 appropriate `paramtype2`:
658 * `paramtype2 = "color"` for nodes which use their full `param2` for
659 palette indexing. These nodes can have 256 different colors.
660 The palette should contain 256 pixels.
661 * `paramtype2 = "colorwallmounted"` for nodes which use the first
662 five bits (most significant) of `param2` for palette indexing.
663 The remaining three bits are describing rotation, as in `wallmounted`
664 paramtype2. Division by 8 yields the palette index (without stretching the
665 palette). These nodes can have 32 different colors, and the palette
666 should contain 32 pixels.
668 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
669 pixel will be picked from the palette.
670 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
671 pixel will be picked from the palette.
672 * `paramtype2 = "colorfacedir"` for nodes which use the first
673 three bits of `param2` for palette indexing. The remaining
674 five bits are describing rotation, as in `facedir` paramtype2.
675 Division by 32 yields the palette index (without stretching the
676 palette). These nodes can have 8 different colors, and the
677 palette should contain 8 pixels.
679 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
680 first (= 0 + 1) pixel will be picked from the palette.
681 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
682 second (= 1 + 1) pixel will be picked from the palette.
684 To colorize a node on the map, set its `param2` value (according
685 to the node's paramtype2).
687 ### Conversion between nodes in the inventory and on the map
689 Static coloring is the same for both cases, there is no need
692 If the `ItemStack`'s metadata contains the `color` field, it will be
693 lost on placement, because nodes on the map can only use palettes.
695 If the `ItemStack`'s metadata contains the `palette_index` field, it is
696 automatically transferred between node and item forms by the engine,
697 when a player digs or places a colored node.
698 You can disable this feature by setting the `drop` field of the node
699 to itself (without metadata).
700 To transfer the color to a special drop, you need a drop table.
704 minetest.register_node("mod:stone", {
705 description = "Stone",
706 tiles = {"default_stone.png"},
707 paramtype2 = "color",
708 palette = "palette.png",
711 -- assume that mod:cobblestone also has the same palette
712 {items = {"mod:cobblestone"}, inherit_color = true },
717 ### Colored items in craft recipes
719 Craft recipes only support item strings, but fortunately item strings
720 can also contain metadata. Example craft recipe registration:
722 minetest.register_craft({
723 output = minetest.itemstring_with_palette("wool:block", 3),
731 To set the `color` field, you can use `minetest.itemstring_with_color`.
733 Metadata field filtering in the `recipe` field are not supported yet,
734 so the craft output is independent of the color of the ingredients.
739 Sometimes hardware coloring is not enough, because it affects the
740 whole tile. Soft texture overlays were added to Minetest to allow
741 the dynamic coloring of only specific parts of the node's texture.
742 For example a grass block may have colored grass, while keeping the
745 These overlays are 'soft', because unlike texture modifiers, the layers
746 are not merged in the memory, but they are simply drawn on top of each
747 other. This allows different hardware coloring, but also means that
748 tiles with overlays are drawn slower. Using too much overlays might
751 For inventory and wield images you can specify overlays which
752 hardware coloring does not modify. You have to set `inventory_overlay`
753 and `wield_overlay` fields to an image name.
755 To define a node overlay, simply set the `overlay_tiles` field of the node
756 definition. These tiles are defined in the same way as plain tiles:
757 they can have a texture name, color etc.
758 To skip one face, set that overlay tile to an empty string.
760 Example (colored grass block):
762 minetest.register_node("default:dirt_with_grass", {
763 description = "Dirt with Grass",
764 -- Regular tiles, as usual
765 -- The dirt tile disables palette coloring
766 tiles = {{name = "default_grass.png"},
767 {name = "default_dirt.png", color = "white"}},
768 -- Overlay tiles: define them in the same style
769 -- The top and bottom tile does not have overlay
770 overlay_tiles = {"", "",
771 {name = "default_grass_side.png", tileable_vertical = false}},
772 -- Global color, used in inventory
774 -- Palette in the world
775 paramtype2 = "color",
776 palette = "default_foilage.png",
785 Only Ogg Vorbis files are supported.
787 For positional playing of sounds, only single-channel (mono) files are
788 supported. Otherwise OpenAL will play them non-positionally.
790 Mods should generally prefix their sounds with `modname_`, e.g. given
791 the mod name "`foomod`", a sound could be called:
795 Sounds are referred to by their name with a dot, a single digit and the
796 file extension stripped out. When a sound is played, the actual sound file
797 is chosen randomly from the matching sounds.
799 When playing the sound `foomod_foosound`, the sound is chosen randomly
800 from the available ones of the following files:
802 * `foomod_foosound.ogg`
803 * `foomod_foosound.0.ogg`
804 * `foomod_foosound.1.ogg`
806 * `foomod_foosound.9.ogg`
808 Examples of sound parameter tables:
810 -- Play locationless on all clients
812 gain = 1.0, -- default
813 fade = 0.0, -- default, change to a value > 0 to fade the sound in
814 pitch = 1.0, -- default
816 -- Play locationless to one player
819 gain = 1.0, -- default
820 fade = 0.0, -- default, change to a value > 0 to fade the sound in
821 pitch = 1.0, -- default
823 -- Play locationless to one player, looped
826 gain = 1.0, -- default
829 -- Play in a location
831 pos = {x = 1, y = 2, z = 3},
832 gain = 1.0, -- default
833 max_hear_distance = 32, -- default, uses an euclidean metric
835 -- Play connected to an object, looped
837 object = <an ObjectRef>,
838 gain = 1.0, -- default
839 max_hear_distance = 32, -- default, uses an euclidean metric
843 Looped sounds must either be connected to an object or played locationless to
844 one player using `to_player = name,`.
846 A positional sound will only be heard by players that are within
847 `max_hear_distance` of the sound position, at the start of the sound.
853 * e.g. `"default_place_node"`
855 * e.g. `{name = "default_place_node"}`
856 * e.g. `{name = "default_place_node", gain = 1.0}`
857 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
863 These sound files are played back by the engine if provided.
865 * `main_menu`: Looped sound in the main menu (gain = 1.0)
866 * `player_damage`: Played when the local player takes damage (gain = 0.5)
867 * `player_falling_damage`: Played when the local player takes
868 damage by falling (gain = 0.5)
871 Registered definitions
872 ======================
874 Anything added using certain [Registration functions] gets added to one or more
875 of the global [Registered definition tables].
877 Note that in some cases you will stumble upon things that are not contained
878 in these tables (e.g. when a mod has been removed). Always check for
879 existence before trying to access the fields.
883 All nodes register with `minetest.register_node` get added to the table
884 `minetest.registered_nodes`.
886 If you want to check the drawtype of a node, you could do:
888 local function get_nodedef_field(nodename, fieldname)
889 if not minetest.registered_nodes[nodename] then
892 return minetest.registered_nodes[nodename][fieldname]
894 local drawtype = get_nodedef_field(nodename, "drawtype")
902 Nodes are the bulk data of the world: cubes and other things that take the
903 space of a cube. Huge amounts of them are handled efficiently, but they
906 The definition of a node is stored and can be accessed by using
908 minetest.registered_nodes[node.name]
910 See [Registered definitions].
912 Nodes are passed by value between Lua and the engine.
913 They are represented by a table:
915 {name="name", param1=num, param2=num}
917 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
918 them for certain automated functions. If you don't use these functions, you can
919 use them to store arbitrary values.
924 The functions of `param1` and `param2` are determined by certain fields in the
927 `param1` is reserved for the engine when `paramtype != "none"`:
929 * `paramtype = "light"`
930 * The value stores light with and without sun in its upper and lower 4 bits
932 * Required by a light source node to enable spreading its light.
933 * Required by the following drawtypes as they determine their visual
934 brightness from their internal light value:
945 `param2` is reserved for the engine when any of these are used:
947 * `liquidtype = "flowing"`
948 * The level and some flags of the liquid is stored in `param2`
949 * `drawtype = "flowingliquid"`
950 * The drawn liquid level is read from `param2`
951 * `drawtype = "torchlike"`
952 * `drawtype = "signlike"`
953 * `paramtype2 = "wallmounted"`
954 * The rotation of the node is stored in `param2`. You can make this value
955 by using `minetest.dir_to_wallmounted()`.
956 * `paramtype2 = "facedir"`
957 * The rotation of the node is stored in `param2`. Furnaces and chests are
958 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
959 * Values range 0 - 23
960 * facedir / 4 = axis direction:
961 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
962 * facedir modulo 4 = rotation around that axis
963 * `paramtype2 = "leveled"`
964 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
966 * The level of the top face of the nodebox is stored in `param2`.
967 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
969 * The nodebox height is (`param2` / 64) nodes.
970 * The maximum accepted value of `param2` is 127.
972 * The height of the 'plantlike' section is stored in `param2`.
973 * The height is (`param2` / 16) nodes.
974 * `paramtype2 = "degrotate"`
975 * Only valid for "plantlike". The rotation of the node is stored in
977 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
978 get the actual rotation in degrees of the node.
979 * `paramtype2 = "meshoptions"`
980 * Only valid for "plantlike". The value of `param2` becomes a bitfield which
981 can be used to change how the client draws plantlike nodes.
982 * Bits 0, 1 and 2 form a mesh selector.
983 Currently the following meshes are choosable:
984 * 0 = a "x" shaped plant (ordinary plant)
985 * 1 = a "+" shaped plant (just rotated 45 degrees)
986 * 2 = a "*" shaped plant with 3 faces instead of 2
987 * 3 = a "#" shaped plant with 4 faces instead of 2
988 * 4 = a "#" shaped plant with 4 faces that lean outwards
989 * 5-7 are unused and reserved for future meshes.
990 * Bits 3 through 7 are optional flags that can be combined and give these
992 * bit 3 (0x08) - Makes the plant slightly vary placement horizontally
993 * bit 4 (0x10) - Makes the plant mesh 1.4x larger
994 * bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
995 * bits 6-7 are reserved for future use.
996 * `paramtype2 = "color"`
997 * `param2` tells which color is picked from the palette.
998 The palette should have 256 pixels.
999 * `paramtype2 = "colorfacedir"`
1000 * Same as `facedir`, but with colors.
1001 * The first three bits of `param2` tells which color is picked from the
1002 palette. The palette should have 8 pixels.
1003 * `paramtype2 = "colorwallmounted"`
1004 * Same as `wallmounted`, but with colors.
1005 * The first five bits of `param2` tells which color is picked from the
1006 palette. The palette should have 32 pixels.
1007 * `paramtype2 = "glasslikeliquidlevel"`
1008 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1010 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1012 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1014 Nodes can also contain extra data. See [Node Metadata].
1019 There are a bunch of different looking node types.
1021 Look for examples in `games/minimal` or `games/minetest_game`.
1024 * A node-sized cube.
1026 * Invisible, uses no texture.
1028 * The cubic source node for a liquid.
1030 * The flowing version of a liquid, appears with various heights and slopes.
1032 * Often used for partially-transparent nodes.
1033 * Only external sides of textures are visible.
1034 * `glasslike_framed`
1035 * All face-connected nodes are drawn as one volume within a surrounding
1037 * The frame appearance is generated from the edges of the first texture
1038 specified in `tiles`. The width of the edges used are 1/16th of texture
1039 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1040 * The glass 'shine' (or other desired detail) on each node face is supplied
1041 by the second texture specified in `tiles`.
1042 * `glasslike_framed_optional`
1043 * This switches between the above 2 drawtypes according to the menu setting
1046 * Often used for partially-transparent nodes.
1047 * External and internal sides of textures are visible.
1048 * `allfaces_optional`
1049 * Often used for leaves nodes.
1050 * This switches between `normal`, `glasslike` and `allfaces` according to
1051 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1052 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1053 is used instead, if present. This allows a visually thicker texture to be
1054 used to compensate for how `glasslike` reduces visual thickness.
1056 * A single vertical texture.
1057 * If placed on top of a node, uses the first texture specified in `tiles`.
1058 * If placed against the underside of a node, uses the second texture
1059 specified in `tiles`.
1060 * If placed on the side of a node, uses the third texture specified in
1061 `tiles` and is perpendicular to that node.
1063 * A single texture parallel to, and mounted against, the top, underside or
1066 * Two vertical and diagonal textures at right-angles to each other.
1067 * See `paramtype2 = "meshoptions"` above for other options.
1069 * When above a flat surface, appears as 6 textures, the central 2 as
1070 `plantlike` plus 4 more surrounding those.
1071 * If not above a surface the central 2 do not appear, but the texture
1072 appears against the faces of surrounding nodes if they are present.
1074 * A 3D model suitable for a wooden fence.
1075 * One placed node appears as a single vertical post.
1076 * Adjacently-placed nodes cause horizontal bars to appear between them.
1078 * Often used for tracks for mining carts.
1079 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1080 curved, t-junction, crossing.
1081 * Each placed node automatically switches to a suitable rotated texture
1082 determined by the adjacent `raillike` nodes, in order to create a
1083 continuous track network.
1084 * Becomes a sloping node if placed against stepped nodes.
1086 * Often used for stairs and slabs.
1087 * Allows defining nodes consisting of an arbitrary number of boxes.
1088 * See [Node boxes] below for more information.
1090 * Uses models for nodes.
1091 * Tiles should hold model materials textures.
1092 * Only static meshes are implemented.
1093 * For supported model formats see Irrlicht engine documentation.
1094 * `plantlike_rooted`
1095 * Enables underwater `plantlike` without air bubbles around the nodes.
1096 * Consists of a base cube at the co-ordinates of the node plus a
1097 `plantlike` extension above with a height of `param2 / 16` nodes.
1098 * The `plantlike` extension visually passes through any nodes above the
1099 base cube without affecting them.
1100 * The base cube texture tiles are defined as normal, the `plantlike`
1101 extension uses the defined special tile, for example:
1102 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1104 `*_optional` drawtypes need less rendering time if deactivated
1105 (always client-side).
1110 Node selection boxes are defined using "node boxes".
1112 A nodebox is defined as any of:
1115 -- A normal cube; the default in most things
1119 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1121 fixed = box OR {box1, box2, ...}
1124 -- A variable height box (or boxes) with the top face position defined
1125 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1127 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1129 fixed = box OR {box1, box2, ...}
1132 -- A box like the selection box for torches
1133 -- (wallmounted param2 is used, if applicable)
1134 type = "wallmounted",
1140 -- A node that has optional boxes depending on neighbouring nodes'
1141 -- presence and type. See also `connects_to`.
1143 fixed = box OR {box1, box2, ...}
1144 connect_top = box OR {box1, box2, ...}
1145 connect_bottom = box OR {box1, box2, ...}
1146 connect_front = box OR {box1, box2, ...}
1147 connect_left = box OR {box1, box2, ...}
1148 connect_back = box OR {box1, box2, ...}
1149 connect_right = box OR {box1, box2, ...}
1150 -- The following `disconnected_*` boxes are the opposites of the
1151 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1152 -- on the respective side, the corresponding disconnected box is drawn.
1153 disconnected_top = box OR {box1, box2, ...}
1154 disconnected_bottom = box OR {box1, box2, ...}
1155 disconnected_front = box OR {box1, box2, ...}
1156 disconnected_left = box OR {box1, box2, ...}
1157 disconnected_back = box OR {box1, box2, ...}
1158 disconnected_right = box OR {box1, box2, ...}
1159 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1160 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1161 -- neighbours to the sides
1164 A `box` is defined as:
1166 {x1, y1, z1, x2, y2, z2}
1168 A box of a regular node would look like:
1170 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1175 Map terminology and coordinates
1176 ===============================
1178 Nodes, mapblocks, mapchunks
1179 ---------------------------
1181 A 'node' is the fundamental cubic unit of a world and appears to a player as
1182 roughly 1x1x1 meters in size.
1184 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1185 fundamental region of a world that is stored in the world database, sent to
1186 clients and handled by many parts of the engine.
1187 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1188 'node', however 'block' often appears in the API.
1190 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1191 (80x80x80 nodes) and is the volume of world generated in one operation by
1193 The size in mapblocks has been chosen to optimise map generation.
1198 ### Orientation of axes
1200 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1202 ### Node coordinates
1204 Almost all positions used in the API use node coordinates.
1206 ### Mapblock coordinates
1208 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1209 specify a particular mapblock.
1210 For example blockpos (0,0,0) specifies the mapblock that extends from
1211 node position (0,0,0) to node position (15,15,15).
1213 #### Converting node position to the containing blockpos
1215 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1218 * blockpos = math.floor(nodepos / 16)
1220 #### Converting blockpos to min/max node positions
1222 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1226 nodepos = blockpos * 16
1228 nodepos = blockpos * 16 + 15
1239 The position field is used for all element types.
1241 To account for differing resolutions, the position coordinates are the
1242 percentage of the screen, ranging in value from `0` to `1`.
1244 The name field is not yet used, but should contain a description of what the
1245 HUD element represents. The direction field is the direction in which something
1248 `0` draws from left to right, `1` draws from right to left, `2` draws from
1249 top to bottom, and `3` draws from bottom to top.
1251 The `alignment` field specifies how the item will be aligned. It is a table
1252 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1253 moved to the left/up, and `1` is to the right/down. Fractional values can be
1256 The `offset` field specifies a pixel offset from the position. Contrary to
1257 position, the offset is not scaled to screen size. This allows for some
1258 precisely positioned items in the HUD.
1260 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1263 The `z_index` field specifies the order of HUD elements from back to front.
1264 Lower z-index elements are displayed behind higher z-index elements. Elements
1265 with same z-index are displayed in an arbitrary order. Default 0.
1266 Supports negative values.
1268 Below are the specific uses for fields in each type; fields not listed for that
1273 Displays an image on the HUD.
1275 * `scale`: The scale of the image, with 1 being the original texture size.
1276 Only the X coordinate scale is used (positive values).
1277 Negative values represent that percentage of the screen it
1278 should take; e.g. `x=-100` means 100% (width).
1279 * `text`: The name of the texture that is displayed.
1280 * `alignment`: The alignment of the image.
1281 * `offset`: offset in pixels from position.
1285 Displays text on the HUD.
1287 * `scale`: Defines the bounding rectangle of the text.
1288 A value such as `{x=100, y=100}` should work.
1289 * `text`: The text to be displayed in the HUD element.
1290 * `number`: An integer containing the RGB value of the color used to draw the
1291 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1292 * `alignment`: The alignment of the text.
1293 * `offset`: offset in pixels from position.
1297 Displays a horizontal bar made up of half-images.
1299 * `text`: The name of the texture that is used.
1300 * `number`: The number of half-textures that are displayed.
1301 If odd, will end with a vertically center-split texture.
1303 * `offset`: offset in pixels from position.
1304 * `size`: If used, will force full-image size to this value (override texture
1309 * `text`: The name of the inventory list to be displayed.
1310 * `number`: Number of items in the inventory to be displayed.
1311 * `item`: Position of item that is selected.
1313 * `offset`: offset in pixels from position.
1317 Displays distance to selected world position.
1319 * `name`: The name of the waypoint.
1320 * `text`: Distance suffix. Can be blank.
1321 * `number:` An integer containing the RGB value of the color used to draw the
1323 * `world_pos`: World position of the waypoint.
1328 Representations of simple things
1329 ================================
1334 {x=num, y=num, z=num}
1336 For helper functions see [Spatial Vectors].
1341 * `{type="nothing"}`
1342 * `{type="node", under=pos, above=pos}`
1343 * Indicates a pointed node selection box.
1344 * `under` refers to the node position behind the pointed face.
1345 * `above` refers to the node position in front of the pointed face.
1346 * `{type="object", ref=ObjectRef}`
1348 Exact pointing location (currently only `Raycast` supports these fields):
1350 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1351 point on the selection box which is pointed at. May be in the selection box
1352 if the pointer is in the box too.
1353 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1355 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1356 selected selection box. This specifies which face is pointed at.
1357 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1363 Flag Specifier Format
1364 =====================
1366 Flags using the standardized flag specifier format can be specified in either
1367 of two ways, by string or table.
1369 The string format is a comma-delimited set of flag names; whitespace and
1370 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1371 flag, and specifying a flag prefixed by the string `"no"` explicitly
1372 clears the flag from whatever the default may be.
1374 In addition to the standard string flag format, the schematic flags field can
1375 also be a table of flag names to boolean values representing whether or not the
1376 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1377 is present, mapped to a boolean of any value, the specified flag is unset.
1379 E.g. A flag field of value
1381 {place_center_x = true, place_center_y=false, place_center_z=true}
1385 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1387 which is equivalent to
1389 "place_center_x, noplace_center_y, place_center_z"
1393 "place_center_x, place_center_z"
1395 since, by default, no schematic attributes are set.
1406 There are three kinds of items: nodes, tools and craftitems.
1408 * Node: Can be placed in the world's voxel grid
1409 * Tool: Has a wear property but cannot be stacked. The default use action is to
1410 dig nodes or hit objects according to its tool capabilities.
1411 * Craftitem: Cannot dig nodes or be placed
1416 All item stacks have an amount between 0 and 65535. It is 1 by
1417 default. Tool item stacks can not have an amount greater than 1.
1419 Tools use a wear (damage) value ranging from 0 to 65535. The
1420 value 0 is the default and is used for unworn tools. The values
1421 1 to 65535 are used for worn tools, where a higher value stands for
1422 a higher wear. Non-tools always have a wear value of 0.
1427 Items and item stacks can exist in three formats: Serializes, table format
1430 When an item must be passed to a function, it can usually be in any of
1435 This is called "stackstring" or "itemstring". It is a simple string with
1436 1-3 components: the full item identifier, an optional amount and an optional
1439 <identifier> [<amount>[ <wear>]]
1443 * `'default:apple'`: 1 apple
1444 * `'default:dirt 5'`: 5 dirt
1445 * `'default:pick_stone'`: a new stone pickaxe
1446 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1454 {name="default:dirt", count=5, wear=0, metadata=""}
1456 A wooden pick about 1/3 worn out:
1458 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1462 {name="default:apple", count=1, wear=0, metadata=""}
1466 A native C++ format with many helper methods. Useful for converting
1467 between formats. See the [Class reference] section for details.
1475 In a number of places, there is a group table. Groups define the
1476 properties of a thing (item, node, armor of entity, capabilities of
1477 tool) in such a way that the engine and other mods can can interact with
1478 the thing without actually knowing what the thing is.
1483 Groups are stored in a table, having the group names with keys and the
1484 group ratings as values. For example:
1487 groups = {crumbly=3, soil=1}
1489 -- A more special dirt-kind of thing
1490 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1492 Groups always have a rating associated with them. If there is no
1493 useful meaning for a rating for an enabled group, it shall be `1`.
1495 When not defined, the rating of a group defaults to `0`. Thus when you
1496 read groups, you must interpret `nil` and `0` as the same value, `0`.
1498 You can read the rating of a group for an item or a node by using
1500 minetest.get_item_group(itemname, groupname)
1505 Groups of items can define what kind of an item it is (e.g. wool).
1510 In addition to the general item things, groups are used to define whether
1511 a node is destroyable and how long it takes to destroy by a tool.
1516 For entities, groups are, as of now, used only for calculating damage.
1517 The rating is the percentage of damage caused by tools with this damage group.
1518 See [Entity damage mechanism].
1520 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1521 object.set_armor_groups({fleshy=30, cracky=80})
1526 Groups in tools define which groups of nodes and entities they are
1529 Groups in crafting recipes
1530 --------------------------
1532 An example: Make meat soup from any meat, any water and any bowl:
1535 output = 'food:meat_soup_raw',
1541 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1544 Another example: Make red wool from white wool and red dye:
1548 output = 'wool:red',
1549 recipe = {'wool:white', 'group:dye,basecolor_red'},
1555 The asterisk `(*)` after a group name describes that there is no engine
1556 functionality bound to it, and implementation is left up as a suggestion
1559 ### Node, item and tool groups
1561 * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
1562 that the item should be hidden in item lists.
1565 ### Node-only groups
1567 * `attached_node`: if the node under it is not a walkable block the node will be
1568 dropped as an item. If the node is wallmounted the wallmounted direction is
1570 * `bouncy`: value is bounce speed in percent
1571 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1572 connect to each other
1573 * `dig_immediate`: Player can always pick up node without reducing tool wear
1574 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1575 * `3`: the node always gets the digging time 0 seconds (torch)
1576 * `disable_jump`: Player (and possibly other things) cannot jump from node
1577 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1578 * `falling_node`: if there is no walkable block under the node it will fall
1579 * `float`: the node will not fall through liquids
1580 * `level`: Can be used to give an additional sense of progression in the game.
1581 * A larger level will cause e.g. a weapon of a lower level make much less
1582 damage, and get worn out much faster, or not be able to get drops
1583 from destroyed nodes.
1584 * `0` is something that is directly accessible at the start of gameplay
1585 * There is no upper limit
1586 * See also: `leveldiff` in [Tools]
1587 * `slippery`: Players and items will slide on the node.
1588 Slipperiness rises steadily with `slippery` value, starting at 1.
1591 ### Tool-only groups
1593 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1594 `"toolrepair"` crafting recipe
1597 ### `ObjectRef` groups
1599 * `immortal`: Skips all damage and breath handling for an object. This group
1600 will also hide the integrated HUD status bars for players, and is
1601 automatically set to all players when damage is disabled on the server.
1602 * `punch_operable`: For entities; disables the regular damage mechanism for
1603 players punching it by hand or a non-tool item, so that it can do something
1604 else than take damage.
1608 Known damage and digging time defining groups
1609 ---------------------------------------------
1611 * `crumbly`: dirt, sand
1612 * `cracky`: tough but crackable stuff like stone.
1613 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1614 plants, wire, sheets of metal
1615 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1616 * `fleshy`: Living things like animals and the player. This could imply
1617 some blood effects when hitting.
1618 * `explody`: Especially prone to explosions
1619 * `oddly_breakable_by_hand`:
1620 Can be added to nodes that shouldn't logically be breakable by the
1621 hand but are. Somewhat similar to `dig_immediate`, but times are more
1622 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1623 speed of a tool if the tool can dig at a faster speed than this
1624 suggests for the hand.
1626 Examples of custom groups
1627 -------------------------
1629 Item groups are often used for defining, well, _groups of items_.
1631 * `meat`: any meat-kind of a thing (rating might define the size or healing
1632 ability or be irrelevant -- it is not defined as of yet)
1633 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1635 * `flammable`: can be set on fire. Rating might define the intensity of the
1636 fire, affecting e.g. the speed of the spreading of an open fire.
1637 * `wool`: any wool (any origin, any color)
1638 * `metal`: any metal
1639 * `weapon`: any weapon
1640 * `heavy`: anything considerably heavy
1642 Digging time calculation specifics
1643 ----------------------------------
1645 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1646 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1647 faster digging time.
1649 The `level` group is used to limit the toughness of nodes a tool can dig
1650 and to scale the digging times / damage to a greater extent.
1652 **Please do understand this**, otherwise you cannot use the system to it's
1655 Tools define their properties by a list of parameters for groups. They
1656 cannot dig other groups; thus it is important to use a standard bunch of
1657 groups to enable interaction with tools.
1670 * Full punch interval
1671 * Maximum drop level
1672 * For an arbitrary list of groups:
1673 * Uses (until the tool breaks)
1674 * Maximum level (usually `0`, `1`, `2` or `3`)
1678 ### Full punch interval
1680 When used as a weapon, the tool will do full damage if this time is spent
1681 between punches. If e.g. half the time is spent, the tool will do half
1684 ### Maximum drop level
1686 Suggests the maximum level of node, when dug with the tool, that will drop
1687 it's useful item. (e.g. iron ore to drop a lump of iron).
1689 This is not automated; it is the responsibility of the node definition
1694 Determines how many uses the tool has when it is used for digging a node,
1695 of this group, of the maximum level. For lower leveled nodes, the use count
1696 is multiplied by `3^leveldiff`.
1697 `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
1698 node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
1700 * `uses=10, leveldiff=0`: actual uses: 10
1701 * `uses=10, leveldiff=1`: actual uses: 30
1702 * `uses=10, leveldiff=2`: actual uses: 90
1706 Tells what is the maximum level of a node of this group that the tool will
1711 List of digging times for different ratings of the group, for nodes of the
1714 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1715 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1716 for this group, and unable to dig the rating `1`, which is the toughest.
1717 Unless there is a matching group that enables digging otherwise.
1719 If the result digging time is 0, a delay of 0.15 seconds is added between
1720 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1721 i.e. players can more quickly click the nodes away instead of holding LMB.
1725 List of damage for groups of entities. See [Entity damage mechanism].
1727 Example definition of the capabilities of a tool
1728 ------------------------------------------------
1730 tool_capabilities = {
1731 full_punch_interval=1.5,
1734 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1736 damage_groups = {fleshy=2},
1739 This makes the tool be able to dig nodes that fulfil both of these:
1741 * Have the `crumbly` group
1742 * Have a `level` group less or equal to `2`
1744 Table of resulting digging times:
1746 crumbly 0 1 2 3 4 <- level
1748 1 0.80 1.60 1.60 - -
1749 2 0.60 1.20 1.20 - -
1750 3 0.40 0.80 0.80 - -
1752 level diff: 2 1 0 -1 -2
1754 Table of resulting tool uses:
1763 * At `crumbly==0`, the node is not diggable.
1764 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1765 easy nodes to be quickly breakable.
1766 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1771 Entity damage mechanism
1772 =======================
1777 foreach group in cap.damage_groups:
1778 damage += cap.damage_groups[group]
1779 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1780 * (object.armor_groups[group] / 100.0)
1781 -- Where object.armor_groups[group] is 0 for inexistent values
1784 Client predicts damage based on damage groups. Because of this, it is able to
1785 give an immediate response when an entity is damaged or dies; the response is
1786 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1788 Currently a smoke puff will appear when an entity dies.
1790 The group `immortal` completely disables normal damage.
1792 Entities can define a special armor group, which is `punch_operable`. This
1793 group disables the regular damage mechanism for players punching it by hand or
1794 a non-tool item, so that it can do something else than take damage.
1796 On the Lua side, every punch calls:
1798 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1801 This should never be called directly, because damage is usually not handled by
1804 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1805 accessed unless absolutely required, to encourage interoperability.
1806 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1807 * `tool_capabilities` can be `nil`.
1808 * `direction` is a unit vector, pointing from the source of the punch to
1810 * `damage` damage that will be done to entity
1811 Return value of this function will determine if damage is done by this function
1812 (retval true) or shall be done by engine (retval false)
1814 To punch an entity/object in Lua, call:
1816 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1818 * Return value is tool wear.
1819 * Parameters are equal to the above callback.
1820 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1821 will be automatically filled in based on the location of `puncher`.
1832 The instance of a node in the world normally only contains the three values
1833 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
1834 It is called "node metadata"; See `NodeMetaRef`.
1836 Node metadata contains two things:
1841 Some of the values in the key-value store are handled specially:
1843 * `formspec`: Defines a right-click inventory menu. See [Formspec].
1844 * `infotext`: Text shown on the screen when the node is pointed at
1848 local meta = minetest.get_meta(pos)
1849 meta:set_string("formspec",
1851 "list[context;main;0,0;8,4;]"..
1852 "list[current_player;main;0,5;8,4;]")
1853 meta:set_string("infotext", "Chest");
1854 local inv = meta:get_inventory()
1855 inv:set_size("main", 8*4)
1856 print(dump(meta:to_table()))
1859 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1860 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1861 [10] = "", [11] = "", [12] = "", [13] = "",
1862 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1863 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1864 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1865 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1869 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1877 Item stacks can store metadata too. See [`ItemStackMetaRef`].
1879 Item metadata only contains a key-value store.
1881 Some of the values in the key-value store are handled specially:
1883 * `description`: Set the item stack's description. Defaults to
1885 * `color`: A `ColorString`, which sets the stack's color.
1886 * `palette_index`: If the item has a palette, this is used to get the
1887 current color from the palette.
1891 local meta = stack:get_meta()
1892 meta:set_string("key", "value")
1893 print(dump(meta:to_table()))
1901 Formspec defines a menu. This supports inventories and some of the
1902 typical widgets like buttons, checkboxes, text input fields, etc.
1903 It is a string, with a somewhat strange format.
1905 A formspec is made out of formspec elements, which includes widgets
1906 like buttons but also can be used to set stuff like background color.
1908 Many formspec elements have a `name`, which is a unique identifier which
1909 is used when the server receives user input. You must not use the name
1910 "quit" for formspec elements.
1912 Spaces and newlines can be inserted between the blocks, as is used in the
1915 Position and size units are inventory slots unless the new coordinate system
1916 is enabled. `X` and `Y` position the formspec element relative to the top left
1917 of the menu or container. `W` and `H` are its width and height values.
1919 If the new system is enabled, all elements have unified coordinates for all
1920 elements with no padding or spacing in between. This is highly recommended
1921 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
1924 Inventories with a `player:<name>` inventory location are only sent to the
1925 player named `<name>`.
1927 When displaying text which can contain formspec code, e.g. text set by a player,
1928 use `minetest.formspec_escape`.
1929 For coloured text you can use `minetest.colorize`.
1931 Since formspec version 3, elements drawn in the order they are defined. All
1932 background elements are drawn before all other elements.
1933 `list` elements are an exception here. They are drawn last. This, however, might
1934 be changed at any time.
1936 **WARNING**: do _not_ use a element name starting with `key_`; those names are
1937 reserved to pass key press events to formspec!
1939 **WARNING**: Minetest allows you to add elements to every single formspec instance
1940 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
1941 appearing when you don't expect them to, or why things are styled differently
1942 to normal. See [`no_prepend[]`] and [Styling Formspecs].
1950 list[context;main;0,0;8,4;]
1951 list[current_player;main;0,5;8,4;]
1956 list[context;fuel;2,3;1,1;]
1957 list[context;src;2,1;1,1;]
1958 list[context;dst;5,1;2,2;]
1959 list[current_player;main;0,5;8,4;]
1961 ### Minecraft-like player inventory
1964 image[1,0.6;1,2;player.png]
1965 list[current_player;main;0,3.5;8,4;]
1966 list[current_player;craft;3,0;3,3;]
1967 list[current_player;craftpreview;7,1;1,1;]
1972 ### `formspec_version[<version>]`
1974 * Set the formspec version to a certain number. If not specified,
1975 version 1 is assumed.
1976 * Must be specified before `size` element.
1977 * Clients older than this version can neither show newer elements nor display
1978 elements with new arguments correctly.
1979 * Available since feature `formspec_version_element`.
1981 ### `size[<W>,<H>,<fixed_size>]`
1983 * Define the size of the menu in inventory slots
1984 * `fixed_size`: `true`/`false` (optional)
1985 * deprecated: `invsize[<W>,<H>;]`
1987 ### `position[<X>,<Y>]`
1989 * Must be used after `size` element.
1990 * Defines the position on the game window of the formspec's `anchor` point.
1991 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
1993 * [0.0, 0.0] sets the position to the top left corner of the game window.
1994 * [1.0, 1.0] sets the position to the bottom right of the game window.
1995 * Defaults to the center of the game window [0.5, 0.5].
1997 ### `anchor[<X>,<Y>]`
1999 * Must be used after both `size` and `position` (if present) elements.
2000 * Defines the location of the anchor point within the formspec.
2001 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2003 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2004 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2005 * Defaults to the center of the formspec [0.5, 0.5].
2007 * `position` and `anchor` elements need suitable values to avoid a formspec
2008 extending off the game window due to particular game window sizes.
2012 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2013 * Disables player:set_formspec_prepend() from applying to this formspec.
2015 ### `real_coordinates[<bool>]`
2017 * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
2018 * When set to true, all following formspec elements will use the new coordinate system.
2019 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
2020 (if present), the form size will use the new coordinate system.
2021 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
2022 They must enable it explicitly.
2023 * For information on converting forms to the new coordinate system, see `Migrating
2024 to Real Coordinates`.
2026 ### `container[<X>,<Y>]`
2028 * Start of a container block, moves all physical elements in the container by
2030 * Must have matching `container_end`
2031 * Containers can be nested, in which case the offsets are added
2032 (child containers are relative to parent containers)
2034 ### `container_end[]`
2036 * End of a container, following elements are no longer relative to this
2039 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
2041 * Show an inventory list if it has been sent to the client. Nothing will
2042 be shown if the inventory list is of size 0.
2043 * **Note**: With the new coordinate system, the spacing between inventory
2044 slots is one-fourth the size of an inventory slot.
2045 * **Note**: Lists are drawn after every other element. This might change at any time.
2047 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2049 * Show an inventory list if it has been sent to the client. Nothing will
2050 be shown if the inventory list is of size 0.
2051 * **Note**: With the new coordinate system, the spacing between inventory
2052 slots is one-fourth the size of an inventory slot.
2053 * **Note**: Lists are drawn after every other element. This might change at any time.
2055 ### `listring[<inventory location>;<list name>]`
2057 * Allows to create a ring of inventory lists
2058 * Shift-clicking on items in one element of the ring
2059 will send them to the next inventory list inside the ring
2060 * The first occurrence of an element inside the ring will
2061 determine the inventory where items will be sent to
2065 * Shorthand for doing `listring[<inventory location>;<list name>]`
2066 for the last two inventory lists added by list[...]
2068 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2070 * Sets background color of slots as `ColorString`
2071 * Sets background color of slots on mouse hovering
2073 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2075 * Sets background color of slots as `ColorString`
2076 * Sets background color of slots on mouse hovering
2077 * Sets color of slots border
2079 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2081 * Sets background color of slots as `ColorString`
2082 * Sets background color of slots on mouse hovering
2083 * Sets color of slots border
2084 * Sets default background color of tooltips
2085 * Sets default font color of tooltips
2087 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2089 * Adds tooltip for an element
2090 * `<bgcolor>` tooltip background color as `ColorString` (optional)
2091 * `<fontcolor>` tooltip font color as `ColorString` (optional)
2093 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2095 * Adds tooltip for an area. Other tooltips will take priority when present.
2096 * `<bgcolor>` tooltip background color as `ColorString` (optional)
2097 * `<fontcolor>` tooltip font color as `ColorString` (optional)
2099 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2103 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2105 * Show an inventory image of registered item/node
2107 ### `bgcolor[<color>;<fullscreen>]`
2109 * Sets background color of formspec as `ColorString`
2110 * If `true`, a fullscreen background is drawn and the color is ignored
2111 (does not affect the size of the formspec)
2113 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2115 * Example for formspec 8x4 in 16x resolution: image shall be sized
2116 8 times 16px times 4 times 16px.
2118 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2120 * Example for formspec 8x4 in 16x resolution:
2121 image shall be sized 8 times 16px times 4 times 16px
2122 * If `auto_clip` is `true`, the background is clipped to the formspec size
2123 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2125 ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2127 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2128 * Middle is a rect which defines the middle of the 9-slice.
2129 * `x` - The middle will be x pixels from all sides.
2130 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2131 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2132 will be added to the width and height of the texture, allowing it to be used as the
2133 distance from the far end.
2134 * All numbers in middle are integers.
2135 * Example for formspec 8x4 in 16x resolution:
2136 image shall be sized 8 times 16px times 4 times 16px
2137 * If `auto_clip` is `true`, the background is clipped to the formspec size
2138 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2139 * Available since formspec version 2
2141 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2143 * Textual password style field; will be sent to server when a button is clicked
2144 * When enter is pressed in field, fields.key_enter_field will be sent with the
2146 * With the old coordinate system, fields are a set height, but will be vertically
2147 centred on `H`. With the new coordinate system, `H` will modify the height.
2148 * `name` is the name of the field as returned in fields to `on_receive_fields`
2149 * `label`, if not blank, will be text printed on the top left above the field
2150 * See `field_close_on_enter` to stop enter closing the formspec
2152 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2154 * Textual field; will be sent to server when a button is clicked
2155 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2156 the name of this field.
2157 * With the old coordinate system, fields are a set height, but will be vertically
2158 centred on `H`. With the new coordinate system, `H` will modify the height.
2159 * `name` is the name of the field as returned in fields to `on_receive_fields`
2160 * `label`, if not blank, will be text printed on the top left above the field
2161 * `default` is the default value of the field
2162 * `default` may contain variable references such as `${text}` which
2163 will fill the value from the metadata value `text`
2164 * **Note**: no extra text or more than a single variable is supported ATM.
2165 * See `field_close_on_enter` to stop enter closing the formspec
2167 ### `field[<name>;<label>;<default>]`
2169 * As above, but without position/size units
2170 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2171 the name of this field.
2172 * Special field for creating simple forms, such as sign text input
2173 * Must be used without a `size[]` element
2174 * A "Proceed" button will be added automatically
2175 * See `field_close_on_enter` to stop enter closing the formspec
2177 ### `field_close_on_enter[<name>;<close_on_enter>]`
2179 * <name> is the name of the field
2180 * if <close_on_enter> is false, pressing enter in the field will submit the
2181 form but not close it.
2182 * defaults to true when not specified (ie: no tag for a field)
2184 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2186 * Same as fields above, but with multi-line input
2187 * If the text overflows, a vertical scrollbar is added.
2188 * If the name is empty, the textarea is read-only and
2189 the background is not shown, which corresponds to a multi-line label.
2191 ### `label[<X>,<Y>;<label>]`
2193 * The label formspec element displays the text set in `label`
2194 at the specified position.
2195 * **Note**: If the new coordinate system is enabled, labels are
2196 positioned from the center of the text, not the top.
2197 * The text is displayed directly without automatic line breaking,
2198 so label should not be used for big text chunks. Newlines can be
2199 used to make labels multiline.
2200 * **Note**: With the new coordinate system, newlines are spaced with
2201 half a coordinate. With the old system, newlines are spaced 2/5 of
2204 ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
2205 * Displays a static formated text with hyperlinks.
2206 * `x`, `y`, `w` and `h` work as per field
2207 * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
2208 * `text` is the formatted text using `markup language` described below.
2210 ### `vertlabel[<X>,<Y>;<label>]`
2211 * Textual label drawn vertically
2212 * `label` is the text on the label
2213 * **Note**: If the new coordinate system is enabled, vertlabels are
2214 positioned from the center of the text, not the left.
2216 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2218 * Clickable button. When clicked, fields will be sent.
2219 * With the old coordinate system, buttons are a set height, but will be vertically
2220 centred on `H`. With the new coordinate system, `H` will modify the height.
2221 * `label` is the text on the button
2223 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2225 * `texture name` is the filename of an image
2226 * **Note**: Height is supported on both the old and new coordinate systems
2229 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2231 * `texture name` is the filename of an image
2232 * `noclip=true` means the image button doesn't need to be within specified
2234 * `drawborder`: draw button border or not
2235 * `pressed texture name` is the filename of an image on pressed state
2237 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2239 * `item name` is the registered name of an item/node
2240 * The item description will be used as the tooltip. This can be overridden with
2243 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2245 * When clicked, fields will be sent and the form will quit.
2246 * Same as `button` in all other respects.
2248 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2250 * When clicked, fields will be sent and the form will quit.
2251 * Same as `image_button` in all other respects.
2253 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2255 * Scrollable item list showing arbitrary text elements
2256 * `name` fieldname sent to server on doubleclick value is current selected
2258 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2260 * if you want a listelement to start with "#" write "##".
2262 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2264 * Scrollable itemlist showing arbitrary text elements
2265 * `name` fieldname sent to server on doubleclick value is current selected
2267 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2268 * if you want a listelement to start with "#" write "##"
2269 * Index to be selected within textlist
2270 * `true`/`false`: draw transparent background
2271 * See also `minetest.explode_textlist_event`
2272 (main menu: `core.explode_textlist_event`).
2274 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2276 * Show a tab**header** at specific position (ignores formsize)
2277 * `X` and `Y`: position of the tabheader
2278 * *Note*: Width and height are automatically chosen with this syntax
2279 * `name` fieldname data is transferred to Lua
2280 * `caption 1`...: name shown on top of tab
2281 * `current_tab`: index of selected tab 1...
2282 * `transparent` (optional): show transparent
2283 * `draw_border` (optional): draw border
2285 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2287 * Show a tab**header** at specific position (ignores formsize)
2288 * **Important note**: This syntax for tabheaders can only be used with the
2289 new coordinate system.
2290 * `X` and `Y`: position of the tabheader
2291 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2292 * `name` fieldname data is transferred to Lua
2293 * `caption 1`...: name shown on top of tab
2294 * `current_tab`: index of selected tab 1...
2295 * `transparent` (optional): show transparent
2296 * `draw_border` (optional): draw border
2298 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2300 * Show a tab**header** at specific position (ignores formsize)
2301 * **Important note**: This syntax for tabheaders can only be used with the
2302 new coordinate system.
2303 * `X` and `Y`: position of the tabheader
2304 * `W` and `H`: width and height of the tabheader
2305 * `name` fieldname data is transferred to Lua
2306 * `caption 1`...: name shown on top of tab
2307 * `current_tab`: index of selected tab 1...
2308 * `transparent` (optional): show transparent
2309 * `draw_border` (optional): draw border
2311 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2313 * Simple colored box
2314 * `color` is color specified as a `ColorString`.
2315 If the alpha component is left blank, the box will be semitransparent.
2317 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2319 * Show a dropdown field
2320 * **Important note**: There are two different operation modes:
2321 1. handle directly on change (only changed dropdown is submitted)
2322 2. read the value on pressing a button (all dropdown values are available)
2323 * `X` and `Y`: position of the dropdown
2324 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2325 * Fieldname data is transferred to Lua
2326 * Items to be shown in dropdown
2327 * Index of currently selected dropdown item
2329 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2331 * Show a dropdown field
2332 * **Important note**: This syntax for dropdowns can only be used with the
2333 new coordinate system.
2334 * **Important note**: There are two different operation modes:
2335 1. handle directly on change (only changed dropdown is submitted)
2336 2. read the value on pressing a button (all dropdown values are available)
2337 * `X` and `Y`: position of the dropdown
2338 * `W` and `H`: width and height of the dropdown
2339 * Fieldname data is transferred to Lua
2340 * Items to be shown in dropdown
2341 * Index of currently selected dropdown item
2343 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2346 * `name` fieldname data is transferred to Lua
2347 * `label` to be shown left of checkbox
2348 * `selected` (optional): `true`/`false`
2349 * **Note**: If the new coordinate system is enabled, checkboxes are
2350 positioned from the center of the checkbox, not the top.
2352 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2354 * Show a scrollbar using options defined by the previous `scrollbaroptions[]`
2355 * There are two ways to use it:
2356 1. handle the changed event (only changed scrollbar is available)
2357 2. read the value on pressing a button (all scrollbars are available)
2358 * `orientation`: `vertical`/`horizontal`
2359 * Fieldname data is transferred to Lua
2360 * Value of this trackbar is set to (`0`-`1000`) by default
2361 * See also `minetest.explode_scrollbar_event`
2362 (main menu: `core.explode_scrollbar_event`).
2364 ### `scrollbaroptions[opt1;opt2;...]`
2365 * Sets options for all following `scrollbar[]` elements
2367 * Sets scrollbar minimum value, defaults to `0`.
2369 * Sets scrollbar maximum value, defaults to `1000`.
2370 If the max is equal to the min, the scrollbar will be disabled.
2372 * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
2374 * If this is set to a negative number, the value will be reset to `10`.
2376 * Sets scrollbar step value used by page up and page down.
2377 * If this is set to a negative number, the value will be reset to `100`.
2379 * Sets size of the thumb on the scrollbar. Size is calculated in the number of
2380 units the thumb spans out of the range of the scrollbar values.
2381 * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
2382 would span a tenth of the scrollbar space.
2383 * If this is set to zero or less, the value will be reset to `1`.
2384 * `arrows=<show/hide/default>`
2385 * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
2386 when the scrollbar gets too small, but shows them otherwise.
2388 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2390 * Show scrollable table using options defined by the previous `tableoptions[]`
2391 * Displays cells as defined by the previous `tablecolumns[]`
2392 * `name`: fieldname sent to server on row select or doubleclick
2393 * `cell 1`...`cell n`: cell contents given in row-major order
2394 * `selected idx`: index of row to be selected within table (first row = `1`)
2395 * See also `minetest.explode_table_event`
2396 (main menu: `core.explode_table_event`).
2398 ### `tableoptions[<opt 1>;<opt 2>;...]`
2400 * Sets options for `table[]`
2402 * default text color (`ColorString`), defaults to `#FFFFFF`
2403 * `background=#RRGGBB`
2404 * table background color (`ColorString`), defaults to `#000000`
2405 * `border=<true/false>`
2406 * should the table be drawn with a border? (default: `true`)
2407 * `highlight=#RRGGBB`
2408 * highlight background color (`ColorString`), defaults to `#466432`
2409 * `highlight_text=#RRGGBB`
2410 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2411 * `opendepth=<value>`
2412 * all subtrees up to `depth < value` are open (default value = `0`)
2413 * only useful when there is a column of type "tree"
2415 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2417 * Sets columns for `table[]`
2418 * Types: `text`, `image`, `color`, `indent`, `tree`
2419 * `text`: show cell contents as text
2420 * `image`: cell contents are an image index, use column options to define
2422 * `color`: cell contents are a ColorString and define color of following
2424 * `indent`: cell contents are a number and define indentation of following
2426 * `tree`: same as indent, but user can open and close subtrees
2430 * for `text` and `image`: content alignment within cells.
2431 Available values: `left` (default), `center`, `right`, `inline`
2433 * for `text` and `image`: minimum width in em (default: `0`)
2434 * for `indent` and `tree`: indent width in em (default: `1.5`)
2435 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2436 Exception: defaults to 0 for indent columns
2437 * `tooltip=<value>`: tooltip text (default: empty)
2438 * `image` column options:
2439 * `0=<value>` sets image for image index 0
2440 * `1=<value>` sets image for image index 1
2441 * `2=<value>` sets image for image index 2
2442 * and so on; defined indices need not be contiguous empty or
2443 non-numeric cells are treated as `0`.
2444 * `color` column options:
2445 * `span=<value>`: number of following columns to affect
2446 (default: infinite).
2448 ### `style[<name>;<prop1>;<prop2>;...]`
2450 * Set the style for the named element `name`.
2451 * Note: this **must** be before the element is defined.
2452 * See [Styling Formspecs].
2455 ### `style_type[<type>;<prop1>;<prop2>;...]`
2457 * Sets the style for all elements of type `type` which appear after this element.
2458 * See [Styling Formspecs].
2460 Migrating to Real Coordinates
2461 -----------------------------
2463 In the old system, positions included padding and spacing. Padding is a gap between
2464 the formspec window edges and content, and spacing is the gaps between items. For
2465 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2466 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2467 in the new coordinate system from scratch.
2469 To recreate an old layout with padding, you'll need to pass the positions and sizes
2470 through the following formula to re-introduce padding:
2473 pos = (oldpos + 1)*spacing + padding
2479 You'll need to change the `size[]` tag like this:
2482 size = (oldsize-1)*spacing + padding*2 + 1
2485 A few elements had random offsets in the old system. Here is a table which shows these
2486 offsets when migrating:
2488 | Element | Position | Size | Notes
2489 |---------|------------|---------|-------
2490 | box | +0.3, +0.1 | 0, -0.4 |
2491 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2492 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2493 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2498 Formspec elements can be themed using the style elements:
2500 style[<name>;<prop1>;<prop2>;...]
2501 style_type[<type>;<prop1>;<prop2>;...]
2505 property_name=property_value
2509 style_type[button;bgcolor=#006699]
2510 style[world_delete;bgcolor=red;textcolor=yellow]
2511 button[4,3.95;2.6,1;world_delete;Delete]
2513 Setting a property to nothing will reset it to the default value. For example:
2515 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2516 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2519 ### Supported Element Types
2521 Some types may inherit styles from parent types.
2524 * button_exit, inherits from button
2531 * pwdfield, inherits from field
2534 * vertlabel, inherits from field
2536 * item_image_button, inherits from image_button
2540 ### Valid Properties
2542 * button, button_exit
2543 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2544 * bgcolor - color, sets button tint.
2545 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
2546 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
2547 * bgimg - standard image. Defaults to none.
2548 * bgimg_hovered - image when hovered. Defaults to bgimg when not provided.
2549 * bgimg_pressed - image when pressed. Defaults to bgimg when not provided.
2550 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
2551 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2552 * textcolor - color, default white.
2554 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2556 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2558 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2560 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2561 * field, pwdfield, textarea
2562 * border - set to false to hide the textbox background and border. Default true.
2563 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2564 * textcolor - color. Default white.
2566 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2568 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2569 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default false.
2570 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2572 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default false.
2573 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2575 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2576 * textcolor - color. Default white.
2581 Markup language used in `hypertext[]` elements uses tag that look like HTML tags. Some
2582 tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
2583 Tags can have attributes, in that case, attributes are in the opening tag in
2584 form of a key/value separated with equal signs. Attribute values should not be quoted.
2586 These are the technically basic tags but see below for usual tags. Base tags are:
2588 `<style color=... font=... size=...>...</style>`
2590 Changes the style of the text.
2592 * `color`: Text color. Given color is a `colorspec`.
2593 * `size`: Text size.
2594 * `font`: Text font (`mono` or `normal`).
2596 `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
2601 * `background`: Text background, a `colorspec` or `none`.
2602 * `margin`: Page margins in pixel.
2603 * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
2605 Inheriting styles (affects child elements):
2606 * `color`: Default text color. Given color is a `colorspec`.
2607 * `hovercolor`: Color of <action> tags when mouse is over.
2608 * `size`: Default text size.
2609 * `font`: Default text font (`mono` or `normal`).
2610 * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
2612 This tag needs to be placed only once as it changes the global settings of the
2613 text. Anyway, if several tags are placed, each changed will be made in the order
2616 `<tag name=... color=... hovercolor=... font=... size=...>`
2618 Defines or redefines tag style. This can be used to define new tags.
2619 * `name`: Name of the tag to define or change.
2620 * `color`: Text color. Given color is a `colorspec`.
2621 * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
2622 * `size`: Text size.
2623 * `font`: Text font (`mono` or `normal`).
2625 Following tags are the usual tags for text layout. They are defined by default.
2626 Other tags can be added using `<tag ...>` tag.
2628 `<normal>...</normal>`: Normal size text
2630 `<big>...</big>`: Big text
2632 `<bigger>...</bigger>`: Bigger text
2634 `<center>...</center>`: Centered text
2636 `<left>...</left>`: Left-aligned text
2638 `<right>...</right>`: Right-aligned text
2640 `<justify>...</justify>`: Justified text
2642 `<mono>...</mono>`: Monospaced font
2644 `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
2646 `<action name=...>...</action>`
2648 Make that text a clickable text triggering an action.
2650 * `name`: Name of the action (mandatory).
2652 When clicked, the formspec is send to the server. The value of the text field
2653 sent to `on_player_receive_fields` will be "action:" concatenated to the action
2656 `<img name=... float=... width=... height=...>`
2658 Draws an image which is present in the client media cache.
2660 * `name`: Name of the texture (mandatory).
2661 * `float`: If present, makes the image floating (`left` or `right`).
2662 * `width`: Force image width instead of taking texture width.
2663 * `height`: Force image height instead of taking texture height.
2665 If only width or height given, texture aspect is kept.
2667 `<item name=... float=... width=... height=... rotate=...>`
2669 Draws an item image.
2671 * `name`: Item string of the item to draw (mandatory).
2672 * `float`: If present, makes the image floating (`left` or `right`).
2673 * `width`: Item image width.
2674 * `height`: Item image height.
2675 * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
2676 rotation speeds in percent of standard speed (-1000 to 1000). Works only if
2677 `inventory_items_animations` is set to true.
2678 * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
2679 X, Y and Z being angles around each three axes. Works only if
2680 `inventory_items_animations` is set to true.
2688 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2689 * `"current_player"`: Player to whom the menu is shown
2690 * `"player:<name>"`: Any player
2691 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2692 * `"detached:<name>"`: A detached inventory
2694 Player Inventory lists
2695 ----------------------
2697 * `main`: list containing the default inventory
2698 * `craft`: list containing the craft input
2699 * `craftpreview`: list containing the craft prediction
2700 * `craftresult`: list containing the crafted output
2701 * `hand`: list containing an override for the empty hand
2702 * Is not created automatically, use `InvRef:set_size`
2703 * Is only used to enhance the empty hand's tool capabilities
2711 `#RGB` defines a color in hexadecimal format.
2713 `#RGBA` defines a color in hexadecimal format and alpha channel.
2715 `#RRGGBB` defines a color in hexadecimal format.
2717 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2719 Named colors are also supported and are equivalent to
2720 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2721 To specify the value of the alpha channel, append `#AA` to the end of the color
2722 name (e.g. `colorname#08`). For named colors the hexadecimal string
2723 representing the alpha value must (always) be two hexadecimal digits.
2728 A ColorSpec specifies a 32-bit color. It can be written in any of the following
2731 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
2732 * `colorspec = {a=255, r=0, g=255, b=0}`
2733 * numerical form: The raw integer value of an ARGB8 quad:
2734 * `colorspec = 0xFF00FF00`
2735 * string form: A ColorString (defined above):
2736 * `colorspec = "green"`
2744 Most text can contain escape sequences, that can for example color the text.
2745 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2746 The following functions provide escape sequences:
2748 * `minetest.get_color_escape_sequence(color)`:
2749 * `color` is a ColorString
2750 * The escape sequence sets the text color to `color`
2751 * `minetest.colorize(color, message)`:
2753 `minetest.get_color_escape_sequence(color) ..
2755 minetest.get_color_escape_sequence("#ffffff")`
2756 * `minetest.get_background_escape_sequence(color)`
2757 * `color` is a ColorString
2758 * The escape sequence sets the background of the whole text element to
2759 `color`. Only defined for item descriptions and tooltips.
2760 * `minetest.strip_foreground_colors(str)`
2761 * Removes foreground colors added by `get_color_escape_sequence`.
2762 * `minetest.strip_background_colors(str)`
2763 * Removes background colors added by `get_background_escape_sequence`.
2764 * `minetest.strip_colors(str)`
2765 * Removes all color escape sequences.
2772 A spatial vector is similar to a position, but instead using
2773 absolute world coordinates, it uses *relative* coordinates, relative to
2774 no particular point.
2776 Internally, it is implemented as a table with the 3 fields
2777 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
2779 For the following functions, `v`, `v1`, `v2` are vectors,
2780 `p1`, `p2` are positions:
2782 * `vector.new(a[, b, c])`:
2784 * A copy of `a` if `a` is a vector.
2785 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2786 * `vector.direction(p1, p2)`:
2787 * Returns a vector of length 1 with direction `p1` to `p2`.
2788 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2789 * `vector.distance(p1, p2)`:
2790 * Returns zero or a positive number, the distance between `p1` and `p2`.
2791 * `vector.length(v)`:
2792 * Returns zero or a positive number, the length of vector `v`.
2793 * `vector.normalize(v)`:
2794 * Returns a vector of length 1 with direction of vector `v`.
2795 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2796 * `vector.floor(v)`:
2797 * Returns a vector, each dimension rounded down.
2798 * `vector.round(v)`:
2799 * Returns a vector, each dimension rounded to nearest integer.
2800 * `vector.apply(v, func)`:
2801 * Returns a vector where the function `func` has been applied to each
2803 * `vector.equals(v1, v2)`:
2804 * Returns a boolean, `true` if the vectors are identical.
2805 * `vector.sort(v1, v2)`:
2806 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2807 * `vector.angle(v1, v2)`:
2808 * Returns the angle between `v1` and `v2` in radians.
2809 * `vector.dot(v1, v2)`
2810 * Returns the dot product of `v1` and `v2`
2811 * `vector.cross(v1, v2)`
2812 * Returns the cross product of `v1` and `v2`
2814 For the following functions `x` can be either a vector or a number:
2816 * `vector.add(v, x)`:
2818 * If `x` is a vector: Returns the sum of `v` and `x`.
2819 * If `x` is a number: Adds `x` to each component of `v`.
2820 * `vector.subtract(v, x)`:
2822 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
2823 * If `x` is a number: Subtracts `x` from each component of `v`.
2824 * `vector.multiply(v, x)`:
2825 * Returns a scaled vector or Schur product.
2826 * `vector.divide(v, x)`:
2827 * Returns a scaled vector or Schur quotient.
2835 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2836 human-readable, handles reference loops.
2837 * `obj`: arbitrary variable
2838 * `name`: string, default: `"_"`
2839 * `dumped`: table, default: `{}`
2840 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2841 * `obj`: arbitrary variable
2842 * `dumped`: table, default: `{}`
2843 * `math.hypot(x, y)`
2844 * Get the hypotenuse of a triangle with legs x and y.
2845 Useful for distance calculation.
2846 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2847 * Get the sign of a number.
2848 * tolerance: number, default: `0.0`
2849 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2851 * `math.factorial(x)`: returns the factorial of `x`
2852 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2853 * `separator`: string, default: `","`
2854 * `include_empty`: boolean, default: `false`
2855 * `max_splits`: number, if it's negative, splits aren't limited,
2857 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2858 string or a pattern (regex), default: `false`
2859 * e.g. `"a,b":split","` returns `{"a","b"}`
2860 * `string:trim()`: returns the string without whitespace pre- and suffixes
2861 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2862 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2863 * Adds newlines to the string to keep it within the specified character
2865 * Note that the returned lines may be longer than the limit since it only
2866 splits at word borders.
2867 * `limit`: number, maximal amount of characters in one line
2868 * `as_table`: boolean, if set to true, a table of lines instead of a string
2869 is returned, default: `false`
2870 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2871 * `pos`: table {x=X, y=Y, z=Z}
2872 * Converts the position `pos` to a human-readable, printable string
2873 * `decimal_places`: number, if specified, the x, y and z values of
2874 the position are rounded to the given decimal place.
2875 * `minetest.string_to_pos(string)`: returns a position or `nil`
2876 * Same but in reverse.
2877 * If the string can't be parsed to a position, nothing is returned.
2878 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2879 * Converts a string representing an area box into two positions
2880 * `minetest.formspec_escape(string)`: returns a string
2881 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2883 * `minetest.is_yes(arg)`
2884 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2885 * `minetest.is_nan(arg)`
2886 * returns true when the passed number represents NaN.
2887 * `minetest.get_us_time()`
2888 * returns time with microsecond precision. May not return wall time.
2889 * `table.copy(table)`: returns a table
2890 * returns a deep copy of `table`
2891 * `table.indexof(list, val)`: returns the smallest numerical index containing
2892 the value `val` in the table `list`. Non-numerical indices are ignored.
2893 If `val` could not be found, `-1` is returned. `list` must not have
2895 * `table.insert_all(table, other_table)`:
2896 * Appends all values in `other_table` to `table` - uses `#table + 1` to
2898 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2900 * returns the exact position on the surface of a pointed node
2901 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool
2903 Returns a table with the following fields:
2904 * `diggable`: `true` if node can be dug, `false` otherwise.
2905 * `time`: Time it would take to dig the node.
2906 * `wear`: How much wear would be added to the tool.
2907 `time` and `wear` are meaningless if node's not diggable
2909 * `groups`: Table of the node groups of the node that would be dug
2910 * `tool_capabilities`: Tool capabilities table of the tool
2911 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
2912 Simulates an item that punches an object.
2913 Returns a table with the following fields:
2914 * `hp`: How much damage the punch would cause.
2915 * `wear`: How much wear would be added to the tool.
2917 * `groups`: Damage groups of the object
2918 * `tool_capabilities`: Tool capabilities table of the item
2919 * `time_from_last_punch`: time in seconds since last punch action
2927 Texts can be translated client-side with the help of `minetest.translate` and
2930 Translating a string
2931 --------------------
2933 Two functions are provided to translate strings: `minetest.translate` and
2934 `minetest.get_translator`.
2936 * `minetest.get_translator(textdomain)` is a simple wrapper around
2937 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2938 equivalent to `minetest.translate(textdomain, str, ...)`.
2939 It is intended to be used in the following way, so that it avoids verbose
2940 repetitions of `minetest.translate`:
2942 local S = minetest.get_translator(textdomain)
2945 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2947 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2948 the given `textdomain` for disambiguation. The textdomain must match the
2949 textdomain specified in the translation file in order to get the string
2950 translated. This can be used so that a string is translated differently in
2952 It is advised to use the name of the mod as textdomain whenever possible, to
2953 avoid clashes with other mods.
2954 This function must be given a number of arguments equal to the number of
2955 arguments the translated string expects.
2956 Arguments are literal strings -- they will not be translated, so if you want
2957 them to be, they need to come as outputs of `minetest.translate` as well.
2959 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2960 by the translation of "Red". We can do the following:
2962 local S = minetest.get_translator()
2963 S("@1 Wool", S("Red"))
2965 This will be displayed as "Red Wool" on old clients and on clients that do
2966 not have localization enabled. However, if we have for instance a translation
2967 file named `wool.fr.tr` containing the following:
2972 this will be displayed as "Laine Rouge" on clients with a French locale.
2974 Operations on translated strings
2975 --------------------------------
2977 The output of `minetest.translate` is a string, with escape sequences adding
2978 additional information to that string so that it can be translated on the
2979 different clients. In particular, you can't expect operations like string.length
2980 to work on them like you would expect them to, or string.gsub to work in the
2981 expected manner. However, string concatenation will still work as expected
2982 (note that you should only use this for things like formspecs; do not translate
2983 sentences by breaking them into parts; arguments should be used instead), and
2984 operations such as `minetest.colorize` which are also concatenation.
2986 Translation file format
2987 -----------------------
2989 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
2990 it corresponds to. It must be put into the `locale` subdirectory of the mod.
2991 The file should be a text file, with the following format:
2993 * Lines beginning with `# textdomain:` (the space is significant) can be used
2994 to specify the text domain of all following translations in the file.
2995 * All other empty lines or lines beginning with `#` are ignored.
2996 * Other lines should be in the format `original=translated`. Both `original`
2997 and `translated` can contain escape sequences beginning with `@` to insert
2998 arguments, literal `@`, `=` or newline (See [Escapes] below).
2999 There must be no extraneous whitespace around the `=` or at the beginning or
3000 the end of the line.
3005 Strings that need to be translated can contain several escapes, preceded by `@`.
3007 * `@@` acts as a literal `@`.
3008 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
3009 string that will be inlined when translated. Due to how translations are
3010 implemented, the original translation string **must** have its arguments in
3011 increasing order, without gaps or repetitions, starting from 1.
3012 * `@=` acts as a literal `=`. It is not required in strings given to
3013 `minetest.translate`, but is in translation files to avoid being confused
3014 with the `=` separating the original from the translation.
3015 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
3016 As with `@=`, this escape is not required in strings given to
3017 `minetest.translate`, but is in translation files.
3018 * `@n` acts as a literal newline as well.
3026 Perlin noise creates a continuously-varying value depending on the input values.
3027 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
3028 The result is used during map generation to create the terrain shape, vary heat
3029 and humidity to distribute biomes, vary the density of decorations or vary the
3032 Structure of perlin noise
3033 -------------------------
3035 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
3036 The smooth wavy noise it generates has a single characteristic scale, almost
3037 like a 'wavelength', so on its own does not create fine detail.
3038 Due to this perlin noise combines several octaves to create variation on
3039 multiple scales. Each additional octave has a smaller 'wavelength' than the
3042 This combination results in noise varying very roughly between -2.0 and 2.0 and
3043 with an average value of 0.0, so `scale` and `offset` are then used to multiply
3044 and offset the noise variation.
3046 The final perlin noise variation is created as follows:
3048 noise = offset + scale * (octave1 +
3049 octave2 * persistence +
3050 octave3 * persistence ^ 2 +
3051 octave4 * persistence ^ 3 +
3057 Noise Parameters are commonly called `NoiseParams`.
3061 After the multiplication by `scale` this is added to the result and is the final
3062 step in creating the noise value.
3063 Can be positive or negative.
3067 Once all octaves have been combined, the result is multiplied by this.
3068 Can be positive or negative.
3072 For octave1, this is roughly the change of input value needed for a very large
3073 variation in the noise value generated by octave1. It is almost like a
3074 'wavelength' for the wavy noise variation.
3075 Each additional octave has a 'wavelength' that is smaller than the previous
3076 octave, to create finer detail. `spread` will therefore roughly be the typical
3077 size of the largest structures in the final noise variation.
3079 `spread` is a vector with values for x, y, z to allow the noise variation to be
3080 stretched or compressed in the desired axes.
3081 Values are positive numbers.
3085 This is a whole number that determines the entire pattern of the noise
3086 variation. Altering it enables different noise patterns to be created.
3087 With other parameters equal, different seeds produce different noise patterns
3088 and identical seeds produce identical noise patterns.
3090 For this parameter you can randomly choose any whole number. Usually it is
3091 preferable for this to be different from other seeds, but sometimes it is useful
3092 to be able to create identical noise patterns.
3094 When used in mapgen this is actually a 'seed offset', it is added to the
3095 'world seed' to create the seed used by the noise, to ensure the noise has a
3096 different pattern in different worlds.
3100 The number of simple noise generators that are combined.
3101 A whole number, 1 or more.
3102 Each additional octave adds finer detail to the noise but also increases the
3103 noise calculation load.
3104 3 is a typical minimum for a high quality, complex and natural-looking noise
3105 variation. 1 octave has a slight 'gridlike' appearence.
3107 Choose the number of octaves according to the `spread` and `lacunarity`, and the
3108 size of the finest detail you require. For example:
3109 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
3110 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
3111 512, 256, 128, 64, 32, 16 nodes.
3112 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
3116 Each additional octave has an amplitude that is the amplitude of the previous
3117 octave multiplied by `persistence`, to reduce the amplitude of finer details,
3118 as is often helpful and natural to do so.
3119 Since this controls the balance of fine detail to large-scale detail
3120 `persistence` can be thought of as the 'roughness' of the noise.
3122 A positive or negative non-zero number, often between 0.3 and 1.0.
3123 A common medium value is 0.5, such that each octave has half the amplitude of
3124 the previous octave.
3125 This may need to be tuned when altering `lacunarity`; when doing so consider
3126 that a common medium value is 1 / lacunarity.
3130 Each additional octave has a 'wavelength' that is the 'wavelength' of the
3131 previous octave multiplied by 1 / lacunarity, to create finer detail.
3132 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
3134 A positive number no smaller than 1.0.
3135 Values below 2.0 create higher quality noise at the expense of requiring more
3136 octaves to cover a paticular range of 'wavelengths'.
3140 Leave this field unset for no special handling.
3141 Currently supported are `defaults`, `eased` and `absvalue`:
3145 Specify this if you would like to keep auto-selection of eased/not-eased while
3146 specifying some other flags.
3150 Maps noise gradient values onto a quintic S-curve before performing
3151 interpolation. This results in smooth, rolling noise.
3152 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3154 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3156 Easing a 3D noise significantly increases the noise calculation load, so use
3161 The absolute value of each octave's noise variation is used when combining the
3162 octaves. The final perlin noise variation is created as follows:
3164 noise = offset + scale * (abs(octave1) +
3165 abs(octave2) * persistence +
3166 abs(octave3) * persistence ^ 2 +
3167 abs(octave4) * persistence ^ 3 +
3172 For 2D or 3D perlin noise or perlin noise maps:
3177 spread = {x = 500, y = 500, z = 500},
3182 flags = "defaults, absvalue",
3185 For 2D noise the Z component of `spread` is still defined but is ignored.
3186 A single noise parameter table can be used for 2D or 3D noise.
3197 These tell in what manner the ore is generated.
3199 All default ores are of the uniformly-distributed scatter type.
3203 Randomly chooses a location and generates a cluster of ore.
3205 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3206 at that point is greater than the `noise_threshold`, giving the ability to
3207 create a non-equal distribution of ore.
3211 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3212 described by `noise_params` and `noise_threshold`. This is essentially an
3213 improved version of the so-called "stratus" ore seen in some unofficial mods.
3215 This sheet consists of vertical columns of uniform randomly distributed height,
3216 varying between the inclusive range `column_height_min` and `column_height_max`.
3217 If `column_height_min` is not specified, this parameter defaults to 1.
3218 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3219 for reverse compatibility. New code should prefer `column_height_max`.
3221 The `column_midpoint_factor` parameter controls the position of the column at
3222 which ore emanates from.
3223 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3224 equally starting from each direction.
3225 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3226 this parameter is not specified, the default is 0.5.
3228 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3233 Creates a sheet of ore in a cloud-like puff shape.
3235 As with the `sheet` ore type, the size and shape of puffs are described by
3236 `noise_params` and `noise_threshold` and are placed at random vertical
3237 positions within the currently generated chunk.
3239 The vertical top and bottom displacement of each puff are determined by the
3240 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3244 Creates a deformed sphere of ore according to 3d perlin noise described by
3245 `noise_params`. The maximum size of the blob is `clust_size`, and
3246 `clust_scarcity` has the same meaning as with the `scatter` type.
3250 Creates veins of ore varying in density by according to the intersection of two
3251 instances of 3d perlin noise with different seeds, both described by
3254 `random_factor` varies the influence random chance has on placement of an ore
3255 inside the vein, which is `1` by default. Note that modifying this parameter
3256 may require adjusting `noise_threshold`.
3258 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
3261 This ore type is difficult to control since it is sensitive to small changes.
3262 The following is a decent set of parameters to work from:
3267 spread = {x=200, y=200, z=200},
3274 noise_threshold = 1.6
3276 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
3277 computationally expensive than any other ore.
3281 Creates a single undulating ore stratum that is continuous across mapchunk
3282 borders and horizontally spans the world.
3284 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
3285 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
3286 defines the stratum's vertical thickness (in units of nodes). Due to being
3287 continuous across mapchunk borders the stratum's vertical thickness is
3290 If the noise parameter `noise_params` is omitted the ore will occur from y_min
3291 to y_max in a simple horizontal stratum.
3293 A parameter `stratum_thickness` can be provided instead of the noise parameter
3294 `np_stratum_thickness`, to create a constant thickness.
3296 Leaving out one or both noise parameters makes the ore generation less
3297 intensive, useful when adding multiple strata.
3299 `y_min` and `y_max` define the limits of the ore generation and for performance
3300 reasons should be set as close together as possible but without clipping the
3301 stratum's Y variation.
3303 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
3304 solid-ore stratum would require a `clust_scarcity` of 1.
3306 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
3307 `random_factor` are ignored by this ore type.
3312 See section [Flag Specifier Format].
3314 Currently supported flags:
3315 `puff_cliffs`, `puff_additive_composition`.
3319 If set, puff ore generation will not taper down large differences in
3320 displacement when approaching the edge of a puff. This flag has no effect for
3321 ore types other than `puff`.
3323 ### `puff_additive_composition`
3325 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
3326 in a negative displacement, the sub-column at that point is not generated. With
3327 this attribute set, puff ore generation will instead generate the absolute
3328 difference in noise displacement values. This flag has no effect for ore types
3337 The varying types of decorations that can be placed.
3342 Creates a 1 times `H` times 1 column of a specified node (or a random node from
3343 a list, if a decoration list is specified). Can specify a certain node it must
3344 spawn next to, such as water or lava, for example. Can also generate a
3345 decoration of random height between a specified lower and upper bound.
3346 This type of decoration is intended for placement of grass, flowers, cacti,
3347 papyri, waterlilies and so on.
3352 Copies a box of `MapNodes` from a specified schematic file (or raw description).
3353 Can specify a probability of a node randomly appearing when placed.
3354 This decoration type is intended to be used for multi-node sized discrete
3355 structures, such as trees, cave spikes, rocks, and so on.
3364 --------------------
3366 A schematic specifier identifies a schematic by either a filename to a
3367 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
3368 in the form of a table. This table specifies the following fields:
3370 * The `size` field is a 3D vector containing the dimensions of the provided
3371 schematic. (required field)
3372 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
3373 sets the probability of a particular horizontal slice of the schematic being
3374 placed. (optional field)
3375 `ypos` = 0 for the lowest horizontal slice of a schematic.
3376 The default of `prob` is 255.
3377 * The `data` field is a flat table of MapNode tables making up the schematic,
3378 in the order of `[z [y [x]]]`. (required field)
3379 Each MapNode table contains:
3380 * `name`: the name of the map node to place (required)
3381 * `prob` (alias `param1`): the probability of this node being placed
3383 * `param2`: the raw param2 value of the node being placed onto the map
3385 * `force_place`: boolean representing if the node should forcibly overwrite
3386 any previous contents (default: false)
3388 About probability values:
3390 * A probability value of `0` or `1` means that node will never appear
3392 * A probability value of `254` or `255` means the node will always appear
3394 * If the probability value `p` is greater than `1`, then there is a
3395 `(p / 256 * 100)` percent chance that node will appear when the schematic is
3398 Schematic attributes
3399 --------------------
3401 See section [Flag Specifier Format].
3403 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
3406 * `place_center_x`: Placement of this decoration is centered along the X axis.
3407 * `place_center_y`: Placement of this decoration is centered along the Y axis.
3408 * `place_center_z`: Placement of this decoration is centered along the Z axis.
3409 * `force_placement`: Schematic nodes other than "ignore" will replace existing
3415 Lua Voxel Manipulator
3416 =====================
3421 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
3422 facility. The purpose of this object is for fast, low-level, bulk access to
3423 reading and writing Map content. As such, setting map nodes through VoxelManip
3424 will lack many of the higher level features and concepts you may be used to
3425 with other methods of setting nodes. For example, nodes will not have their
3426 construction and destruction callbacks run, and no rollback information is
3429 It is important to note that VoxelManip is designed for speed, and *not* ease
3430 of use or flexibility. If your mod requires a map manipulation facility that
3431 will handle 100% of all edge cases, or the use of high level node placement
3432 features, perhaps `minetest.set_node()` is better suited for the job.
3434 In addition, VoxelManip might not be faster, or could even be slower, for your
3435 specific use case. VoxelManip is most effective when setting large areas of map
3436 at once - for example, if only setting a 3x3x3 node area, a
3437 `minetest.set_node()` loop may be more optimal. Always profile code using both
3438 methods of map manipulation to determine which is most appropriate for your
3441 A recent simple test of setting cubic areas showed that `minetest.set_node()`
3442 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
3447 A VoxelManip object can be created any time using either:
3448 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3450 If the optional position parameters are present for either of these routines,
3451 the specified region will be pre-loaded into the VoxelManip object on creation.
3452 Otherwise, the area of map you wish to manipulate must first be loaded into the
3453 VoxelManip object using `VoxelManip:read_from_map()`.
3455 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
3456 formed by these positions indicate the minimum and maximum (respectively)
3457 positions of the area actually loaded in the VoxelManip, which may be larger
3458 than the area requested. For convenience, the loaded area coordinates can also
3459 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3461 Now that the VoxelManip object is populated with map data, your mod can fetch a
3462 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
3463 which retrieves an individual node in a MapNode formatted table at the position
3464 requested is the simplest method to use, but also the slowest.
3466 Nodes in a VoxelManip object may also be read in bulk to a flat array table
3469 * `VoxelManip:get_data()` for node content (in Content ID form, see section
3471 * `VoxelManip:get_light_data()` for node light levels, and
3472 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3474 See section [Flat array format] for more details.
3476 It is very important to understand that the tables returned by any of the above
3477 three functions represent a snapshot of the VoxelManip's internal state at the
3478 time of the call. This copy of the data will not magically update itself if
3479 another function modifies the internal VoxelManip state.
3480 Any functions that modify a VoxelManip's contents work on the VoxelManip's
3481 internal state unless otherwise explicitly stated.
3483 Once the bulk data has been edited to your liking, the internal VoxelManip
3484 state can be set using:
3486 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3488 * `VoxelManip:set_light_data()` for node light levels, and
3489 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3491 The parameter to each of the above three functions can use any table at all in
3492 the same flat array format as produced by `get_data()` etc. and is not required
3493 to be a table retrieved from `get_data()`.
3495 Once the internal VoxelManip state has been modified to your liking, the
3496 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
3498 ### Flat array format
3501 `Nx = p2.X - p1.X + 1`,
3502 `Ny = p2.Y - p1.Y + 1`, and
3503 `Nz = p2.Z - p1.Z + 1`.
3505 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
3506 including the value of the expression `Nx * Ny * Nz`.
3508 Positions offset from p1 are present in the array with the format of:
3511 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3512 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3514 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3515 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3517 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3519 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3522 and the array index for a position p contained completely in p1..p2 is:
3524 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3526 Note that this is the same "flat 3D array" format as
3527 `PerlinNoiseMap:get3dMap_flat()`.
3528 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3529 of the index for a single point in a flat VoxelManip array.
3533 A Content ID is a unique integer identifier for a specific node type.
3534 These IDs are used by VoxelManip in place of the node name string for
3535 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3536 `minetest.get_content_id()` to look up the Content ID for the specified node
3537 name, and `minetest.get_name_from_content_id()` to look up the node name string
3538 for a given Content ID.
3539 After registration of a node, its Content ID will remain the same throughout
3540 execution of the mod.
3541 Note that the node being queried needs to have already been been registered.
3543 The following builtin node types have their Content IDs defined as constants:
3545 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3546 * `minetest.CONTENT_AIR`: ID for "air" nodes
3547 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3549 ### Mapgen VoxelManip objects
3551 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3552 VoxelManip object used by the core's Map Generator (commonly abbreviated
3553 Mapgen). Most of the rules previously described still apply but with a few
3556 * The Mapgen VoxelManip object is retrieved using:
3557 `minetest.get_mapgen_object("voxelmanip")`
3558 * This VoxelManip object already has the region of map just generated loaded
3559 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3560 a Mapgen VoxelManip.
3561 * The `on_generated()` callbacks of some mods may place individual nodes in the
3562 generated area using non-VoxelManip map modification methods. Because the
3563 same Mapgen VoxelManip object is passed through each `on_generated()`
3564 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3565 consistency with the current map state. For this reason, calling any of the
3566 following functions:
3567 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3568 will also update the Mapgen VoxelManip object's internal state active on the
3570 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3571 necessary to update lighting information using either:
3572 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3574 ### Other API functions operating on a VoxelManip
3576 If any VoxelManip contents were set to a liquid node,
3577 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3578 flowing. It is recommended to call this function only after having written all
3579 buffered data back to the VoxelManip object, save for special situations where
3580 the modder desires to only have certain liquid nodes begin flowing.
3582 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3583 will generate all registered decorations and ores throughout the full area
3584 inside of the specified VoxelManip object.
3586 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3587 `minetest.place_schematic()`, except instead of placing the specified schematic
3588 directly on the map at the specified position, it will place the schematic
3589 inside the VoxelManip.
3593 * Attempting to read data from a VoxelManip object before map is read will
3594 result in a zero-length array table for `VoxelManip:get_data()`, and an
3595 "ignore" node at any position for `VoxelManip:get_node_at()`.
3596 * If either a region of map has not yet been generated or is out-of-bounds of
3597 the map, that region is filled with "ignore" nodes.
3598 * Other mods, or the core itself, could possibly modify the area of map
3599 currently loaded into a VoxelManip object. With the exception of Mapgen
3600 VoxelManips (see above section), the internal buffers are not updated. For
3601 this reason, it is strongly encouraged to complete the usage of a particular
3602 VoxelManip object in the same callback it had been created.
3603 * If a VoxelManip object will be used often, such as in an `on_generated()`
3604 callback, consider passing a file-scoped table as the optional parameter to
3605 `VoxelManip:get_data()`, which serves as a static buffer the function can use
3606 to write map data to instead of returning a new table each call. This greatly
3607 enhances performance by avoiding unnecessary memory allocations.
3612 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
3613 containing the region formed by `p1` and `p2`.
3614 * returns actual emerged `pmin`, actual emerged `pmax`
3615 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
3617 * **important**: data must be set using `VoxelManip:set_data()` before
3619 * if `light` is true, then lighting is automatically recalculated.
3620 The default value is true.
3621 If `light` is false, no light calculations happen, and you should correct
3622 all modified blocks with `minetest.fix_light()` as soon as possible.
3623 Keep in mind that modifying the map where light is incorrect can cause
3625 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3626 the `VoxelManip` at that position
3627 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
3629 * `get_data([buffer])`: Retrieves the node content data loaded into the
3630 `VoxelManip` object.
3631 * returns raw node data in the form of an array of node content IDs
3632 * if the param `buffer` is present, this table will be used to store the
3634 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3635 * `update_map()`: Does nothing, kept for compatibility.
3636 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
3638 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3639 * To be used only by a `VoxelManip` object from
3640 `minetest.get_mapgen_object`.
3641 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3643 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3644 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3646 * Each value is the bitwise combination of day and night light values
3648 * `light = day + (night * 16)`
3649 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3650 in the `VoxelManip`.
3651 * expects lighting data in the same format that `get_light_data()` returns
3652 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
3653 `VoxelManip` object.
3654 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3656 * If the param `buffer` is present, this table will be used to store the
3658 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
3660 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
3662 * To be used only by a `VoxelManip` object from
3663 `minetest.get_mapgen_object`.
3664 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3665 area if left out or nil. For almost all uses these should be left out
3666 or nil to use the default.
3667 * `propagate_shadow` is an optional boolean deciding whether shadows in a
3668 generated mapchunk above are propagated down into the mapchunk, defaults
3669 to `true` if left out.
3670 * `update_liquids()`: Update liquid flow
3671 * `was_modified()`: Returns `true` or `false` if the data in the voxel
3672 manipulator had been modified since the last read from map, due to a call to
3673 `minetest.set_data()` on the loaded area elsewhere.
3674 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3679 A helper class for voxel areas.
3680 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3681 The coordinates are *inclusive*, like most other things in Minetest.
3685 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3686 `MinEdge` and `MaxEdge`.
3687 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
3689 * `index(x, y, z)`: returns the index of an absolute position in a flat array
3691 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
3692 * The position (x, y, z) is not checked for being inside the area volume,
3693 being outside can cause an incorrect index result.
3694 * Useful for things like `VoxelManip`, raw Schematic specifiers,
3695 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
3696 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
3697 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
3698 is not checked for being inside the area volume.
3699 * `position(i)`: returns the absolute position vector corresponding to index
3701 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
3702 `MinEdge` and `MaxEdge`.
3703 * `containsp(p)`: same as above, except takes a vector
3704 * `containsi(i)`: same as above, except takes an index `i`
3705 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
3707 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
3709 * `iterp(minp, maxp)`: same as above, except takes a vector
3717 A mapgen object is a construct used in map generation. Mapgen objects can be
3718 used by an `on_generate` callback to speed up operations by avoiding
3719 unnecessary recalculations, these can be retrieved using the
3720 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
3721 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
3722 callback, `nil` is returned.
3724 The following Mapgen objects are currently available:
3728 This returns three values; the `VoxelManip` object to be used, minimum and
3729 maximum emerged position, in that order. All mapgens support this object.
3733 Returns an array containing the y coordinates of the ground levels of nodes in
3734 the most recently generated chunk by the current mapgen.
3738 Returns an array containing the biome IDs of nodes in the most recently
3739 generated chunk by the current mapgen.
3743 Returns an array containing the temperature values of nodes in the most
3744 recently generated chunk by the current mapgen.
3748 Returns an array containing the humidity values of nodes in the most recently
3749 generated chunk by the current mapgen.
3753 Returns a table mapping requested generation notification types to arrays of
3754 positions at which the corresponding generated structures are located within
3755 the current chunk. To set the capture of positions of interest to be recorded
3756 on generate, use `minetest.set_gen_notify()`.
3757 For decorations, the returned positions are the ground surface 'place_on'
3758 nodes, not the decorations themselves. A 'simple' type decoration is often 1
3759 node above the returned position and possibly displaced by 'place_offset_y'.
3761 Possible fields of the table returned are:
3767 * `large_cave_begin`
3771 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3772 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
3780 Functions receive a "luaentity" as `self`:
3782 * It has the member `.name`, which is the registered name `("mod:thing")`
3783 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3784 * The original prototype stuff is visible directly via a metatable
3788 * `on_activate(self, staticdata, dtime_s)`
3789 * Called when the object is instantiated.
3790 * `dtime_s` is the time passed since the object was unloaded, which can be
3791 used for updating the entity state.
3792 * `on_step(self, dtime)`
3793 * Called on every server tick, after movement and collision processing.
3794 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3796 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
3797 * Called when somebody punches the object.
3798 * Note that you probably want to handle most punches using the automatic
3800 * `puncher`: an `ObjectRef` (can be `nil`)
3801 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3803 * `tool_capabilities`: capability table of used tool (can be `nil`)
3804 * `dir`: unit vector of direction of punch. Always defined. Points from the
3805 puncher to the punched.
3806 * `damage`: damage that will be done to entity.
3807 * `on_death(self, killer)`
3808 * Called when the object dies.
3809 * `killer`: an `ObjectRef` (can be `nil`)
3810 * `on_rightclick(self, clicker)`
3811 * `on_attach_child(self, child)`
3812 * `child`: an `ObjectRef` of the child that attaches
3813 * `on_detach_child(self, child)`
3814 * `child`: an `ObjectRef` of the child that detaches
3815 * `on_detach(self, parent)`
3816 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
3817 * This happens before the parent object is removed from the world
3818 * `get_staticdata(self)`
3819 * Should return a string that will be passed to `on_activate` when the
3820 object is instantiated the next time.
3832 axiom, --string initial tree axiom
3833 rules_a, --string rules set A
3834 rules_b, --string rules set B
3835 rules_c, --string rules set C
3836 rules_d, --string rules set D
3837 trunk, --string trunk node name
3838 leaves, --string leaves node name
3839 leaves2, --string secondary leaves node name
3840 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3841 angle, --num angle in deg
3842 iterations, --num max # of iterations, usually 2 -5
3843 random_level, --num factor to lower nr of iterations, usually 0 - 3
3844 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3845 -- 2x2 nodes or 3x3 in cross shape
3846 thin_branches, --boolean true -> use thin (1 node) branches
3847 fruit, --string fruit node name
3848 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3849 seed, --num random seed, if no seed is provided, the engine
3853 Key for special L-System symbols used in axioms
3854 -----------------------------------------------
3856 * `G`: move forward one unit with the pen up
3857 * `F`: move forward one unit with the pen down drawing trunks and branches
3858 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3859 * `T`: move forward one unit with the pen down drawing trunks only
3860 * `R`: move forward one unit with the pen down placing fruit
3861 * `A`: replace with rules set A
3862 * `B`: replace with rules set B
3863 * `C`: replace with rules set C
3864 * `D`: replace with rules set D
3865 * `a`: replace with rules set A, chance 90%
3866 * `b`: replace with rules set B, chance 80%
3867 * `c`: replace with rules set C, chance 70%
3868 * `d`: replace with rules set D, chance 60%
3869 * `+`: yaw the turtle right by `angle` parameter
3870 * `-`: yaw the turtle left by `angle` parameter
3871 * `&`: pitch the turtle down by `angle` parameter
3872 * `^`: pitch the turtle up by `angle` parameter
3873 * `/`: roll the turtle to the right by `angle` parameter
3874 * `*`: roll the turtle to the left by `angle` parameter
3875 * `[`: save in stack current state info
3876 * `]`: recover from stack state info
3881 Spawn a small apple tree:
3883 pos = {x=230,y=20,z=4}
3886 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3887 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3888 trunk="default:tree",
3889 leaves="default:leaves",
3893 trunk_type="single",
3896 fruit="default:apple"
3898 minetest.spawn_tree(pos,apple_tree)
3903 'minetest' namespace reference
3904 ==============================
3909 * `minetest.get_current_modname()`: returns the currently loading mod's name,
3911 * `minetest.get_modpath(modname)`: returns e.g.
3912 `"/home/user/.minetest/usermods/modname"`.
3913 * Useful for loading additional `.lua` modules or static data from mod
3914 * `minetest.get_modnames()`: returns a list of installed mods
3915 * Return a list of installed mods, sorted alphabetically
3916 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
3917 * Useful for storing custom data
3918 * `minetest.is_singleplayer()`
3919 * `minetest.features`: Table containing API feature flags
3922 glasslike_framed = true, -- 0.4.7
3923 nodebox_as_selectionbox = true, -- 0.4.7
3924 get_all_craft_recipes_works = true, -- 0.4.7
3925 -- The transparency channel of textures can optionally be used on
3927 use_texture_alpha = true,
3928 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
3929 no_legacy_abms = true,
3930 -- Texture grouping is possible using parentheses (0.4.11)
3931 texture_names_parens = true,
3932 -- Unique Area ID for AreaStore:insert_area (0.4.14)
3933 area_store_custom_ids = true,
3934 -- add_entity supports passing initial staticdata to on_activate
3936 add_entity_with_staticdata = true,
3937 -- Chat messages are no longer predicted (0.4.16)
3938 no_chat_message_prediction = true,
3939 -- The transparency channel of textures can optionally be used on
3940 -- objects (ie: players and lua entities) (5.0.0)
3941 object_use_texture_alpha = true,
3942 -- Object selectionbox is settable independently from collisionbox
3944 object_independent_selectionbox = true,
3945 -- Specifies whether binary data can be uploaded or downloaded using
3946 -- the HTTP API (5.1.0)
3947 httpfetch_binary_data = true,
3948 -- Whether formspec_version[<version>] may be used (5.1.0)
3949 formspec_version_element = true,
3950 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
3951 area_store_persistent_ids = true,
3954 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
3955 * `arg`: string or table in format `{foo=true, bar=true}`
3956 * `missing_features`: `{foo=true, bar=true}`
3957 * `minetest.get_player_information(player_name)`: Table containing information
3958 about a player. Example return value:
3961 address = "127.0.0.1", -- IP address of client
3962 ip_version = 4, -- IPv4 / IPv6
3963 min_rtt = 0.01, -- minimum round trip time
3964 max_rtt = 0.2, -- maximum round trip time
3965 avg_rtt = 0.02, -- average round trip time
3966 min_jitter = 0.01, -- minimum packet time jitter
3967 max_jitter = 0.5, -- maximum packet time jitter
3968 avg_jitter = 0.03, -- average packet time jitter
3969 connection_uptime = 200, -- seconds since client connected
3970 protocol_version = 32, -- protocol version used by client
3971 formspec_version = 2, -- supported formspec version
3972 -- following information is available on debug build only!!!
3973 -- DO NOT USE IN MODS
3974 --ser_vers = 26, -- serialization version used by client
3975 --major = 0, -- major version number
3976 --minor = 4, -- minor version number
3977 --patch = 10, -- patch version number
3978 --vers_string = "0.4.9-git", -- full version string
3979 --state = "Active" -- current client state
3982 * `minetest.mkdir(path)`: returns success.
3983 * Creates a directory specified by `path`, creating parent directories
3984 if they don't exist.
3985 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
3987 * nil: return all entries,
3988 * true: return only subdirectory names, or
3989 * false: return only file names.
3990 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
3991 * Replaces contents of file at path with new contents in a safe (atomic)
3992 way. Use this instead of below code when writing e.g. database files:
3993 `local f = io.open(path, "wb"); f:write(content); f:close()`
3994 * `minetest.get_version()`: returns a table containing components of the
3995 engine version. Components:
3996 * `project`: Name of the project, eg, "Minetest"
3997 * `string`: Simple version, eg, "1.2.3-dev"
3998 * `hash`: Full git version (only set if available),
3999 eg, "1.2.3-dev-01234567-dirty".
4000 Use this for informational purposes only. The information in the returned
4001 table does not represent the capabilities of the engine, nor is it
4002 reliable or verifiable. Compatible forks will have a different name and
4003 version entirely. To check for the presence of engine features, test
4004 whether the functions exported by the wanted features exist. For example:
4005 `if minetest.check_for_falling then ... end`.
4006 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
4007 * `data`: string of data to hash
4008 * `raw`: return raw bytes instead of hex digits, default: false
4013 * `minetest.debug(...)`
4014 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
4015 * `minetest.log([level,] text)`
4016 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
4017 `"info"`, or `"verbose"`. Default is `"none"`.
4019 Registration functions
4020 ----------------------
4022 Call these functions only at load time!
4026 * `minetest.register_node(name, node definition)`
4027 * `minetest.register_craftitem(name, item definition)`
4028 * `minetest.register_tool(name, item definition)`
4029 * `minetest.override_item(name, redefinition)`
4030 * Overrides fields of an item registered with register_node/tool/craftitem.
4031 * Note: Item must already be defined, (opt)depend on the mod defining it.
4032 * Example: `minetest.override_item("default:mese",
4033 {light_source=minetest.LIGHT_MAX})`
4034 * `minetest.unregister_item(name)`
4035 * Unregisters the item from the engine, and deletes the entry with key
4036 `name` from `minetest.registered_items` and from the associated item table
4037 according to its nature: `minetest.registered_nodes`, etc.
4038 * `minetest.register_entity(name, entity definition)`
4039 * `minetest.register_abm(abm definition)`
4040 * `minetest.register_lbm(lbm definition)`
4041 * `minetest.register_alias(alias, original_name)`
4042 * Also use this to set the 'mapgen aliases' needed in a game for the core
4043 mapgens. See [Mapgen aliases] section above.
4044 * `minetest.register_alias_force(alias, original_name)`
4045 * `minetest.register_ore(ore definition)`
4046 * Returns an integer object handle uniquely identifying the registered
4048 * The order of ore registrations determines the order of ore generation.
4049 * `minetest.register_biome(biome definition)`
4050 * Returns an integer object handle uniquely identifying the registered
4051 biome on success. To get the biome ID, use `minetest.get_biome_id`.
4052 * `minetest.unregister_biome(name)`
4053 * Unregisters the biome from the engine, and deletes the entry with key
4054 `name` from `minetest.registered_biomes`.
4055 * `minetest.register_decoration(decoration definition)`
4056 * Returns an integer object handle uniquely identifying the registered
4057 decoration on success. To get the decoration ID, use
4058 `minetest.get_decoration_id`.
4059 * The order of decoration registrations determines the order of decoration
4061 * `minetest.register_schematic(schematic definition)`
4062 * Returns an integer object handle uniquely identifying the registered
4063 schematic on success.
4064 * If the schematic is loaded from a file, the `name` field is set to the
4066 * If the function is called when loading the mod, and `name` is a relative
4067 path, then the current mod path will be prepended to the schematic
4069 * `minetest.clear_registered_ores()`
4070 * Clears all ores currently registered.
4071 * `minetest.clear_registered_biomes()`
4072 * Clears all biomes currently registered.
4073 * `minetest.clear_registered_decorations()`
4074 * Clears all decorations currently registered.
4075 * `minetest.clear_registered_schematics()`
4076 * Clears all schematics currently registered.
4080 * `minetest.register_craft(recipe)`
4081 * Check recipe table syntax for different types below.
4082 * `minetest.clear_craft(recipe)`
4083 * Will erase existing craft based either on output item or on input recipe.
4084 * Specify either output or input only. If you specify both, input will be
4085 ignored. For input use the same recipe table syntax as for
4086 `minetest.register_craft(recipe)`. For output specify only the item,
4088 * Returns false if no erase candidate could be found, otherwise returns true.
4089 * **Warning**! The type field ("shaped", "cooking" or any other) will be
4090 ignored if the recipe contains output. Erasing is then done independently
4091 from the crafting method.
4092 * `minetest.register_chatcommand(cmd, chatcommand definition)`
4093 * `minetest.override_chatcommand(name, redefinition)`
4094 * Overrides fields of a chatcommand registered with `register_chatcommand`.
4095 * `minetest.unregister_chatcommand(name)`
4096 * Unregisters a chatcommands registered with `register_chatcommand`.
4097 * `minetest.register_privilege(name, definition)`
4098 * `definition` can be a description or a definition table (see [Privilege
4100 * If it is a description, the priv will be granted to singleplayer and admin
4102 * To allow players with `basic_privs` to grant, see the `basic_privs`
4103 minetest.conf setting.
4104 * `minetest.register_authentication_handler(authentication handler definition)`
4105 * Registers an auth handler that overrides the builtin one.
4106 * This function can be called by a single mod once only.
4108 Global callback registration functions
4109 --------------------------------------
4111 Call these functions only at load time!
4113 * `minetest.register_globalstep(function(dtime))`
4114 * Called every server step, usually interval of 0.1s
4115 * `minetest.register_on_mods_loaded(function())`
4116 * Called after mods have finished loading and before the media is cached or the
4118 * `minetest.register_on_shutdown(function())`
4119 * Called before server shutdown
4120 * **Warning**: If the server terminates abnormally (i.e. crashes), the
4121 registered callbacks **will likely not be run**. Data should be saved at
4122 semi-frequent intervals as well as on server shutdown.
4123 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
4124 * Called when a node has been placed
4125 * If return `true` no item is taken from `itemstack`
4126 * `placer` may be any valid ObjectRef or nil.
4127 * **Not recommended**; use `on_construct` or `after_place_node` in node
4128 definition whenever possible.
4129 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
4130 * Called when a node has been dug.
4131 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
4132 definition whenever possible.
4133 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
4134 * Called when a node is punched
4135 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
4136 * Called after generating a piece of world. Modifying nodes inside the area
4137 is a bit faster than usually.
4138 * `minetest.register_on_newplayer(function(ObjectRef))`
4139 * Called after a new player has been created
4140 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
4141 * Called when a player is punched
4142 * Note: This callback is invoked even if the punched player is dead.
4143 * `player`: ObjectRef - Player that was punched
4144 * `hitter`: ObjectRef - Player that hit
4145 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4147 * `tool_capabilities`: Capability table of used tool (can be nil)
4148 * `dir`: Unit vector of direction of punch. Always defined. Points from
4149 the puncher to the punched.
4150 * `damage`: Number that represents the damage calculated by the engine
4151 * should return `true` to prevent the default damage mechanism
4152 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
4153 * Called when the player gets damaged or healed
4154 * `player`: ObjectRef of the player
4155 * `hp_change`: the amount of change. Negative when it is damage.
4156 * `reason`: a PlayerHPChangeReason table.
4157 * The `type` field will have one of the following values:
4158 * `set_hp`: A mod or the engine called `set_hp` without
4159 giving a type - use this for custom damage types.
4160 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
4162 * `node_damage`: `damage_per_second` from a neighbouring node.
4163 `reason.node` will hold the node name or nil.
4166 * Any of the above types may have additional fields from mods.
4167 * `reason.from` will be `mod` or `engine`.
4168 * `modifier`: when true, the function should return the actual `hp_change`.
4169 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
4170 Modifiers can return true as a second argument to stop the execution of further functions.
4171 Non-modifiers receive the final HP change calculated by the modifiers.
4172 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
4173 * Called when a player dies
4174 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
4175 * `minetest.register_on_respawnplayer(function(ObjectRef))`
4176 * Called when player is to be respawned
4177 * Called _before_ repositioning of player occurs
4178 * return true in func to disable regular player placement
4179 * `minetest.register_on_prejoinplayer(function(name, ip))`
4180 * Called before a player joins the game
4181 * If it returns a string, the player is disconnected with that string as
4183 * `minetest.register_on_joinplayer(function(ObjectRef))`
4184 * Called when a player joins the game
4185 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
4186 * Called when a player leaves the game
4187 * `timed_out`: True for timeout, false for other reasons.
4188 * `minetest.register_on_auth_fail(function(name, ip))`
4189 * Called when a client attempts to log into an account but supplies the
4191 * `ip`: The IP address of the client.
4192 * `name`: The account the client attempted to log into.
4193 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
4194 * Called when a player cheats
4195 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
4197 * `interacted_too_far`
4198 * `interacted_while_dead`
4199 * `finished_unknown_dig`
4202 * `minetest.register_on_chat_message(function(name, message))`
4203 * Called always when a player says something
4204 * Return `true` to mark the message as handled, which means that it will
4205 not be sent to other players.
4206 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
4207 * Called when the server received input from `player` in a formspec with
4208 the given `formname`. Specifically, this is called on any of the
4210 * a button was pressed,
4211 * Enter was pressed while the focus was on a text field
4212 * a checkbox was toggled,
4213 * something was selecteed in a drop-down list,
4214 * a different tab was selected,
4215 * selection was changed in a textlist or table,
4216 * an entry was double-clicked in a textlist or table,
4217 * a scrollbar was moved, or
4218 * the form was actively closed by the player.
4219 * Fields are sent for formspec elements which define a field. `fields`
4220 is a table containing each formspecs element value (as string), with
4221 the `name` parameter as index for each. The value depends on the
4222 formspec element type:
4223 * `button` and variants: If pressed, contains the user-facing button
4224 text as value. If not pressed, is `nil`
4225 * `field`, `textarea` and variants: Text in the field
4226 * `dropdown`: Text of selected item
4227 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
4228 * `checkbox`: `"true"` if checked, `"false"` if unchecked
4229 * `textlist`: See `minetest.explode_textlist_event`
4230 * `table`: See `minetest.explode_table_event`
4231 * `scrollbar`: See `minetest.explode_scrollbar_event`
4232 * Special case: `["quit"]="true"` is sent when the user actively
4233 closed the form by mouse click, keypress or through a button_exit[]
4235 * Special case: `["key_enter"]="true"` is sent when the user pressed
4236 the Enter key and the focus was either nowhere (causing the formspec
4237 to be closed) or on a button. If the focus was on a text field,
4238 additionally, the index `key_enter_field` contains the name of the
4239 text field. See also: `field_close_on_enter`.
4240 * Newest functions are called first
4241 * If function returns `true`, remaining functions are not called
4242 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
4243 * Called when `player` crafts something
4244 * `itemstack` is the output
4245 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
4247 * `craft_inv` is the inventory with the crafting grid
4248 * Return either an `ItemStack`, to replace the output, or `nil`, to not
4250 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
4251 * The same as before, except that it is called before the player crafts, to
4252 make craft prediction, and it should not change anything.
4253 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
4254 * Determinates how much of a stack may be taken, put or moved to a
4256 * `player` (type `ObjectRef`) is the player who modified the inventory
4257 `inventory` (type `InvRef`).
4258 * List of possible `action` (string) values and their
4259 `inventory_info` (table) contents:
4260 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
4261 * `put`: `{listname=string, index=number, stack=ItemStack}`
4262 * `take`: Same as `put`
4263 * Return a numeric value to limit the amount of items to be taken, put or
4264 moved. A value of `-1` for `take` will make the source stack infinite.
4265 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
4266 * Called after a take, put or move event from/to/in a player inventory
4267 * Function arguments: see `minetest.register_allow_player_inventory_action`
4268 * Does not accept or handle any return value.
4269 * `minetest.register_on_protection_violation(function(pos, name))`
4270 * Called by `builtin` and mods when a player violates protection at a
4271 position (eg, digs a node or punches a protected entity).
4272 * The registered functions can be called using
4273 `minetest.record_protection_violation`.
4274 * The provided function should check that the position is protected by the
4275 mod calling this function before it prints a message, if it does, to
4276 allow for multiple protection mods.
4277 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
4278 * Called when an item is eaten, by `minetest.item_eat`
4279 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
4280 * `minetest.register_on_priv_grant(function(name, granter, priv))`
4281 * Called when `granter` grants the priv `priv` to `name`.
4282 * Note that the callback will be called twice if it's done by a player,
4283 once with granter being the player name, and again with granter being nil.
4284 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
4285 * Called when `revoker` revokes the priv `priv` from `name`.
4286 * Note that the callback will be called twice if it's done by a player,
4287 once with revoker being the player name, and again with revoker being nil.
4288 * `minetest.register_can_bypass_userlimit(function(name, ip))`
4289 * Called when `name` user connects with `ip`.
4290 * Return `true` to by pass the player limit
4291 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
4292 * Called when an incoming mod channel message is received
4293 * You should have joined some channels to receive events.
4294 * If message comes from a server mod, `sender` field is an empty string.
4299 * `minetest.settings`: Settings object containing all of the settings from the
4300 main config file (`minetest.conf`).
4301 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
4302 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
4307 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
4308 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
4309 * Convert between two privilege representations
4310 * `minetest.get_player_privs(name) -> {priv1=true,...}`
4311 * `minetest.check_player_privs(player_or_name, ...)`:
4312 returns `bool, missing_privs`
4313 * A quickhand for checking privileges.
4314 * `player_or_name`: Either a Player object or the name of a player.
4315 * `...` is either a list of strings, e.g. `"priva", "privb"` or
4316 a table, e.g. `{ priva = true, privb = true }`.
4318 * `minetest.check_password_entry(name, entry, password)`
4319 * Returns true if the "password entry" for a player with name matches given
4320 password, false otherwise.
4321 * The "password entry" is the password representation generated by the
4322 engine as returned as part of a `get_auth()` call on the auth handler.
4323 * Only use this function for making it possible to log in via password from
4324 external protocols such as IRC, other uses are frowned upon.
4325 * `minetest.get_password_hash(name, raw_password)`
4326 * Convert a name-password pair to a password hash that Minetest can use.
4327 * The returned value alone is not a good basis for password checks based
4328 on comparing the password hash in the database with the password hash
4329 from the function, with an externally provided password, as the hash
4330 in the db might use the new SRP verifier format.
4331 * For this purpose, use `minetest.check_password_entry` instead.
4332 * `minetest.get_player_ip(name)`: returns an IP address string for the player
4334 * The player needs to be online for this to be successful.
4336 * `minetest.get_auth_handler()`: Return the currently active auth handler
4337 * See the [Authentication handler definition]
4338 * Use this to e.g. get the authentication data for a player:
4339 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
4340 * `minetest.notify_authentication_modified(name)`
4341 * Must be called by the authentication handler for privilege changes.
4342 * `name`: string; if omitted, all auth data should be considered modified
4343 * `minetest.set_player_password(name, password_hash)`: Set password hash of
4345 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
4347 * `minetest.auth_reload()`
4348 * See `reload()` in authentication handler definition
4350 `minetest.set_player_password`, `minetest_set_player_privs`,
4351 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
4357 * `minetest.chat_send_all(text)`
4358 * `minetest.chat_send_player(name, text)`
4359 * `minetest.format_chat_message(name, message)`
4360 * Used by the server to format a chat message, based on the setting `chat_message_format`.
4361 Refer to the documentation of the setting for a list of valid placeholders.
4362 * Takes player name and message, and returns the formatted string to be sent to players.
4363 * Can be redefined by mods if required, for things like colored names or messages.
4364 * **Only** the first occurrence of each placeholder will be replaced.
4369 * `minetest.set_node(pos, node)`
4370 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
4371 * Set node at position `pos`
4372 * `node`: table `{name=string, param1=number, param2=number}`
4373 * If param1 or param2 is omitted, it's set to `0`.
4374 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
4375 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
4376 * Set node on all positions set in the first argument.
4377 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
4378 * For node specification or position syntax see `minetest.set_node` call
4379 * Faster than set_node due to single call, but still considerably slower
4380 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
4381 Unlike LVMs, this will call node callbacks. It also allows setting nodes
4382 in spread out positions which would cause LVMs to waste memory.
4383 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
4385 * `minetest.swap_node(pos, node)`
4386 * Set node at position, but don't remove metadata
4387 * `minetest.remove_node(pos)`
4388 * By default it does the same as `minetest.set_node(pos, {name="air"})`
4389 * `minetest.get_node(pos)`
4390 * Returns the node at the given position as table in the format
4391 `{name="node_name", param1=0, param2=0}`,
4392 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
4393 * `minetest.get_node_or_nil(pos)`
4394 * Same as `get_node` but returns `nil` for unloaded areas.
4395 * `minetest.get_node_light(pos, timeofday)`
4396 * Gets the light value at the given position. Note that the light value
4397 "inside" the node at the given position is returned, so you usually want
4398 to get the light value of a neighbor.
4399 * `pos`: The position where to measure the light.
4400 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
4401 * Returns a number between `0` and `15` or `nil`
4402 * `minetest.place_node(pos, node)`
4403 * Place node with the same effects that a player would cause
4404 * `minetest.dig_node(pos)`
4405 * Dig node with the same effects that a player would cause
4406 * Returns `true` if successful, `false` on failure (e.g. protected location)
4407 * `minetest.punch_node(pos)`
4408 * Punch node with the same effects that a player would cause
4409 * `minetest.spawn_falling_node(pos)`
4410 * Change node into falling node
4411 * Returns `true` if successful, `false` on failure
4413 * `minetest.find_nodes_with_meta(pos1, pos2)`
4414 * Get a table of positions of nodes that have metadata within a region
4416 * `minetest.get_meta(pos)`
4417 * Get a `NodeMetaRef` at that position
4418 * `minetest.get_node_timer(pos)`
4419 * Get `NodeTimerRef`
4421 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
4423 * Returns `ObjectRef`, or `nil` if failed
4424 * `minetest.add_item(pos, item)`: Spawn item
4425 * Returns `ObjectRef`, or `nil` if failed
4426 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
4427 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
4429 * `radius`: using an euclidean metric
4430 * `minetest.set_timeofday(val)`
4431 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
4432 * `minetest.get_timeofday()`
4433 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
4435 * `minetest.get_day_count()`: returns number days elapsed since world was
4437 * accounts for time changes.
4438 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
4440 * `radius`: using a maximum metric
4441 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4442 * `search_center` is an optional boolean (default: `false`)
4443 If true `pos` is also checked for the nodes
4444 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
4446 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4447 * First return value: Table with all node positions
4448 * Second return value: Table with the count of each node with the node name
4450 * Area volume is limited to 4,096,000 nodes
4451 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
4453 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4454 * Return value: Table with all node positions with a node air above
4455 * Area volume is limited to 4,096,000 nodes
4456 * `minetest.get_perlin(noiseparams)`
4457 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
4458 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
4459 * `minetest.get_voxel_manip([pos1, pos2])`
4460 * Return voxel manipulator object.
4461 * Loads the manipulator from the map if positions are passed.
4462 * `minetest.set_gen_notify(flags, {deco_ids})`
4463 * Set the types of on-generate notifications that should be collected.
4464 * `flags` is a flag field with the available flags:
4472 * The second parameter is a list of IDs of decorations which notification
4474 * `minetest.get_gen_notify()`
4475 * Returns a flagstring and a table with the `deco_id`s.
4476 * `minetest.get_decoration_id(decoration_name)`
4477 * Returns the decoration ID number for the provided decoration name string,
4478 or `nil` on failure.
4479 * `minetest.get_mapgen_object(objectname)`
4480 * Return requested mapgen object if available (see [Mapgen objects])
4481 * `minetest.get_heat(pos)`
4482 * Returns the heat at the position, or `nil` on failure.
4483 * `minetest.get_humidity(pos)`
4484 * Returns the humidity at the position, or `nil` on failure.
4485 * `minetest.get_biome_data(pos)`
4486 * Returns a table containing:
4487 * `biome` the biome id of the biome at that position
4488 * `heat` the heat at the position
4489 * `humidity` the humidity at the position
4490 * Or returns `nil` on failure.
4491 * `minetest.get_biome_id(biome_name)`
4492 * Returns the biome id, as used in the biomemap Mapgen object and returned
4493 by `minetest.get_biome_data(pos)`, for a given biome_name string.
4494 * `minetest.get_biome_name(biome_id)`
4495 * Returns the biome name string for the provided biome id, or `nil` on
4497 * If no biomes have been registered, such as in mgv6, returns `default`.
4498 * `minetest.get_mapgen_params()`
4499 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
4500 * Returns a table containing:
4506 * `minetest.set_mapgen_params(MapgenParams)`
4507 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
4509 * Set map generation parameters.
4510 * Function cannot be called after the registration period; only
4511 initialization and `on_mapgen_init`.
4512 * Takes a table as an argument with the fields:
4518 * Leave field unset to leave that parameter unchanged.
4519 * `flags` contains a comma-delimited string of flags to set, or if the
4520 prefix `"no"` is attached, clears instead.
4521 * `flags` is in the same format and has the same options as `mg_flags` in
4523 * `minetest.get_mapgen_setting(name)`
4524 * Gets the *active* mapgen setting (or nil if none exists) in string
4525 format with the following order of precedence:
4526 1) Settings loaded from map_meta.txt or overrides set during mod
4528 2) Settings set by mods without a metafile override
4529 3) Settings explicitly set in the user config file, minetest.conf
4530 4) Settings set as the user config default
4531 * `minetest.get_mapgen_setting_noiseparams(name)`
4532 * Same as above, but returns the value as a NoiseParams table if the
4533 setting `name` exists and is a valid NoiseParams.
4534 * `minetest.set_mapgen_setting(name, value, [override_meta])`
4535 * Sets a mapgen param to `value`, and will take effect if the corresponding
4536 mapgen setting is not already present in map_meta.txt.
4537 * `override_meta` is an optional boolean (default: `false`). If this is set
4538 to true, the setting will become the active setting regardless of the map
4540 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
4541 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
4542 * Same as above, except value is a NoiseParams table.
4543 * `minetest.set_noiseparams(name, noiseparams, set_default)`
4544 * Sets the noiseparams setting of `name` to the noiseparams table specified
4546 * `set_default` is an optional boolean (default: `true`) that specifies
4547 whether the setting should be applied to the default config or current
4549 * `minetest.get_noiseparams(name)`
4550 * Returns a table of the noiseparams for name.
4551 * `minetest.generate_ores(vm, pos1, pos2)`
4552 * Generate all registered ores within the VoxelManip `vm` and in the area
4553 from `pos1` to `pos2`.
4554 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4555 * `minetest.generate_decorations(vm, pos1, pos2)`
4556 * Generate all registered decorations within the VoxelManip `vm` and in the
4557 area from `pos1` to `pos2`.
4558 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4559 * `minetest.clear_objects([options])`
4560 * Clear all objects in the environment
4561 * Takes an optional table as an argument with the field `mode`.
4562 * mode = `"full"` : Load and go through every mapblock, clearing
4564 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
4565 clear objects in unloaded mapblocks only when the
4566 mapblocks are next activated.
4567 * `minetest.load_area(pos1[, pos2])`
4568 * Load the mapblocks containing the area from `pos1` to `pos2`.
4569 `pos2` defaults to `pos1` if not specified.
4570 * This function does not trigger map generation.
4571 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
4572 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
4573 asynchronously fetched from memory, loaded from disk, or if inexistent,
4575 * If `callback` is a valid Lua function, this will be called for each block
4577 * The function signature of callback is:
4578 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
4579 * `blockpos` is the *block* coordinates of the block that had been
4581 * `action` could be one of the following constant values:
4582 * `minetest.EMERGE_CANCELLED`
4583 * `minetest.EMERGE_ERRORED`
4584 * `minetest.EMERGE_FROM_MEMORY`
4585 * `minetest.EMERGE_FROM_DISK`
4586 * `minetest.EMERGE_GENERATED`
4587 * `calls_remaining` is the number of callbacks to be expected after
4589 * `param` is the user-defined parameter passed to emerge_area (or
4590 nil if the parameter was absent).
4591 * `minetest.delete_area(pos1, pos2)`
4592 * delete all mapblocks in the area from pos1 to pos2, inclusive
4593 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
4594 * Checks if there is anything other than air between pos1 and pos2.
4595 * Returns false if something is blocking the sight.
4596 * Returns the position of the blocking node when `false`
4597 * `pos1`: First position
4598 * `pos2`: Second position
4599 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
4600 * Creates a `Raycast` object.
4601 * `pos1`: start of the ray
4602 * `pos2`: end of the ray
4603 * `objects`: if false, only nodes will be returned. Default is `true`.
4604 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
4605 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
4606 * returns table containing path
4607 * returns a table of 3D points representing a path from `pos1` to `pos2` or
4609 * `pos1`: start position
4610 * `pos2`: end position
4611 * `searchdistance`: number of blocks to search in each direction using a
4613 * `max_jump`: maximum height difference to consider walkable
4614 * `max_drop`: maximum height difference to consider droppable
4615 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
4616 * `minetest.spawn_tree (pos, {treedef})`
4617 * spawns L-system tree at given `pos` with definition in `treedef` table
4618 * `minetest.transforming_liquid_add(pos)`
4619 * add node to liquid update queue
4620 * `minetest.get_node_max_level(pos)`
4621 * get max available level for leveled node
4622 * `minetest.get_node_level(pos)`
4623 * get level of leveled node (water, snow)
4624 * `minetest.set_node_level(pos, level)`
4625 * set level of leveled node, default `level` equals `1`
4626 * if `totallevel > maxlevel`, returns rest (`total-max`).
4627 * `minetest.add_node_level(pos, level)`
4628 * increase level of leveled node by level, default `level` equals `1`
4629 * if `totallevel > maxlevel`, returns rest (`total-max`)
4630 * can be negative for decreasing
4631 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
4632 * resets the light in a cuboid-shaped part of
4633 the map and removes lighting bugs.
4634 * Loads the area if it is not loaded.
4635 * `pos1` is the corner of the cuboid with the least coordinates
4636 (in node coordinates), inclusive.
4637 * `pos2` is the opposite corner of the cuboid, inclusive.
4638 * The actual updated cuboid might be larger than the specified one,
4639 because only whole map blocks can be updated.
4640 The actual updated area consists of those map blocks that intersect
4641 with the given cuboid.
4642 * However, the neighborhood of the updated area might change
4643 as well, as light can spread out of the cuboid, also light
4645 * returns `false` if the area is not fully generated,
4647 * `minetest.check_single_for_falling(pos)`
4648 * causes an unsupported `group:falling_node` node to fall and causes an
4649 unattached `group:attached_node` node to fall.
4650 * does not spread these updates to neighbours.
4651 * `minetest.check_for_falling(pos)`
4652 * causes an unsupported `group:falling_node` node to fall and causes an
4653 unattached `group:attached_node` node to fall.
4654 * spread these updates to neighbours and can cause a cascade
4656 * `minetest.get_spawn_level(x, z)`
4657 * Returns a player spawn y co-ordinate for the provided (x, z)
4658 co-ordinates, or `nil` for an unsuitable spawn point.
4659 * For most mapgens a 'suitable spawn point' is one with y between
4660 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
4661 so `nil` will be returned for many (x, z) co-ordinates.
4662 * The spawn level returned is for a player spawn in unmodified terrain.
4663 * The spawn level is intentionally above terrain level to cope with
4664 full-node biome 'dust' nodes.
4669 You can find mod channels communication scheme in `doc/mod_channels.png`.
4671 * `minetest.mod_channel_join(channel_name)`
4672 * Server joins channel `channel_name`, and creates it if necessary. You
4673 should listen for incoming messages with
4674 `minetest.register_on_modchannel_message`
4679 `minetest.get_inventory(location)`: returns an `InvRef`
4682 * `{type="player", name="celeron55"}`
4683 * `{type="node", pos={x=, y=, z=}}`
4684 * `{type="detached", name="creative"}`
4685 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
4687 * `callbacks`: See [Detached inventory callbacks]
4688 * `player_name`: Make detached inventory available to one player
4689 exclusively, by default they will be sent to every player (even if not
4691 Note that this parameter is mostly just a workaround and will be removed
4693 * Creates a detached inventory. If it already exists, it is cleared.
4694 * `minetest.remove_detached_inventory(name)`
4695 * Returns a `boolean` indicating whether the removal succeeded.
4696 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
4697 returns left over ItemStack.
4698 * See `minetest.item_eat` and `minetest.register_on_item_eat`
4703 * `minetest.show_formspec(playername, formname, formspec)`
4704 * `playername`: name of player to show formspec
4705 * `formname`: name passed to `on_player_receive_fields` callbacks.
4706 It should follow the `"modname:<whatever>"` naming convention
4707 * `formspec`: formspec to display
4708 * `minetest.close_formspec(playername, formname)`
4709 * `playername`: name of player to close formspec
4710 * `formname`: has to exactly match the one given in `show_formspec`, or the
4711 formspec will not close.
4712 * calling `show_formspec(playername, formname, "")` is equal to this
4714 * to close a formspec regardless of the formname, call
4715 `minetest.close_formspec(playername, "")`.
4716 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
4717 * `minetest.formspec_escape(string)`: returns a string
4718 * escapes the characters "[", "]", "\", "," and ";", which can not be used
4720 * `minetest.explode_table_event(string)`: returns a table
4721 * returns e.g. `{type="CHG", row=1, column=2}`
4723 * `"INV"`: no row selected
4725 * `"DCL"`: double-click
4726 * `minetest.explode_textlist_event(string)`: returns a table
4727 * returns e.g. `{type="CHG", index=1}`
4729 * `"INV"`: no row selected
4731 * `"DCL"`: double-click
4732 * `minetest.explode_scrollbar_event(string)`: returns a table
4733 * returns e.g. `{type="CHG", value=500}`
4735 * `"INV"`: something failed
4736 * `"CHG"`: has been changed
4737 * `"VAL"`: not changed
4742 * `minetest.inventorycube(img1, img2, img3)`
4743 * Returns a string for making an image of a cube (useful as an item image)
4744 * `minetest.get_pointed_thing_position(pointed_thing, above)`
4745 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
4746 does not refer to a node or entity.
4747 * If the optional `above` parameter is true and the `pointed_thing` refers
4748 to a node, then it will return the `above` position of the `pointed_thing`.
4749 * `minetest.dir_to_facedir(dir, is6d)`
4750 * Convert a vector to a facedir value, used in `param2` for
4751 `paramtype2="facedir"`.
4752 * passing something non-`nil`/`false` for the optional second parameter
4753 causes it to take the y component into account.
4754 * `minetest.facedir_to_dir(facedir)`
4755 * Convert a facedir back into a vector aimed directly out the "back" of a
4757 * `minetest.dir_to_wallmounted(dir)`
4758 * Convert a vector to a wallmounted value, used for
4759 `paramtype2="wallmounted"`.
4760 * `minetest.wallmounted_to_dir(wallmounted)`
4761 * Convert a wallmounted value back into a vector aimed directly out the
4763 * `minetest.dir_to_yaw(dir)`
4764 * Convert a vector into a yaw (angle)
4765 * `minetest.yaw_to_dir(yaw)`
4766 * Convert yaw (angle) to a vector
4767 * `minetest.is_colored_paramtype(ptype)`
4768 * Returns a boolean. Returns `true` if the given `paramtype2` contains
4769 color information (`color`, `colorwallmounted` or `colorfacedir`).
4770 * `minetest.strip_param2_color(param2, paramtype2)`
4771 * Removes everything but the color information from the
4772 given `param2` value.
4773 * Returns `nil` if the given `paramtype2` does not contain color
4775 * `minetest.get_node_drops(nodename, toolname)`
4776 * Returns list of item names.
4777 * **Note**: This will be removed or modified in a future version.
4778 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
4779 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4780 * `input.width` = for example `3`
4781 * `input.items` = for example
4782 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4783 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
4784 * `output.time` = a number, if unsuccessful: `0`
4785 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
4786 `decremented_input.items`
4787 * `decremented_input` = like `input`
4788 * `minetest.get_craft_recipe(output)`: returns input
4789 * returns last registered recipe for output item (node)
4790 * `output` is a node or item type such as `"default:torch"`
4791 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4792 * `input.width` = for example `3`
4793 * `input.items` = for example
4794 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4795 * `input.items` = `nil` if no recipe found
4796 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
4797 * returns indexed table with all registered recipes for query item (node)
4798 or `nil` if no recipe was found.
4799 * recipe entry table:
4800 * `method`: 'normal' or 'cooking' or 'fuel'
4801 * `width`: 0-3, 0 means shapeless recipe
4802 * `items`: indexed [1-9] table with recipe items
4803 * `output`: string with item name and quantity
4804 * Example query for `"default:gold_ingot"` will return table:
4807 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
4808 items = {1 = "default:gold_lump"}},
4809 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
4810 items = {1 = "default:goldblock"}}
4812 * `minetest.handle_node_drops(pos, drops, digger)`
4813 * `drops`: list of itemstrings
4814 * Handles drops from nodes after digging: Default action is to put them
4815 into digger's inventory.
4816 * Can be overridden to get different functionality (e.g. dropping items on
4818 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
4820 * Creates an item string which contains palette index information
4821 for hardware colorization. You can use the returned string
4822 as an output in a craft recipe.
4823 * `item`: the item stack which becomes colored. Can be in string,
4824 table and native form.
4825 * `palette_index`: this index is added to the item stack
4826 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
4827 * Creates an item string which contains static color information
4828 for hardware colorization. Use this method if you wish to colorize
4829 an item that does not own a palette. You can use the returned string
4830 as an output in a craft recipe.
4831 * `item`: the item stack which becomes colored. Can be in string,
4832 table and native form.
4833 * `colorstring`: the new color of the item stack
4838 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
4839 returns `{{actor, pos, time, oldnode, newnode}, ...}`
4840 * Find who has done something to a node, or near a node
4841 * `actor`: `"player:<name>"`, also `"liquid"`.
4842 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
4843 `boolean, log_messages`.
4844 * Revert latest actions of someone
4845 * `actor`: `"player:<name>"`, also `"liquid"`.
4847 Defaults for the `on_*` item definition functions
4848 -------------------------------------------------
4850 These functions return the leftover itemstack.
4852 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
4853 * Place item as a node
4854 * `param2` overrides `facedir` and wallmounted `param2`
4855 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
4856 for the newly placed node to prevent a callback and placement loop
4857 * returns `itemstack, success`
4858 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
4860 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
4861 * Use one of the above based on what the item is.
4862 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
4863 * **Note**: is not called when wielded item overrides `on_place`
4864 * `param2` overrides `facedir` and wallmounted `param2`
4865 * returns `itemstack, success`
4866 * `minetest.item_drop(itemstack, dropper, pos)`
4868 * `minetest.item_eat(hp_change, replace_with_item)`
4870 * `replace_with_item` is the itemstring which is added to the inventory.
4871 If the player is eating a stack, then replace_with_item goes to a
4872 different spot. Can be `nil`
4873 * See `minetest.do_item_eat`
4875 Defaults for the `on_punch` and `on_dig` node definition callbacks
4876 ------------------------------------------------------------------
4878 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
4879 * Calls functions registered by `minetest.register_on_punchnode()`
4880 * `minetest.node_dig(pos, node, digger)`
4881 * Checks if node can be dug, puts item into inventory, removes node
4882 * Calls functions registered by `minetest.registered_on_dignodes()`
4887 * `minetest.sound_play(spec, parameters)`: returns a handle
4888 * `spec` is a `SimpleSoundSpec`
4889 * `parameters` is a sound parameter table
4890 * `minetest.sound_stop(handle)`
4891 * `minetest.sound_fade(handle, step, gain)`
4892 * `handle` is a handle returned by `minetest.sound_play`
4893 * `step` determines how fast a sound will fade.
4894 Negative step will lower the sound volume, positive step will increase
4896 * `gain` the target gain for the fade.
4901 * `minetest.after(time, func, ...)`
4902 * Call the function `func` after `time` seconds, may be fractional
4903 * Optional: Variable number of arguments that are passed to `func`
4908 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
4909 server shutdown. Will display `message` to clients.
4910 * `reconnect` == true displays a reconnect button
4911 * `delay` adds an optional delay (in seconds) before shutdown.
4912 Negative delay cancels the current active shutdown.
4913 Zero delay triggers an immediate shutdown.
4914 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
4915 * `minetest.get_server_status(name, joined)`
4916 * Returns the server status string when a player joins or when the command
4917 `/status` is called. Returns `nil` or an empty string when the message is
4919 * `joined`: Boolean value, indicates whether the function was called when
4921 * This function may be overwritten by mods to customize the status message.
4922 * `minetest.get_server_uptime()`: returns the server uptime in seconds
4923 * `minetest.remove_player(name)`: remove player from database (if they are not
4925 * As auth data is not removed, minetest.player_exists will continue to
4926 return true. Call the below method as well if you want to remove auth
4928 * Returns a code (0: successful, 1: no such player, 2: player is connected)
4929 * `minetest.remove_player_auth(name)`: remove player authentication data
4930 * Returns boolean indicating success (false if player nonexistant)
4935 * `minetest.get_ban_list()`: returns a list of all bans formatted as string
4936 * `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
4937 IP address or name formatted as string
4938 * `minetest.ban_player(name)`: ban the IP of a currently connected player
4939 * Returns boolean indicating success
4940 * `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
4942 * `minetest.kick_player(name, [reason])`: disconnect a player with an optional
4944 * Returns boolean indicating success (false if player nonexistant)
4949 * `minetest.add_particle(particle definition)`
4950 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
4951 expirationtime, size, collisiondetection, texture, playername)`
4953 * `minetest.add_particlespawner(particlespawner definition)`
4954 * Add a `ParticleSpawner`, an object that spawns an amount of particles
4955 over `time` seconds.
4956 * Returns an `id`, and -1 if adding didn't succeed
4957 * Deprecated: `minetest.add_particlespawner(amount, time,
4961 minexptime, maxexptime,
4963 collisiondetection, texture, playername)`
4965 * `minetest.delete_particlespawner(id, player)`
4966 * Delete `ParticleSpawner` with `id` (return value from
4967 `minetest.add_particlespawner`).
4968 * If playername is specified, only deletes on the player's client,
4969 otherwise on all clients.
4974 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
4975 * Create a schematic from the volume of map specified by the box formed by
4977 * Apply the specified probability and per-node force-place to the specified
4978 nodes according to the `probability_list`.
4979 * `probability_list` is an array of tables containing two fields, `pos`
4981 * `pos` is the 3D vector specifying the absolute coordinates of the
4982 node being modified,
4983 * `prob` is an integer value from `0` to `255` that encodes
4984 probability and per-node force-place. Probability has levels
4985 0-127, then 128 may be added to encode per-node force-place.
4986 For probability stated as 0-255, divide by 2 and round down to
4987 get values 0-127, then add 128 to apply per-node force-place.
4988 * If there are two or more entries with the same pos value, the
4990 * If `pos` is not inside the box formed by `p1` and `p2`, it is
4992 * If `probability_list` equals `nil`, no probabilities are applied.
4993 * Apply the specified probability to the specified horizontal slices
4994 according to the `slice_prob_list`.
4995 * `slice_prob_list` is an array of tables containing two fields, `ypos`
4997 * `ypos` indicates the y position of the slice with a probability
4998 applied, the lowest slice being `ypos = 0`.
4999 * If slice probability list equals `nil`, no slice probabilities
5001 * Saves schematic in the Minetest Schematic format to filename.
5003 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
5004 * Place the schematic specified by schematic (see [Schematic specifier]) at
5006 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
5007 * If the `rotation` parameter is omitted, the schematic is not rotated.
5008 * `replacements` = `{["old_name"] = "convert_to", ...}`
5009 * `force_placement` is a boolean indicating whether nodes other than `air`
5010 and `ignore` are replaced by the schematic.
5011 * Returns nil if the schematic could not be loaded.
5012 * **Warning**: Once you have loaded a schematic from a file, it will be
5013 cached. Future calls will always use the cached version and the
5014 replacement list defined for it, regardless of whether the file or the
5015 replacement list parameter have changed. The only way to load the file
5016 anew is to restart the server.
5017 * `flags` is a flag field with the available flags:
5022 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
5023 * This function is analogous to minetest.place_schematic, but places a
5024 schematic onto the specified VoxelManip object `vmanip` instead of the
5026 * Returns false if any part of the schematic was cut-off due to the
5027 VoxelManip not containing the full area required, and true if the whole
5028 schematic was able to fit.
5029 * Returns nil if the schematic could not be loaded.
5030 * After execution, any external copies of the VoxelManip contents are
5032 * `flags` is a flag field with the available flags:
5037 * `minetest.serialize_schematic(schematic, format, options)`
5038 * Return the serialized schematic specified by schematic
5039 (see [Schematic specifier])
5040 * in the `format` of either "mts" or "lua".
5041 * "mts" - a string containing the binary MTS data used in the MTS file
5043 * "lua" - a string containing Lua code representing the schematic in table
5045 * `options` is a table containing the following optional parameters:
5046 * If `lua_use_comments` is true and `format` is "lua", the Lua code
5047 generated will have (X, Z) position comments for every X row
5048 generated in the schematic data for easier reading.
5049 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
5050 the Lua code generated will use that number of spaces as indentation
5051 instead of a tab character.
5053 * `minetest.read_schematic(schematic, options)`
5054 * Returns a Lua table representing the schematic (see: [Schematic specifier])
5055 * `schematic` is the schematic to read (see: [Schematic specifier])
5056 * `options` is a table containing the following optional parameters:
5057 * `write_yslice_prob`: string value:
5058 * `none`: no `write_yslice_prob` table is inserted,
5059 * `low`: only probabilities that are not 254 or 255 are written in
5060 the `write_ylisce_prob` table,
5061 * `all`: write all probabilities to the `write_yslice_prob` table.
5062 * The default for this option is `all`.
5063 * Any invalid value will be interpreted as `all`.
5068 * `minetest.request_http_api()`:
5069 * returns `HTTPApiTable` containing http functions if the calling mod has
5070 been granted access by being listed in the `secure.http_mods` or
5071 `secure.trusted_mods` setting, otherwise returns `nil`.
5072 * The returned table contains the functions `fetch`, `fetch_async` and
5073 `fetch_async_get` described below.
5074 * Only works at init time and must be called from the mod's main scope
5075 (not from a function).
5076 * Function only exists if minetest server was built with cURL support.
5077 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
5079 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
5080 * Performs given request asynchronously and calls callback upon completion
5081 * callback: `function(HTTPRequestResult res)`
5082 * Use this HTTP function if you are unsure, the others are for advanced use
5083 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
5084 * Performs given request asynchronously and returns handle for
5085 `HTTPApiTable.fetch_async_get`
5086 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
5087 * Return response data for given asynchronous HTTP request
5092 * `minetest.get_mod_storage()`:
5093 * returns reference to mod private `StorageRef`
5094 * must be called during mod load time
5099 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
5100 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
5101 * `minetest.player_exists(name)`: boolean, whether player exists
5102 (regardless of online status)
5103 * `minetest.hud_replace_builtin(name, hud_definition)`
5104 * Replaces definition of a builtin hud element
5105 * `name`: `"breath"` or `"health"`
5106 * `hud_definition`: definition to replace builtin definition
5107 * `minetest.send_join_message(player_name)`
5108 * This function can be overridden by mods to change the join message.
5109 * `minetest.send_leave_message(player_name, timed_out)`
5110 * This function can be overridden by mods to change the leave message.
5111 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
5112 * `pos`: table {x=number, y=number, z=number},
5113 * Gives a unique hash number for a node position (16+16+16=48bit)
5114 * `minetest.get_position_from_hash(hash)`: returns a position
5115 * Inverse transform of `minetest.hash_node_position`
5116 * `minetest.get_item_group(name, group)`: returns a rating
5117 * Get rating of a group of an item. (`0` means: not in group)
5118 * `minetest.get_node_group(name, group)`: returns a rating
5119 * Deprecated: An alias for the former.
5120 * `minetest.raillike_group(name)`: returns a rating
5121 * Returns rating of the connect_to_raillike group corresponding to name
5122 * If name is not yet the name of a connect_to_raillike group, a new group
5123 id is created, with that name.
5124 * `minetest.get_content_id(name)`: returns an integer
5125 * Gets the internal content ID of `name`
5126 * `minetest.get_name_from_content_id(content_id)`: returns a string
5127 * Gets the name of the content with that content ID
5128 * `minetest.parse_json(string[, nullvalue])`: returns something
5129 * Convert a string containing JSON data into the Lua equivalent
5130 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
5131 * On success returns a table, a string, a number, a boolean or `nullvalue`
5132 * On failure outputs an error message and returns `nil`
5133 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
5134 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
5136 * Convert a Lua table into a JSON string
5137 * styled: Outputs in a human-readable format if this is set, defaults to
5139 * Unserializable things like functions and userdata will cause an error.
5140 * **Warning**: JSON is more strict than the Lua table format.
5141 1. You can only use strings and positive integers of at least one as
5143 2. You can not mix string and integer keys.
5144 This is due to the fact that JSON has two distinct array and object
5146 * Example: `write_json({10, {a = false}})`,
5147 returns `"[10, {\"a\": false}]"`
5148 * `minetest.serialize(table)`: returns a string
5149 * Convert a table containing tables, strings, numbers, booleans and `nil`s
5150 into string form readable by `minetest.deserialize`
5151 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
5152 * `minetest.deserialize(string)`: returns a table
5153 * Convert a string returned by `minetest.deserialize` into a table
5154 * `string` is loaded in an empty sandbox environment.
5155 * Will load functions, but they cannot access the global environment.
5156 * Example: `deserialize('return { ["foo"] = "bar" }')`,
5157 returns `{foo='bar'}`
5158 * Example: `deserialize('print("foo")')`, returns `nil`
5159 (function call fails), returns
5160 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
5161 * `minetest.compress(data, method, ...)`: returns `compressed_data`
5162 * Compress a string of data.
5163 * `method` is a string identifying the compression method to be used.
5164 * Supported compression methods:
5165 * Deflate (zlib): `"deflate"`
5166 * `...` indicates method-specific arguments. Currently defined arguments
5168 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
5169 * `minetest.decompress(compressed_data, method, ...)`: returns data
5170 * Decompress a string of data (using ZLib).
5171 * See documentation on `minetest.compress()` for supported compression
5173 * `...` indicates method-specific arguments. Currently, no methods use this
5174 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
5175 * Each argument is a 8 Bit unsigned integer
5176 * Returns the ColorString from rgb or rgba values
5177 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
5178 * `minetest.encode_base64(string)`: returns string encoded in base64
5179 * Encodes a string in base64.
5180 * `minetest.decode_base64(string)`: returns string
5181 * Decodes a string encoded in base64.
5182 * `minetest.is_protected(pos, name)`: returns boolean
5183 * Returning `true` restricts the player `name` from modifying (i.e. digging,
5184 placing) the node at position `pos`.
5185 * `name` will be `""` for non-players or unknown players.
5186 * This function should be overridden by protection mods. It is highly
5187 recommended to grant access to players with the `protection_bypass` privilege.
5188 * Cache and call the old version of this function if the position is
5189 not protected by the mod. This will allow using multiple protection mods.
5192 local old_is_protected = minetest.is_protected
5193 function minetest.is_protected(pos, name)
5194 if mymod:position_protected_from(pos, name) then
5197 return old_is_protected(pos, name)
5199 * `minetest.record_protection_violation(pos, name)`
5200 * This function calls functions registered with
5201 `minetest.register_on_protection_violation`.
5202 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
5203 * Returns the position of the first node that `player_name` may not modify
5204 in the specified cuboid between `pos1` and `pos2`.
5205 * Returns `false` if no protections were found.
5206 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
5207 The points are spaced evenly throughout the volume and have a spacing
5208 similar to, but no larger than, `interval`.
5209 * All corners and edges of the defined volume are checked.
5210 * `interval` defaults to 4.
5211 * `interval` should be carefully chosen and maximised to avoid an excessive
5212 number of points being checked.
5213 * Like `minetest.is_protected`, this function may be extended or
5214 overwritten by mods to provide a faster implementation to check the
5215 cuboid for intersections.
5216 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
5217 orient_flags, prevent_after_place])`
5218 * Attempt to predict the desired orientation of the facedir-capable node
5219 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
5220 or hanging from the ceiling).
5221 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
5222 stacks are handled normally.
5223 * `orient_flags`: Optional table containing extra tweaks to the placement code:
5224 * `invert_wall`: if `true`, place wall-orientation on the ground and
5225 ground-orientation on the wall.
5226 * `force_wall` : if `true`, always place the node in wall orientation.
5227 * `force_ceiling`: if `true`, always place on the ceiling.
5228 * `force_floor`: if `true`, always place the node on the floor.
5229 * `force_facedir`: if `true`, forcefully reset the facedir to north
5230 when placing on the floor or ceiling.
5231 * The first four options are mutually-exclusive; the last in the list
5232 takes precedence over the first.
5233 * `prevent_after_place` is directly passed to `minetest.item_place_node`
5234 * Returns the new itemstack after placement
5235 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
5236 * calls `rotate_and_place()` with `infinitestacks` set according to the state
5237 of the creative mode setting, checks for "sneak" to set the `invert_wall`
5238 parameter and `prevent_after_place` set to `true`.
5240 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
5241 tool_capabilities, dir, distance, damage)`
5242 * Returns the amount of knockback applied on the punched player.
5243 * Arguments are equivalent to `register_on_punchplayer`, except the following:
5244 * `distance`: distance between puncher and punched player
5245 * This function can be overriden by mods that wish to modify this behaviour.
5246 * You may want to cache and call the old function to allow multiple mods to
5247 change knockback behaviour.
5249 * `minetest.forceload_block(pos[, transient])`
5250 * forceloads the position `pos`.
5251 * returns `true` if area could be forceloaded
5252 * If `transient` is `false` or absent, the forceload will be persistent
5253 (saved between server runs). If `true`, the forceload will be transient
5254 (not saved between server runs).
5256 * `minetest.forceload_free_block(pos[, transient])`
5257 * stops forceloading the position `pos`
5258 * If `transient` is `false` or absent, frees a persistent forceload.
5259 If `true`, frees a transient forceload.
5261 * `minetest.request_insecure_environment()`: returns an environment containing
5262 insecure functions if the calling mod has been listed as trusted in the
5263 `secure.trusted_mods` setting or security is disabled, otherwise returns
5265 * Only works at init time and must be called from the mod's main scope (not
5267 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
5268 IT IN A LOCAL VARIABLE!**
5270 * `minetest.global_exists(name)`
5271 * Checks if a global variable has been set, without triggering a warning.
5276 * `minetest.env`: `EnvRef` of the server environment and world.
5277 * Any function in the minetest namespace can be called using the syntax
5278 `minetest.env:somefunction(somearguments)`
5279 instead of `minetest.somefunction(somearguments)`
5280 * Deprecated, but support is not to be dropped soon
5285 ### Registered definition tables
5287 * `minetest.registered_items`
5288 * Map of registered items, indexed by name
5289 * `minetest.registered_nodes`
5290 * Map of registered node definitions, indexed by name
5291 * `minetest.registered_craftitems`
5292 * Map of registered craft item definitions, indexed by name
5293 * `minetest.registered_tools`
5294 * Map of registered tool definitions, indexed by name
5295 * `minetest.registered_entities`
5296 * Map of registered entity prototypes, indexed by name
5297 * `minetest.object_refs`
5298 * Map of object references, indexed by active object id
5299 * `minetest.luaentities`
5300 * Map of Lua entities, indexed by active object id
5301 * `minetest.registered_abms`
5302 * List of ABM definitions
5303 * `minetest.registered_lbms`
5304 * List of LBM definitions
5305 * `minetest.registered_aliases`
5306 * Map of registered aliases, indexed by name
5307 * `minetest.registered_ores`
5308 * Map of registered ore definitions, indexed by the `name` field.
5309 * If `name` is nil, the key is the object handle returned by
5310 `minetest.register_ore`.
5311 * `minetest.registered_biomes`
5312 * Map of registered biome definitions, indexed by the `name` field.
5313 * If `name` is nil, the key is the object handle returned by
5314 `minetest.register_biome`.
5315 * `minetest.registered_decorations`
5316 * Map of registered decoration definitions, indexed by the `name` field.
5317 * If `name` is nil, the key is the object handle returned by
5318 `minetest.register_decoration`.
5319 * `minetest.registered_schematics`
5320 * Map of registered schematic definitions, indexed by the `name` field.
5321 * If `name` is nil, the key is the object handle returned by
5322 `minetest.register_schematic`.
5323 * `minetest.registered_chatcommands`
5324 * Map of registered chat command definitions, indexed by name
5325 * `minetest.registered_privileges`
5326 * Map of registered privilege definitions, indexed by name
5328 ### Registered callback tables
5330 All callbacks registered with [Global callback registration functions] are added
5331 to corresponding `minetest.registered_*` tables.
5339 Sorted alphabetically.
5344 A fast access data structure to store areas, and find areas near a given
5346 Every area has a `data` string attribute to store additional information.
5347 You can create an empty `AreaStore` by calling `AreaStore()`, or
5348 `AreaStore(type_name)`. The mod decides where to save and load AreaStore.
5349 If you chose the parameter-less constructor, a fast implementation will be
5350 automatically chosen for you.
5354 * `get_area(id, include_borders, include_data)`
5355 * Returns the area information about the specified ID.
5356 * Returned values are either of these:
5358 nil -- Area not found
5359 true -- Without `include_borders` and `include_data`
5361 min = pos, max = pos -- `include_borders == true`
5362 data = string -- `include_data == true`
5365 * `get_areas_for_pos(pos, include_borders, include_data)`
5366 * Returns all areas as table, indexed by the area ID.
5367 * Table values: see `get_area`.
5368 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`
5369 * Returns all areas that contain all nodes inside the area specified by `edge1`
5370 and `edge2` (inclusive).
5371 * `accept_overlap`: if `true`, areas are returned that have nodes in
5372 common (intersect) with the specified area.
5373 * Returns the same values as `get_areas_for_pos`.
5374 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
5375 * Returns the new area's ID, or nil if the insertion failed.
5376 * The (inclusive) positions `edge1` and `edge2` describe the area.
5377 * `data` is a string stored with the area.
5378 * `id` (optional): will be used as the internal area ID if it is an unique
5379 number between 0 and 2^32-2.
5380 * `reserve(count)`: reserves resources for at most `count` many contained
5382 Only needed for efficiency, and only some implementations profit.
5383 * `remove_area(id)`: removes the area with the given id from the store, returns
5385 * `set_cache_params(params)`: sets params for the included prefiltering cache.
5386 Calling invalidates the cache, so that its elements have to be newly
5388 * `params` is a table with the following fields:
5390 enabled = boolean, -- Whether to enable, default true
5391 block_radius = int, -- The radius (in nodes) of the areas the cache
5392 -- generates prefiltered lists for, minimum 16,
5394 limit = int, -- The cache size, minimum 20, default 1000
5395 * `to_string()`: Experimental. Returns area store serialized as a (binary)
5397 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
5399 * `from_string(str)`: Experimental. Deserializes string and loads it into the
5401 Returns success and, optionally, an error message.
5402 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
5408 An `InvRef` is a reference to an inventory.
5412 * `is_empty(listname)`: return `true` if list is empty
5413 * `get_size(listname)`: get size of a list
5414 * `set_size(listname, size)`: set size of a list
5415 * returns `false` on error (e.g. invalid `listname` or `size`)
5416 * `get_width(listname)`: get width of a list
5417 * `set_width(listname, width)`: set width of list; currently used for crafting
5418 * `get_stack(listname, i)`: get a copy of stack index `i` in list
5419 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
5420 * `get_list(listname)`: return full list
5421 * `set_list(listname, list)`: set full list (size will not change)
5422 * `get_lists()`: returns list of inventory lists
5423 * `set_lists(lists)`: sets inventory lists (size will not change)
5424 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
5426 * `room_for_item(listname, stack):` returns `true` if the stack of items
5427 can be fully added to the list
5428 * `contains_item(listname, stack, [match_meta])`: returns `true` if
5429 the stack of items can be fully taken from the list.
5430 If `match_meta` is false, only the items' names are compared
5432 * `remove_item(listname, stack)`: take as many items as specified from the
5433 list, returns the items that were actually removed (as an `ItemStack`)
5434 -- note that any item metadata is ignored, so attempting to remove a specific
5435 unique item this way will likely remove the wrong one -- to do that use
5436 `set_stack` with an empty `ItemStack`.
5437 * `get_location()`: returns a location compatible to
5438 `minetest.get_inventory(location)`.
5439 * returns `{type="undefined"}` in case location is not known
5444 An `ItemStack` is a stack of items.
5446 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
5447 an itemstring, a table or `nil`.
5451 * `is_empty()`: returns `true` if stack is empty.
5452 * `get_name()`: returns item name (e.g. `"default:stone"`).
5453 * `set_name(item_name)`: returns a boolean indicating whether the item was
5455 * `get_count()`: Returns number of items on the stack.
5456 * `set_count(count)`: returns a boolean indicating whether the item was cleared
5457 * `count`: number, unsigned 16 bit integer
5458 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
5459 * `set_wear(wear)`: returns boolean indicating whether item was cleared
5460 * `wear`: number, unsigned 16 bit integer
5461 * `get_meta()`: returns ItemStackMetaRef. See section for more details
5462 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
5464 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
5465 * `get_description()`: returns the description shown in inventory list tooltips.
5466 * `clear()`: removes all items from the stack, making it empty.
5467 * `replace(item)`: replace the contents of this stack.
5468 * `item` can also be an itemstring or table.
5469 * `to_string()`: returns the stack in itemstring form.
5470 * `to_table()`: returns the stack in Lua table form.
5471 * `get_stack_max()`: returns the maximum size of the stack (depends on the
5473 * `get_free_space()`: returns `get_stack_max() - get_count()`.
5474 * `is_known()`: returns `true` if the item name refers to a defined item type.
5475 * `get_definition()`: returns the item definition table.
5476 * `get_tool_capabilities()`: returns the digging properties of the item,
5477 or those of the hand if none are defined for this item type
5478 * `add_wear(amount)`
5479 * Increases wear by `amount` if the item is a tool
5480 * `amount`: number, integer
5481 * `add_item(item)`: returns leftover `ItemStack`
5482 * Put some item or stack onto this stack
5483 * `item_fits(item)`: returns `true` if item or stack can be fully added to
5485 * `take_item(n)`: returns taken `ItemStack`
5486 * Take (and remove) up to `n` items from this stack
5487 * `n`: number, default: `1`
5488 * `peek_item(n)`: returns taken `ItemStack`
5489 * Copy (don't remove) up to `n` items from this stack
5490 * `n`: number, default: `1`
5495 ItemStack metadata: reference extra data and functionality stored in a stack.
5496 Can be obtained via `item:get_meta()`.
5500 * All methods in MetaDataRef
5501 * `set_tool_capabilities([tool_capabilities])`
5502 * Overrides the item's tool capabilities
5503 * A nil value will clear the override data and restore the original
5509 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
5510 and [`PlayerMetaRef`].
5514 * `contains(key)`: Returns true if key present, otherwise false.
5515 * Returns `nil` when the MetaData is inexistent.
5516 * `get(key)`: Returns `nil` if key not present, else the stored string.
5517 * `set_string(key, value)`: Value of `""` will delete the key.
5518 * `get_string(key)`: Returns `""` if key not present.
5519 * `set_int(key, value)`
5520 * `get_int(key)`: Returns `0` if key not present.
5521 * `set_float(key, value)`
5522 * `get_float(key)`: Returns `0` if key not present.
5523 * `to_table()`: returns `nil` or a table with keys:
5524 * `fields`: key-value storage
5525 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
5526 * `from_table(nil or {})`
5527 * Any non-table value will clear the metadata
5528 * See [Node Metadata] for an example
5529 * returns `true` on success
5531 * returns `true` if this metadata has the same key-value pairs as `other`
5536 An interface to use mod channels on client and server
5540 * `leave()`: leave the mod channel.
5541 * Server leaves channel `channel_name`.
5542 * No more incoming or outgoing messages can be sent to this channel from
5544 * This invalidate all future object usage.
5545 * Ensure you set mod_channel to nil after that to free Lua resources.
5546 * `is_writeable()`: returns true if channel is writeable and mod can send over
5548 * `send_all(message)`: Send `message` though the mod channel.
5549 * If mod channel is not writeable or invalid, message will be dropped.
5550 * Message size is limited to 65535 characters by protocol.
5555 Node metadata: reference extra data and functionality stored in a node.
5556 Can be obtained via `minetest.get_meta(pos)`.
5560 * All methods in MetaDataRef
5561 * `get_inventory()`: returns `InvRef`
5562 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
5563 This will prevent them from being sent to the client. Note that the "private"
5564 status will only be remembered if an associated key-value pair exists,
5565 meaning it's best to call this when initializing all other meta (e.g.
5571 Node Timers: a high resolution persistent per-node timer.
5572 Can be gotten via `minetest.get_node_timer(pos)`.
5576 * `set(timeout,elapsed)`
5577 * set a timer's state
5578 * `timeout` is in seconds, and supports fractional values (0.1 etc)
5579 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
5580 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
5584 * equivalent to `set(timeout,0)`
5587 * `get_timeout()`: returns current timeout in seconds
5588 * if `timeout` equals `0`, timer is inactive
5589 * `get_elapsed()`: returns current elapsed time in seconds
5590 * the node's `on_timer` function will be called after `(timeout - elapsed)`
5592 * `is_started()`: returns boolean state of timer
5593 * returns `true` if timer is started, otherwise `false`
5598 Moving things in the game are generally these.
5600 This is basically a reference to a C++ `ServerActiveObject`
5604 * `get_pos()`: returns `{x=num, y=num, z=num}`
5605 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
5606 * `move_to(pos, continuous=false)`
5607 * Does an interpolated move for Lua entities for visually smooth transitions.
5608 * If `continuous` is true, the Lua entity will not be moved to the current
5609 position before starting the interpolated move.
5610 * For players this does the same as `set_pos`,`continuous` is ignored.
5611 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
5612 * `puncher` = another `ObjectRef`,
5613 * `time_from_last_punch` = time since last punch action of the puncher
5614 * `direction`: can be `nil`
5615 * `right_click(clicker)`; `clicker` is another `ObjectRef`
5616 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
5617 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
5618 * See reason in register_on_player_hpchange
5619 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
5620 * `get_wield_list()`: returns the name of the inventory list the wielded item
5622 * `get_wield_index()`: returns the index of the wielded item
5623 * `get_wielded_item()`: returns an `ItemStack`
5624 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
5626 * `set_armor_groups({group1=rating, group2=rating, ...})`
5627 * `get_armor_groups()`: returns a table with the armor group ratings
5628 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
5629 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
5630 * `frame_speed`: number, default: `15.0`
5631 * `frame_blend`: number, default: `0.0`
5632 * `frame_loop`: boolean, default: `true`
5633 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
5635 * `set_animation_frame_speed(frame_speed)`
5636 * `frame_speed`: number, default: `15.0`
5637 * `set_attach(parent, bone, position, rotation)`
5639 * `position`: `{x=num, y=num, z=num}` (relative)
5640 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
5641 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
5644 * `set_bone_position(bone, position, rotation)`
5646 * `position`: `{x=num, y=num, z=num}` (relative)
5647 * `rotation`: `{x=num, y=num, z=num}`
5648 * `get_bone_position(bone)`: returns position and rotation of the bone
5649 * `set_properties(object property table)`
5650 * `get_properties()`: returns object property table
5651 * `is_player()`: returns true for players, false otherwise
5652 * `get_nametag_attributes()`
5653 * returns a table with the attributes of the nametag of an object
5655 color = {a=0..255, r=0..255, g=0..255, b=0..255},
5658 * `set_nametag_attributes(attributes)`
5659 * sets the attributes of the nametag of an object
5663 text = "My Nametag",
5666 #### Lua entity only (no-op for other objects)
5668 * `remove()`: remove object (after returning from Lua)
5669 * `set_velocity(vel)`
5670 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5671 * `add_velocity(vel)`
5672 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5673 * In comparison to using get_velocity, adding the velocity and then using
5674 set_velocity, add_velocity is supposed to avoid synchronization problems.
5675 * `get_velocity()`: returns the velocity, a vector
5676 * `set_acceleration(acc)`
5678 * `get_acceleration()`: returns the acceleration, a vector
5679 * `set_rotation(rot)`
5680 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
5681 and Z is roll (bank).
5682 * `get_rotation()`: returns the rotation, a vector (radians)
5683 * `set_yaw(radians)`: sets the yaw (heading).
5684 * `get_yaw()`: returns number in radians
5685 * `set_texture_mod(mod)`
5686 * `get_texture_mod()` returns current texture modifier
5687 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
5688 * Select sprite from spritesheet with optional animation and Dungeon Master
5689 style texture selection based on yaw relative to camera
5690 * `p`: {x=number, y=number}, the coordinate of the first frame
5691 (x: column, y: row), default: `{x=0, y=0}`
5692 * `num_frames`: number, default: `1`
5693 * `framelength`: number, default: `0.2`
5694 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
5695 Master mob, default: `false`
5696 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
5699 #### Player only (no-op for other objects)
5701 * `get_player_name()`: returns `""` if is not a player
5702 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
5703 table {x, y, z} representing the player's instantaneous velocity in nodes/s
5704 * `add_player_velocity(vel)`
5705 * Adds to player velocity, this happens client-side and only once.
5706 * Does not apply during free_move.
5707 * Note that since the player speed is normalized at each move step,
5708 increasing e.g. Y velocity beyond what would usually be achieved
5709 (see: physics overrides) will cause existing X/Z velocity to be reduced.
5710 * Example: `add_player_velocity({x=0, y=6.5, z=0})` is equivalent to
5711 pressing the jump key (assuming default settings)
5712 * `get_look_dir()`: get camera direction as a unit vector
5713 * `get_look_vertical()`: pitch in radians
5714 * Angle ranges between -pi/2 and pi/2, which are straight up and down
5716 * `get_look_horizontal()`: yaw in radians
5717 * Angle is counter-clockwise from the +z direction.
5718 * `set_look_vertical(radians)`: sets look pitch
5719 * radians: Angle from looking forward, where positive is downwards.
5720 * `set_look_horizontal(radians)`: sets look yaw
5721 * radians: Angle from the +z direction, where positive is counter-clockwise.
5722 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
5723 `get_look_vertical`.
5724 * Angle ranges between -pi/2 and pi/2, which are straight down and up
5726 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
5727 `get_look_horizontal`.
5728 * Angle is counter-clockwise from the +x direction.
5729 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
5730 `set_look_vertical`.
5731 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
5732 `set_look_horizontal`.
5733 * `get_breath()`: returns player's breath
5734 * `set_breath(value)`: sets player's breath
5736 * `0`: player is drowning
5737 * max: bubbles bar is not shown
5738 * See [Object properties] for more information
5739 * `set_fov(fov, is_multiplier)`: Sets player's FOV
5741 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
5742 Defaults to `false`.
5743 * Set to 0 to clear FOV override.
5745 * Returns player's FOV override in degrees, and a boolean depending on whether
5746 the value is a multiplier.
5747 * Returns 0 as first value if player's FOV hasn't been overridden.
5748 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
5749 * Sets an extra attribute with value on player.
5750 * `value` must be a string, or a number which will be converted to a
5752 * If `value` is `nil`, remove attribute from player.
5753 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
5754 * Returns value (a string) for extra attribute.
5755 * Returns `nil` if no attribute found.
5756 * `get_meta()`: Returns a PlayerMetaRef.
5757 * `set_inventory_formspec(formspec)`
5758 * Redefine player's inventory form
5759 * Should usually be called in `on_joinplayer`
5760 * `get_inventory_formspec()`: returns a formspec string
5761 * `set_formspec_prepend(formspec)`:
5762 * the formspec string will be added to every formspec shown to the user,
5763 except for those with a no_prepend[] tag.
5764 * This should be used to set style elements such as background[] and
5765 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
5766 * Only affects formspecs shown after this is called.
5767 * `get_formspec_prepend(formspec)`: returns a formspec string.
5768 * `get_player_control()`: returns table with player pressed keys
5769 * The table consists of fields with boolean value representing the pressed
5770 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
5771 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
5772 sneak=true, aux1=false, down=false, up=false}`
5773 * `get_player_control_bits()`: returns integer with bit packed player pressed
5775 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
5777 * `set_physics_override(override_table)`
5778 * `override_table` is a table with the following fields:
5779 * `speed`: multiplier to default walking speed value (default: `1`)
5780 * `jump`: multiplier to default jump value (default: `1`)
5781 * `gravity`: multiplier to default gravity value (default: `1`)
5782 * `sneak`: whether player can sneak (default: `true`)
5783 * `sneak_glitch`: whether player can use the new move code replications
5784 of the old sneak side-effects: sneak ladders and 2 node sneak jump
5786 * `new_move`: use new move/sneak code. When `false` the exact old code
5787 is used for the specific old sneak behaviour (default: `true`)
5788 * `get_physics_override()`: returns the table given to `set_physics_override`
5789 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
5791 * `hud_remove(id)`: remove the HUD element of the specified id
5792 * `hud_change(id, stat, value)`: change a value of a previously added HUD
5794 * element `stat` values:
5795 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
5796 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
5797 * `hud_set_flags(flags)`: sets specified HUD flags of player.
5798 * `flags`: A table with the following fields set to boolean values
5806 * If a flag equals `nil`, the flag is not modified
5807 * `minimap`: Modifies the client's permission to view the minimap.
5808 The client may locally elect to not view the minimap.
5809 * `minimap_radar` is only usable when `minimap` is true
5810 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
5811 * See `hud_set_flags` for a list of flags that can be toggled.
5812 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
5813 * `count`: number of items, must be between `1` and `32`
5814 * `hud_get_hotbar_itemcount`: returns number of visible items
5815 * `hud_set_hotbar_image(texturename)`
5816 * sets background image for hotbar
5817 * `hud_get_hotbar_image`: returns texturename
5818 * `hud_set_hotbar_selected_image(texturename)`
5819 * sets image for selected item of hotbar
5820 * `hud_get_hotbar_selected_image`: returns texturename
5821 * `set_sky(bgcolor, type, {texture names}, clouds)`
5822 * `bgcolor`: ColorSpec, defaults to white
5823 * `type`: Available types:
5824 * `"regular"`: Uses 0 textures, `bgcolor` ignored
5825 * `"skybox"`: Uses 6 textures, `bgcolor` used
5826 * `"plain"`: Uses 0 textures, `bgcolor` used
5827 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
5828 `"plain"` custom skyboxes (default: `true`)
5829 * `get_sky()`: returns bgcolor, type, table of textures, clouds
5830 * `set_clouds(parameters)`: set cloud parameters
5831 * `parameters` is a table with the following optional fields:
5832 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
5833 * `color`: basic cloud color with alpha channel, ColorSpec
5834 (default `#fff0f0e5`).
5835 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
5836 ColorSpec (alpha ignored, default `#000000`)
5837 * `height`: cloud height, i.e. y of cloud base (default per conf,
5839 * `thickness`: cloud thickness in nodes (default `16`)
5840 * `speed`: 2D cloud speed + direction in nodes per second
5841 (default `{x=0, z=-2}`).
5842 * `get_clouds()`: returns a table with the current cloud parameters as in
5844 * `override_day_night_ratio(ratio or nil)`
5845 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
5847 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
5848 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
5849 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
5850 set animation for player model in third person view
5852 set_local_animation({x=0, y=79}, -- stand/idle animation key frames
5853 {x=168, y=187}, -- walk animation key frames
5854 {x=189, y=198}, -- dig animation key frames
5855 {x=200, y=219}, -- walk+dig animation key frames
5856 frame_speed=30) -- animation frame speed
5857 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
5859 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
5861 * in first person view
5862 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
5863 * `get_eye_offset()`: returns `offset_first` and `offset_third`
5864 * `send_mapblock(blockpos)`:
5865 * Sends a server-side loaded mapblock to the player.
5866 * Returns `false` if failed.
5867 * Resource intensive - use sparsely
5868 * To get blockpos, integer divide pos by 16
5873 A 32-bit pseudorandom number generator.
5874 Uses PCG32, an algorithm of the permuted congruential generator family,
5875 offering very strong randomness.
5877 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
5881 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
5882 * `next(min, max)`: return next integer random number [`min`...`max`]
5883 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
5884 random number [`min`...`max`].
5885 * This is only a rough approximation of a normal distribution with:
5886 * `mean = (max - min) / 2`, and
5887 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
5888 * Increasing `num_trials` improves accuracy of the approximation
5893 A perlin noise generator.
5894 It can be created via `PerlinNoise(seed, octaves, persistence, spread)`
5895 or `PerlinNoise(noiseparams)`.
5896 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
5897 or `minetest.get_perlin(noiseparams)`.
5901 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
5902 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
5907 A fast, bulk perlin noise generator.
5909 It can be created via `PerlinNoiseMap(noiseparams, size)` or
5910 `minetest.get_perlin_map(noiseparams, size)`.
5912 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
5913 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
5916 For each of the functions with an optional `buffer` parameter: If `buffer` is
5917 not nil, this table will be used to store the result instead of creating a new
5922 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
5923 with values starting at `pos={x=,y=}`
5924 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
5925 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
5926 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
5927 array of 2D noise with values starting at `pos={x=,y=}`
5928 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
5929 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
5930 is stored internally.
5931 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
5932 is stored internally.
5933 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
5934 returns a slice of the most recently computed noise results. The result slice
5935 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
5936 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
5938 `noisevals = noise:get_map_slice({y=20}, {y=2})`
5939 It is important to note that `slice_offset` offset coordinates begin at 1,
5940 and are relative to the starting position of the most recently calculated
5942 To grab a single vertical column of noise starting at map coordinates
5943 x = 1023, y=1000, z = 1000:
5944 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
5945 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
5951 Uses the same method of storage as the deprecated player attribute API, so
5952 data there will also be in player meta.
5953 Can be obtained using `player:get_meta()`.
5957 * All methods in MetaDataRef
5962 A 16-bit pseudorandom number generator.
5963 Uses a well-known LCG algorithm introduced by K&R.
5965 It can be created via `PseudoRandom(seed)`.
5969 * `next()`: return next integer random number [`0`...`32767`]
5970 * `next(min, max)`: return next integer random number [`min`...`max`]
5971 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
5972 due to the simple implementation making bad distribution otherwise.
5977 A raycast on the map. It works with selection boxes.
5978 Can be used as an iterator in a for loop as:
5980 local ray = Raycast(...)
5981 for pointed_thing in ray do
5985 The map is loaded as the ray advances. If the map is modified after the
5986 `Raycast` is created, the changes may or may not have an effect on the object.
5988 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
5989 `minetest.raycast(pos1, pos2, objects, liquids)` where:
5991 * `pos1`: start of the ray
5992 * `pos2`: end of the ray
5993 * `objects`: if false, only nodes will be returned. Default is true.
5994 * `liquids`: if false, liquid nodes won't be returned. Default is false.
5998 * `next()`: returns a `pointed_thing` with exact pointing location
5999 * Returns the next thing pointed by the ray or nil.
6004 Interface for the operating system's crypto-secure PRNG.
6006 It can be created via `SecureRandom()`. The constructor returns nil if a
6007 secure random device cannot be found on the system.
6011 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
6012 random bytes, as a string.
6017 An interface to read config files in the format of `minetest.conf`.
6019 It can be created via `Settings(filename)`.
6023 * `get(key)`: returns a value
6024 * `get_bool(key, [default])`: returns a boolean
6025 * `default` is the value returned if `key` is not found.
6026 * Returns `nil` if `key` is not found and `default` not specified.
6027 * `get_np_group(key)`: returns a NoiseParams table
6029 * Setting names can't contain whitespace or any of `="{}#`.
6030 * Setting values can't contain the sequence `\n"""`.
6031 * Setting names starting with "secure." can't be set on the main settings
6032 object (`minetest.settings`).
6033 * `set_bool(key, value)`
6034 * See documentation for set() above.
6035 * `set_np_group(key, value)`
6036 * `value` is a NoiseParams table.
6037 * Also, see documentation for set() above.
6038 * `remove(key)`: returns a boolean (`true` for success)
6039 * `get_names()`: returns `{key1,...}`
6040 * `write()`: returns a boolean (`true` for success)
6041 * Writes changes to file.
6042 * `to_table()`: returns `{[key1]=value1,...}`
6046 The settings have the format `key = value`. Example:
6058 Mod metadata: per mod metadata, saved automatically.
6059 Can be obtained via `minetest.get_mod_storage()` during load time.
6061 WARNING: This storage backend is incaptable to save raw binary data due
6062 to restrictions of JSON.
6066 * All methods in MetaDataRef
6077 Used by `ObjectRef` methods. Part of an Entity definition.
6078 These properties are not persistent, but are applied automatically to the
6079 corresponding Lua entity using the given registration fields.
6080 Player properties need to be saved manually.
6084 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
6087 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
6090 -- For players only. Zoom FOV in degrees.
6091 -- Note that zoom loads and/or generates world beyond the server's
6092 -- maximum send and generate distances, so acts like a telescope.
6093 -- Smaller zoom_fov values increase the distance loaded/generated.
6094 -- Defaults to 15 in creative mode, 0 in survival mode.
6095 -- zoom_fov = 0 disables zooming for the player.
6098 -- For players only. Camera height above feet position in nodes.
6099 -- Defaults to 1.625.
6103 collide_with_objects = true,
6104 -- Collide with other objects if physical = true
6108 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
6109 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
6110 -- Selection box uses collision box dimensions when not set.
6111 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
6115 -- Overrides selection box when false
6117 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
6118 -- "cube" is a node-sized cube.
6119 -- "sprite" is a flat texture always facing the player.
6120 -- "upright_sprite" is a vertical flat texture.
6121 -- "mesh" uses the defined mesh model.
6122 -- "wielditem" is used for dropped items.
6123 -- (see builtin/game/item_entity.lua).
6124 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
6125 -- If the item has a 'wield_image' the object will be an extrusion of
6127 -- If 'itemname' is a cubic node or nodebox the object will appear
6128 -- identical to 'itemname'.
6129 -- If 'itemname' is a plantlike node the object will be an extrusion
6131 -- Otherwise for non-node items, the object will be an extrusion of
6132 -- 'inventory_image'.
6133 -- If 'itemname' contains a ColorString or palette index (e.g. from
6134 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
6135 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
6137 visual_size = {x = 1, y = 1, z = 1},
6138 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
6139 -- to scale the entity along both horizontal axes.
6144 -- Number of required textures depends on visual.
6145 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
6146 -- "sprite" uses 1 texture.
6147 -- "upright_sprite" uses 2 textures: {front, back}.
6148 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
6151 -- Number of required colors depends on visual
6153 use_texture_alpha = false,
6154 -- Use texture's alpha channel.
6155 -- Excludes "upright_sprite" and "wielditem".
6156 -- Note: currently causes visual issues when viewed through other
6157 -- semi-transparent materials such as water.
6159 spritediv = {x = 1, y = 1},
6160 -- Used with spritesheet textures for animation and/or frame selection
6161 -- according to position relative to player.
6162 -- Defines the number of columns and rows in the spritesheet:
6165 initial_sprite_basepos = {x = 0, y = 0},
6166 -- Used with spritesheet textures.
6167 -- Defines the {column, row} position of the initially used frame in the
6172 makes_footstep_sound = false,
6174 automatic_rotate = 0,
6175 -- Set constant rotation in radians per second, positive or negative.
6176 -- Set to 0 to disable constant rotation.
6180 automatic_face_movement_dir = 0.0,
6181 -- Automatically set yaw to movement direction, offset in degrees.
6182 -- 'false' to disable.
6184 automatic_face_movement_max_rotation_per_sec = -1,
6185 -- Limit automatic rotation to this value in degrees per second.
6186 -- No limit if value <= 0.
6188 backface_culling = true,
6189 -- Set to false to disable backface_culling for model
6192 -- Add this much extra lighting when calculating texture color.
6193 -- Value < 0 disables light's effect on texture color.
6194 -- For faking self-lighting, UI style entities, or programmatic coloring
6198 -- By default empty, for players their name is shown if empty
6200 nametag_color = <ColorSpec>,
6201 -- Sets color of nametag
6204 -- By default empty, text to be shown when pointed at object
6207 -- If false, never save this object statically. It will simply be
6208 -- deleted when the block gets unloaded.
6209 -- The get_staticdata() callback is never called then.
6210 -- Defaults to 'true'.
6216 Used by `minetest.register_entity`.
6219 initial_properties = {
6221 mesh = "boats_boat.obj",
6224 -- A table of object properties, see the `Object properties` section.
6225 -- Object properties being read directly from the entity definition
6226 -- table is deprecated. Define object properties in this
6227 -- `initial_properties` table instead.
6229 on_activate = function(self, staticdata, dtime_s),
6231 on_step = function(self, dtime),
6233 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
6235 on_rightclick = function(self, clicker),
6237 get_staticdata = function(self),
6238 -- Called sometimes; the string returned is passed to on_activate when
6239 -- the entity is re-activated from static state
6241 _custom_field = whatever,
6242 -- You can define arbitrary member variables here (see Item definition
6243 -- for more info) by using a '_' prefix
6246 ABM (ActiveBlockModifier) definition
6247 ------------------------------------
6249 Used by `minetest.register_abm`.
6252 label = "Lava cooling",
6253 -- Descriptive label for profiling purposes (optional).
6254 -- Definitions with identical labels will be listed as one.
6256 nodenames = {"default:lava_source"},
6257 -- Apply `action` function to these nodes.
6258 -- `group:groupname` can also be used here.
6260 neighbors = {"default:water_source", "default:water_flowing"},
6261 -- Only apply `action` to nodes that have one of, or any
6262 -- combination of, these neighbors.
6263 -- If left out or empty, any neighbor will do.
6264 -- `group:groupname` can also be used here.
6267 -- Operation interval in seconds
6270 -- Chance of triggering `action` per-node per-interval is 1.0 / this
6274 -- If true, catch-up behaviour is enabled: The `chance` value is
6275 -- temporarily reduced when returning to an area to simulate time lost
6276 -- by the area being unattended. Note that the `chance` value can often
6279 action = function(pos, node, active_object_count, active_object_count_wider),
6280 -- Function triggered for each qualifying node.
6281 -- `active_object_count` is number of active objects in the node's
6283 -- `active_object_count_wider` is number of active objects in the node's
6284 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
6285 -- mapblocks are unloaded an estmate is calculated for them based on
6286 -- loaded mapblocks.
6289 LBM (LoadingBlockModifier) definition
6290 -------------------------------------
6292 Used by `minetest.register_lbm`.
6294 A loading block modifier (LBM) is used to define a function that is called for
6295 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
6299 label = "Upgrade legacy doors",
6300 -- Descriptive label for profiling purposes (optional).
6301 -- Definitions with identical labels will be listed as one.
6303 name = "modname:replace_legacy_door",
6305 nodenames = {"default:lava_source"},
6306 -- List of node names to trigger the LBM on.
6307 -- Also non-registered nodes will work.
6308 -- Groups (as of group:groupname) will work as well.
6310 run_at_every_load = false,
6311 -- Whether to run the LBM's action every time a block gets loaded,
6312 -- and not only the first time the block gets loaded after the LBM
6315 action = function(pos, node),
6322 * `{name="image.png", animation={Tile Animation definition}}`
6323 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
6324 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
6325 * backface culling enabled by default for most nodes
6326 * tileable flags are info for shaders, how they should treat texture
6327 when displacement mapping is used.
6328 Directions are from the point of view of the tile texture,
6329 not the node it's on.
6330 * align style determines whether the texture will be rotated with the node
6331 or kept aligned with its surroundings. "user" means that client
6332 setting will be used, similar to `glasslike_framed_optional`.
6333 Note: supported by solid nodes and nodeboxes only.
6334 * scale is used to make texture span several (exactly `scale`) nodes,
6335 instead of just one, in each direction. Works for world-aligned
6337 Note that as the effect is applied on per-mapblock basis, `16` should
6338 be equally divisible by `scale` or you may get wrong results.
6339 * `{name="image.png", color=ColorSpec}`
6340 * the texture's color will be multiplied with this color.
6341 * the tile's color overrides the owning node's color in all cases.
6342 * deprecated, yet still supported field names:
6345 Tile animation definition
6346 -------------------------
6349 type = "vertical_frames",
6352 -- Width of a frame in pixels
6355 -- Height of a frame in pixels
6365 -- Width in number of frames
6368 -- Height in number of frames
6371 -- Length of a single frame
6377 Used by `minetest.register_node`, `minetest.register_craftitem`, and
6378 `minetest.register_tool`.
6381 description = "Steel Axe",
6384 -- key = name, value = rating; rating = 1..3.
6385 -- If rating not applicable, use 1.
6386 -- e.g. {wool = 1, fluffy = 3}
6387 -- {soil = 2, outerspace = 1, crumbly = 1}
6388 -- {bendy = 2, snappy = 1},
6389 -- {hard = 1, metal = 1, spikes = 1}
6391 inventory_image = "default_tool_steelaxe.png",
6393 inventory_overlay = "overlay.png",
6394 -- An overlay which does not get colorized
6401 -- An image file containing the palette of a node.
6402 -- You can set the currently used color as the "palette_index" field of
6403 -- the item stack metadata.
6404 -- The palette is always stretched to fit indices between 0 and 255, to
6405 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
6407 color = "0xFFFFFFFF",
6408 -- The color of the item. The palette overrides this.
6410 wield_scale = {x = 1, y = 1, z = 1},
6416 liquids_pointable = false,
6418 -- See "Tools" section for an example including explanation
6419 tool_capabilities = {
6420 full_punch_interval = 1.0,
6424 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
6425 uses = 20, maxlevel = 2},
6427 damage_groups = {groupname = damage},
6429 punch_attack_uses = nil,
6430 -- Amount of uses this tool has for attacking players and entities
6431 -- by punching them (0 = infinite uses).
6432 -- For compatibility, this is automatically set from the first
6433 -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
6434 -- It is recommend to set this explicitly instead of relying on the
6435 -- fallback behavior.
6438 node_placement_prediction = nil,
6439 -- If nil and item is node, prediction is made automatically.
6440 -- If nil and item is not a node, no prediction is made.
6441 -- If "" and item is anything, no prediction is made.
6442 -- Otherwise should be name of node which the client immediately places
6443 -- on ground when the player places the item. Server will always update
6444 -- actual result to client in a short moment.
6446 node_dig_prediction = "air",
6447 -- if "", no prediction is made.
6448 -- if "air", node is removed.
6449 -- Otherwise should be name of node which the client immediately places
6450 -- upon digging. Server will always update actual result shortly.
6453 breaks = "default_tool_break", -- tools only
6454 place = <SimpleSoundSpec>,
6455 eat = <SimpleSoundSpec>,
6458 on_place = function(itemstack, placer, pointed_thing),
6459 -- Shall place item and return the leftover itemstack.
6460 -- The placer may be any ObjectRef or nil.
6461 -- default: minetest.item_place
6463 on_secondary_use = function(itemstack, user, pointed_thing),
6464 -- Same as on_place but called when not pointing at a node.
6465 -- The user may be any ObjectRef or nil.
6468 on_drop = function(itemstack, dropper, pos),
6469 -- Shall drop item and return the leftover itemstack.
6470 -- The dropper may be any ObjectRef or nil.
6471 -- default: minetest.item_drop
6473 on_use = function(itemstack, user, pointed_thing),
6475 -- Function must return either nil if no item shall be removed from
6476 -- inventory, or an itemstack to replace the original itemstack.
6477 -- e.g. itemstack:take_item(); return itemstack
6478 -- Otherwise, the function is free to do what it wants.
6479 -- The user may be any ObjectRef or nil.
6480 -- The default functions handle regular use cases.
6482 after_use = function(itemstack, user, node, digparams),
6484 -- If defined, should return an itemstack and will be called instead of
6485 -- wearing out the tool. If returns nil, does nothing.
6486 -- If after_use doesn't exist, it is the same as:
6487 -- function(itemstack, user, node, digparams)
6488 -- itemstack:add_wear(digparams.wear)
6491 -- The user may be any ObjectRef or nil.
6493 _custom_field = whatever,
6494 -- Add your own custom fields. By convention, all custom field names
6495 -- should start with `_` to avoid naming collisions with future engine
6502 Used by `minetest.register_node`.
6505 -- <all fields allowed in item definitions>,
6507 drawtype = "normal", -- See "Node drawtypes"
6510 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
6511 -- "firelike", "mesh".
6512 -- For plantlike and firelike, the image will start at the bottom of the
6513 -- node, for the other drawtypes the image will be centered on the node.
6514 -- Note that positioning for "torchlike" may still change.
6516 tiles = {tile definition 1, def2, def3, def4, def5, def6},
6517 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
6518 -- Old field name was 'tile_images'.
6519 -- List can be shortened to needed length.
6521 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
6522 -- Same as `tiles`, but these textures are drawn on top of the base
6523 -- tiles. You can use this to colorize only specific parts of your
6524 -- texture. If the texture name is an empty string, that overlay is not
6525 -- drawn. Since such tiles are drawn twice, it is not recommended to use
6526 -- overlays on very common nodes.
6528 special_tiles = {tile definition 1, Tile definition 2},
6529 -- Special textures of node; used rarely.
6530 -- Old field name was 'special_materials'.
6531 -- List can be shortened to needed length.
6534 -- The node's original color will be multiplied with this color.
6535 -- If the node has a palette, then this setting only has an effect in
6536 -- the inventory and on the wield item.
6538 use_texture_alpha = false,
6539 -- Use texture's alpha channel
6541 palette = "palette.png",
6542 -- The node's `param2` is used to select a pixel from the image.
6543 -- Pixels are arranged from left to right and from top to bottom.
6544 -- The node's color will be multiplied with the selected pixel's color.
6545 -- Tiles can override this behavior.
6546 -- Only when `paramtype2` supports palettes.
6548 post_effect_color = "green#0F",
6549 -- Screen tint if player is inside node, see "ColorSpec"
6551 paramtype = "none", -- See "Nodes"
6553 paramtype2 = "none", -- See "Nodes"
6555 place_param2 = nil, -- Force value for param2 when player places node
6557 is_ground_content = true,
6558 -- If false, the cave generator and dungeon generator will not carve
6559 -- through this node.
6560 -- Specifically, this stops mod-added nodes being removed by caves and
6561 -- dungeons when those generate in a neighbor mapchunk and extend out
6562 -- beyond the edge of that mapchunk.
6564 sunlight_propagates = false,
6565 -- If true, sunlight will go infinitely through this node
6567 walkable = true, -- If true, objects collide with node
6569 pointable = true, -- If true, can be pointed at
6571 diggable = true, -- If false, can never be dug
6573 climbable = false, -- If true, can be climbed on (ladder)
6575 buildable_to = false, -- If true, placed nodes can replace this node
6578 -- If true, liquids flow into and replace this node.
6579 -- Warning: making a liquid node 'floodable' will cause problems.
6581 liquidtype = "none", -- "none" / "source" / "flowing"
6583 liquid_alternative_flowing = "", -- Flowing version of source liquid
6585 liquid_alternative_source = "", -- Source version of flowing liquid
6587 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
6589 liquid_renewable = true,
6590 -- If true, a new liquid source can be created by placing two or more
6594 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
6595 -- Allows defining the nodebox height without using param2.
6596 -- The nodebox height is 'leveled' / 64 nodes.
6597 -- The maximum value of 'leveled' is 127.
6599 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
6602 -- Player will take this amount of damage if no bubbles are left
6605 -- Amount of light emitted by node.
6606 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
6607 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
6610 damage_per_second = 0,
6611 -- If player is inside node, this damage is caused
6613 node_box = {type="regular"}, -- See "Node boxes"
6615 connects_to = nodenames,
6616 -- Used for nodebox nodes with the type == "connected".
6617 -- Specifies to what neighboring nodes connections will be drawn.
6618 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
6620 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
6621 -- Tells connected nodebox nodes to connect only to these sides of this
6629 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6632 -- Custom selection box definition. Multiple boxes can be defined.
6633 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
6634 -- definition is used for the selection box.
6639 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6642 -- Custom collision box definition. Multiple boxes can be defined.
6643 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
6644 -- definition is used for the collision box.
6645 -- Both of the boxes above are defined as:
6646 -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
6648 -- Support maps made in and before January 2012
6649 legacy_facedir_simple = false,
6650 legacy_wallmounted = false,
6653 -- Valid for drawtypes:
6654 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
6655 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
6656 -- 2 - wave node like leaves (whole node moves side-to-side)
6657 -- 3 - wave node like liquids (whole node moves up and down)
6658 -- Not all models will properly wave.
6659 -- plantlike drawtype can only wave like plants.
6660 -- allfaces_optional drawtype can only wave like leaves.
6661 -- liquid, flowingliquid drawtypes can only wave like liquids.
6664 footstep = <SimpleSoundSpec>,
6665 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
6666 dug = <SimpleSoundSpec>,
6667 place = <SimpleSoundSpec>,
6668 place_failed = <SimpleSoundSpec>,
6669 fall = <SimpleSoundSpec>,
6673 -- Name of dropped item when dug.
6674 -- Default dropped item is the node itself.
6675 -- Using a table allows multiple items, drop chances and tool filtering.
6676 -- Tool filtering was undocumented until recently, tool filtering by string
6677 -- matching is deprecated.
6680 -- Maximum number of item lists to drop.
6681 -- The entries in 'items' are processed in order. For each:
6682 -- Tool filtering is applied, chance of drop is applied, if both are
6683 -- successful the entire item list is dropped.
6684 -- Entry processing continues until the number of dropped item lists
6685 -- equals 'max_items'.
6686 -- Therefore, entries should progress from low to high drop chance.
6690 -- 1 in 1000 chance of dropping a diamond.
6691 -- Default rarity is '1'.
6693 items = {"default:diamond"},
6696 -- Only drop if using a tool whose name is identical to one
6698 tools = {"default:shovel_mese", "default:shovel_diamond"},
6700 items = {"default:dirt"},
6701 -- Whether all items in the dropped item list inherit the
6702 -- hardware coloring palette color from the dug node.
6703 -- Default is 'false'.
6704 inherit_color = true,
6707 -- Only drop if using a tool whose name contains
6708 -- "default:shovel_" (this tool filtering by string matching
6710 tools = {"~default:shovel_"},
6712 -- The item list dropped.
6713 items = {"default:sand", "default:desert_sand"},
6718 on_construct = function(pos),
6719 -- Node constructor; called after adding node.
6720 -- Can set up metadata and stuff like that.
6721 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
6724 on_destruct = function(pos),
6725 -- Node destructor; called before removing node.
6726 -- Not called for bulk node placement.
6729 after_destruct = function(pos, oldnode),
6730 -- Node destructor; called after removing node.
6731 -- Not called for bulk node placement.
6734 on_flood = function(pos, oldnode, newnode),
6735 -- Called when a liquid (newnode) is about to flood oldnode, if it has
6736 -- `floodable = true` in the nodedef. Not called for bulk node placement
6737 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
6738 -- node is not flooded, but on_flood callback will most likely be called
6739 -- over and over again every liquid update interval.
6741 -- Warning: making a liquid node 'floodable' will cause problems.
6743 preserve_metadata = function(pos, oldnode, oldmeta, drops),
6744 -- Called when oldnode is about be converted to an item, but before the
6745 -- node is deleted from the world or the drops are added. This is
6746 -- generally the result of either the node being dug or an attached node
6747 -- becoming detached.
6748 -- drops is a table of ItemStacks, so any metadata to be preserved can
6749 -- be added directly to one or more of the dropped items. See
6750 -- "ItemStackMetaRef".
6753 after_place_node = function(pos, placer, itemstack, pointed_thing),
6754 -- Called after constructing node when node was placed using
6755 -- minetest.item_place_node / minetest.place_node.
6756 -- If return true no item is taken from itemstack.
6757 -- `placer` may be any valid ObjectRef or nil.
6760 after_dig_node = function(pos, oldnode, oldmetadata, digger),
6761 -- oldmetadata is in table format.
6762 -- Called after destructing node when node was dug using
6763 -- minetest.node_dig / minetest.dig_node.
6766 can_dig = function(pos, [player]),
6767 -- Returns true if node can be dug, or false if not.
6770 on_punch = function(pos, node, puncher, pointed_thing),
6771 -- default: minetest.node_punch
6772 -- By default calls minetest.register_on_punchnode callbacks.
6774 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
6776 -- itemstack will hold clicker's wielded item.
6777 -- Shall return the leftover itemstack.
6778 -- Note: pointed_thing can be nil, if a mod calls this function.
6779 -- This function does not get triggered by clients <=0.4.16 if the
6780 -- "formspec" node metadata field is set.
6782 on_dig = function(pos, node, digger),
6783 -- default: minetest.node_dig
6784 -- By default checks privileges, wears out tool and removes node.
6786 on_timer = function(pos, elapsed),
6788 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
6789 -- elapsed is the total time passed since the timer was started.
6790 -- return true to run the timer for another cycle with the same timeout
6793 on_receive_fields = function(pos, formname, fields, sender),
6794 -- fields = {name1 = value1, name2 = value2, ...}
6795 -- Called when an UI form (e.g. sign text input) returns data.
6796 -- See minetest.register_on_player_receive_fields for more info.
6799 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6800 -- Called when a player wants to move items inside the inventory.
6801 -- Return value: number of items allowed to move.
6803 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
6804 -- Called when a player wants to put something into the inventory.
6805 -- Return value: number of items allowed to put.
6806 -- Return value -1: Allow and don't modify item count in inventory.
6808 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
6809 -- Called when a player wants to take something out of the inventory.
6810 -- Return value: number of items allowed to take.
6811 -- Return value -1: Allow and don't modify item count in inventory.
6813 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6814 on_metadata_inventory_put = function(pos, listname, index, stack, player),
6815 on_metadata_inventory_take = function(pos, listname, index, stack, player),
6816 -- Called after the actual action has happened, according to what was
6820 on_blast = function(pos, intensity),
6821 -- intensity: 1.0 = mid range of regular TNT.
6822 -- If defined, called when an explosion touches the node, instead of
6823 -- removing the node.
6829 Used by `minetest.register_craft`.
6834 output = 'default:pick_stone',
6836 {'default:cobble', 'default:cobble', 'default:cobble'},
6837 {'', 'default:stick', ''},
6838 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
6840 replacements = <list of item pairs>,
6841 -- replacements: replace one input item with another item on crafting
6849 output = 'mushrooms:mushroom_stew',
6852 "mushrooms:mushroom_brown",
6853 "mushrooms:mushroom_red",
6855 replacements = <list of item pairs>,
6861 type = "toolrepair",
6862 additional_wear = -0.02,
6865 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
6871 output = "default:glass",
6872 recipe = "default:sand",
6880 recipe = "bucket:bucket_lava",
6882 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
6888 Used by `minetest.register_ore`.
6890 See [Ores] section above for essential information.
6893 ore_type = "scatter",
6895 ore = "default:stone_with_coal",
6898 -- Facedir rotation. Default is 0 (unchanged rotation)
6900 wherein = "default:stone",
6901 -- A list of nodenames is supported too
6903 clust_scarcity = 8 * 8 * 8,
6904 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
6905 -- If the desired average distance between ores is 'd', set this to
6909 -- Number of ores in a cluster
6912 -- Size of the bounding box of the cluster.
6913 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
6914 -- nodes are coal ore.
6918 -- Lower and upper limits for ore
6921 -- Attributes for the ore generation, see 'Ore attributes' section above
6923 noise_threshold = 0.5,
6924 -- If noise is above this threshold, ore is placed. Not needed for a
6925 -- uniform distribution.
6930 spread = {x = 100, y = 100, z = 100},
6935 -- NoiseParams structure describing one of the perlin noises used for
6936 -- ore distribution.
6937 -- Needed by "sheet", "puff", "blob" and "vein" ores.
6938 -- Omit from "scatter" ore for a uniform ore distribution.
6939 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
6942 biomes = {"desert", "rainforest"},
6943 -- List of biomes in which this ore occurs.
6944 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
6945 -- being used does not support biomes.
6946 -- Can be a list of (or a single) biome names, IDs, or definitions.
6948 -- Type-specific parameters
6951 column_height_min = 1,
6952 column_height_max = 16,
6953 column_midpoint_factor = 0.5,
6959 spread = {x = 100, y = 100, z = 100},
6967 spread = {x = 100, y = 100, z = 100},
6974 random_factor = 1.0,
6977 np_stratum_thickness = {
6980 spread = {x = 100, y = 100, z = 100},
6985 stratum_thickness = 8,
6991 Used by `minetest.register_biome`.
6996 node_dust = "default:snow",
6997 -- Node dropped onto upper surface after all else is generated
6999 node_top = "default:dirt_with_snow",
7001 -- Node forming surface layer of biome and thickness of this layer
7003 node_filler = "default:permafrost",
7005 -- Node forming lower layer of biome and thickness of this layer
7007 node_stone = "default:bluestone",
7008 -- Node that replaces all stone nodes between roughly y_min and y_max.
7010 node_water_top = "default:ice",
7011 depth_water_top = 10,
7012 -- Node forming a surface layer in seawater with the defined thickness
7015 -- Node that replaces all seawater nodes not in the surface layer
7017 node_river_water = "default:ice",
7018 -- Node that replaces river water in mapgens that use
7019 -- default:river_water
7021 node_riverbed = "default:gravel",
7023 -- Node placed under river water and thickness of this layer
7025 node_cave_liquid = "default:lava_source",
7026 node_cave_liquid = {"default:water_source", "default:lava_source"},
7027 -- Nodes placed inside 50% of the medium size caves.
7028 -- Multiple nodes can be specified, each cave will use a randomly
7029 -- chosen node from the list.
7030 -- If this field is left out or 'nil', cave liquids fall back to
7031 -- classic behaviour of lava and water distributed using 3D noise.
7032 -- For no cave liquid, specify "air".
7034 node_dungeon = "default:cobble",
7035 -- Node used for primary dungeon structure.
7036 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
7037 -- alias, if that is also absent, dungeon nodes fall back to the biome
7039 -- If present, the following two nodes are also used.
7041 node_dungeon_alt = "default:mossycobble",
7042 -- Node used for randomly-distributed alternative structure nodes.
7043 -- If alternative structure nodes are not wanted leave this absent for
7044 -- performance reasons.
7046 node_dungeon_stair = "stairs:stair_cobble",
7047 -- Node used for dungeon stairs.
7048 -- If absent, stairs fall back to 'node_dungeon'.
7052 -- Upper and lower limits for biome.
7053 -- Alternatively you can use xyz limits as shown below.
7055 max_pos = {x = 31000, y = 128, z = 31000},
7056 min_pos = {x = -31000, y = 9, z = -31000},
7057 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
7058 -- Biome is limited to a cuboid defined by these positions.
7059 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
7060 -- 31000 in 'max_pos'.
7063 -- Vertical distance in nodes above 'y_max' over which the biome will
7064 -- blend with the biome above.
7065 -- Set to 0 for no vertical blend. Defaults to 0.
7068 humidity_point = 50,
7069 -- Characteristic temperature and humidity for the biome.
7070 -- These values create 'biome points' on a voronoi diagram with heat and
7071 -- humidity as axes. The resulting voronoi cells determine the
7072 -- distribution of the biomes.
7073 -- Heat and humidity have average values of 50, vary mostly between
7074 -- 0 and 100 but can exceed these values.
7077 Decoration definition
7078 ---------------------
7080 See [Decoration types]. Used by `minetest.register_decoration`.
7083 deco_type = "simple",
7085 place_on = "default:dirt_with_grass",
7086 -- Node (or list of nodes) that the decoration can be placed on
7089 -- Size of the square divisions of the mapchunk being generated.
7090 -- Determines the resolution of noise variation if used.
7091 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
7092 -- equal to the chunk size.
7095 -- The value determines 'decorations per surface node'.
7096 -- Used only if noise_params is not specified.
7097 -- If >= 10.0 complete coverage is enabled and decoration placement uses
7098 -- a different and much faster method.
7103 spread = {x = 100, y = 100, z = 100},
7110 -- NoiseParams structure describing the perlin noise used for decoration
7112 -- A noise value is calculated for each square division and determines
7113 -- 'decorations per surface node' within each division.
7114 -- If the noise value >= 10.0 complete coverage is enabled and
7115 -- decoration placement uses a different and much faster method.
7117 biomes = {"Oceanside", "Hills", "Plains"},
7118 -- List of biomes in which this decoration occurs. Occurs in all biomes
7119 -- if this is omitted, and ignored if the Mapgen being used does not
7121 -- Can be a list of (or a single) biome names, IDs, or definitions.
7125 -- Lower and upper limits for decoration.
7126 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
7128 spawn_by = "default:water",
7129 -- Node (or list of nodes) that the decoration only spawns next to.
7130 -- Checks two horizontal planes of 8 neighbouring nodes (including
7131 -- diagonal neighbours), one plane level with the 'place_on' node and a
7132 -- plane one node above that.
7135 -- Number of spawn_by nodes that must be surrounding the decoration
7136 -- position to occur.
7137 -- If absent or -1, decorations occur next to any nodes.
7139 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
7140 -- Flags for all decoration types.
7141 -- "liquid_surface": Instead of placement on the highest solid surface
7142 -- in a mapchunk column, placement is on the highest liquid surface.
7143 -- Placement is disabled if solid nodes are found above the liquid
7145 -- "force_placement": Nodes other than "air" and "ignore" are replaced
7146 -- by the decoration.
7147 -- "all_floors", "all_ceilings": Instead of placement on the highest
7148 -- surface in a mapchunk the decoration is placed on all floor and/or
7149 -- ceiling surfaces, for example in caves and dungeons.
7150 -- Ceiling decorations act as an inversion of floor decorations so the
7151 -- effect of 'place_offset_y' is inverted.
7152 -- Y-slice probabilities do not function correctly for ceiling
7153 -- schematic decorations as the behaviour is unchanged.
7154 -- If a single decoration registration has both flags the floor and
7155 -- ceiling decorations will be aligned vertically.
7157 ----- Simple-type parameters
7159 decoration = "default:grass",
7160 -- The node name used as the decoration.
7161 -- If instead a list of strings, a randomly selected node from the list
7162 -- is placed as the decoration.
7165 -- Decoration height in nodes.
7166 -- If height_max is not 0, this is the lower limit of a randomly
7170 -- Upper limit of the randomly selected height.
7171 -- If absent, the parameter 'height' is used as a constant.
7174 -- Param2 value of decoration nodes.
7175 -- If param2_max is not 0, this is the lower limit of a randomly
7179 -- Upper limit of the randomly selected param2.
7180 -- If absent, the parameter 'param2' is used as a constant.
7183 -- Y offset of the decoration base node relative to the standard base
7185 -- Can be positive or negative. Default is 0.
7186 -- Effect is inverted for "all_ceilings" decorations.
7187 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
7188 -- to the 'place_on' node.
7190 ----- Schematic-type parameters
7192 schematic = "foobar.mts",
7193 -- If schematic is a string, it is the filepath relative to the current
7194 -- working directory of the specified Minetest schematic file.
7195 -- Could also be the ID of a previously registered schematic.
7198 size = {x = 4, y = 6, z = 4},
7200 {name = "default:cobble", param1 = 255, param2 = 0},
7201 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
7202 {name = "air", param1 = 255, param2 = 0},
7206 {ypos = 2, prob = 128},
7207 {ypos = 5, prob = 64},
7211 -- Alternative schematic specification by supplying a table. The fields
7212 -- size and data are mandatory whereas yslice_prob is optional.
7213 -- See 'Schematic specifier' for details.
7215 replacements = {["oldname"] = "convert_to", ...},
7217 flags = "place_center_x, place_center_y, place_center_z",
7218 -- Flags for schematic decorations. See 'Schematic attributes'.
7221 -- Rotation can be "0", "90", "180", "270", or "random"
7224 -- If the flag 'place_center_y' is set this parameter is ignored.
7225 -- Y offset of the schematic base node layer relative to the 'place_on'
7227 -- Can be positive or negative. Default is 0.
7228 -- Effect is inverted for "all_ceilings" decorations.
7229 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
7230 -- to the 'place_on' node.
7233 Chat command definition
7234 -----------------------
7236 Used by `minetest.register_chatcommand`.
7239 params = "<name> <privilege>", -- Short parameter description
7241 description = "Remove privilege from player", -- Full description
7243 privs = {privs=true}, -- Require the "privs" privilege to run
7245 func = function(name, param),
7246 -- Called when command is run. Returns boolean success and text output.
7249 Note that in params, use of symbols is as follows:
7251 * `<>` signifies a placeholder to be replaced when the command is used. For
7252 example, when a player name is needed: `<name>`
7253 * `[]` signifies param is optional and not required when the command is used.
7254 For example, if you require param1 but param2 is optional:
7255 `<param1> [<param2>]`
7256 * `|` signifies exclusive or. The command requires one param from the options
7257 provided. For example: `<param1> | <param2>`
7258 * `()` signifies grouping. For example, when param1 and param2 are both
7259 required, or only param3 is required: `(<param1> <param2>) | <param3>`
7261 Privilege definition
7262 --------------------
7264 Used by `minetest.register_privilege`.
7268 -- Privilege description
7270 give_to_singleplayer = true,
7271 -- Whether to grant the privilege to singleplayer.
7273 give_to_admin = true,
7274 -- Whether to grant the privilege to the server admin.
7275 -- Uses value of 'give_to_singleplayer' by default.
7277 on_grant = function(name, granter_name),
7278 -- Called when given to player 'name' by 'granter_name'.
7279 -- 'granter_name' will be nil if the priv was granted by a mod.
7281 on_revoke = function(name, revoker_name),
7282 -- Called when taken from player 'name' by 'revoker_name'.
7283 -- 'revoker_name' will be nil if the priv was revoked by a mod.
7285 -- Note that the above two callbacks will be called twice if a player is
7286 -- responsible, once with the player name, and then with a nil player
7288 -- Return true in the above callbacks to stop register_on_priv_grant or
7289 -- revoke being called.
7292 Detached inventory callbacks
7293 ----------------------------
7295 Used by `minetest.create_detached_inventory`.
7298 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
7299 -- Called when a player wants to move items inside the inventory.
7300 -- Return value: number of items allowed to move.
7302 allow_put = function(inv, listname, index, stack, player),
7303 -- Called when a player wants to put something into the inventory.
7304 -- Return value: number of items allowed to put.
7305 -- Return value -1: Allow and don't modify item count in inventory.
7307 allow_take = function(inv, listname, index, stack, player),
7308 -- Called when a player wants to take something out of the inventory.
7309 -- Return value: number of items allowed to take.
7310 -- Return value -1: Allow and don't modify item count in inventory.
7312 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
7313 on_put = function(inv, listname, index, stack, player),
7314 on_take = function(inv, listname, index, stack, player),
7315 -- Called after the actual action has happened, according to what was
7325 Used by `Player:hud_add`. Returned by `Player:hud_get`.
7328 hud_elem_type = "image", -- See HUD element types
7329 -- Type of element, can be "image", "text", "statbar", or "inventory"
7331 position = {x=0.5, y=0.5},
7332 -- Left corner position of element
7336 scale = {x = 2, y = 2},
7343 -- Selected item in inventory. 0 for no item selected.
7346 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
7348 alignment = {x=0, y=0},
7350 offset = {x=0, y=0},
7352 size = { x=100, y=100 },
7353 -- Size of element in pixels
7356 -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs
7362 Used by `minetest.add_particle`.
7365 pos = {x=0, y=0, z=0},
7366 velocity = {x=0, y=0, z=0},
7367 acceleration = {x=0, y=0, z=0},
7368 -- Spawn particle at pos with velocity and acceleration
7371 -- Disappears after expirationtime seconds
7374 -- Scales the visual size of the particle texture.
7376 collisiondetection = false,
7377 -- If true collides with `walkable` nodes and, depending on the
7378 -- `object_collision` field, objects too.
7380 collision_removal = false,
7381 -- If true particle is removed when it collides.
7382 -- Requires collisiondetection = true to have any effect.
7384 object_collision = false,
7385 -- If true particle collides with objects that are defined as
7386 -- `physical = true,` and `collide_with_objects = true,`.
7387 -- Requires collisiondetection = true to have any effect.
7390 -- If true faces player using y axis only
7392 texture = "image.png",
7394 playername = "singleplayer",
7395 -- Optional, if specified spawns particle only on the player's client
7397 animation = {Tile Animation definition},
7398 -- Optional, specifies how to animate the particle texture
7401 -- Optional, specify particle self-luminescence in darkness.
7406 `ParticleSpawner` definition
7407 ----------------------------
7409 Used by `minetest.add_particlespawner`.
7413 -- Number of particles spawned over the time period `time`.
7416 -- Lifespan of spawner in seconds.
7417 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
7418 -- a per-second basis.
7420 minpos = {x=0, y=0, z=0},
7421 maxpos = {x=0, y=0, z=0},
7422 minvel = {x=0, y=0, z=0},
7423 maxvel = {x=0, y=0, z=0},
7424 minacc = {x=0, y=0, z=0},
7425 maxacc = {x=0, y=0, z=0},
7430 -- The particles' properties are random values between the min and max
7432 -- pos, velocity, acceleration, expirationtime, size
7434 collisiondetection = false,
7435 -- If true collide with `walkable` nodes and, depending on the
7436 -- `object_collision` field, objects too.
7438 collision_removal = false,
7439 -- If true particles are removed when they collide.
7440 -- Requires collisiondetection = true to have any effect.
7442 object_collision = false,
7443 -- If true particles collide with objects that are defined as
7444 -- `physical = true,` and `collide_with_objects = true,`.
7445 -- Requires collisiondetection = true to have any effect.
7447 attached = ObjectRef,
7448 -- If defined, particle positions, velocities and accelerations are
7449 -- relative to this object's position and yaw
7452 -- If true face player using y axis only
7454 texture = "image.png",
7456 playername = "singleplayer",
7457 -- Optional, if specified spawns particles only on the player's client
7459 animation = {Tile Animation definition},
7460 -- Optional, specifies how to animate the particles' texture
7463 -- Optional, specify particle self-luminescence in darkness.
7467 `HTTPRequest` definition
7468 ------------------------
7470 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
7473 url = "http://example.org",
7476 -- Timeout for connection in seconds. Default is 3 seconds.
7478 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
7479 -- Optional, if specified a POST request with post_data is performed.
7480 -- Accepts both a string and a table. If a table is specified, encodes
7481 -- table as x-www-form-urlencoded key-value pairs.
7482 -- If post_data is not specified, a GET request is performed instead.
7484 user_agent = "ExampleUserAgent",
7485 -- Optional, if specified replaces the default minetest user agent with
7488 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
7489 -- Optional, if specified adds additional headers to the HTTP request.
7490 -- You must make sure that the header strings follow HTTP specification
7494 -- Optional, if true performs a multipart HTTP request.
7495 -- Default is false.
7498 `HTTPRequestResult` definition
7499 ------------------------------
7501 Passed to `HTTPApiTable.fetch` callback. Returned by
7502 `HTTPApiTable.fetch_async_get`.
7506 -- If true, the request has finished (either succeeded, failed or timed
7510 -- If true, the request was successful
7513 -- If true, the request timed out
7521 Authentication handler definition
7522 ---------------------------------
7524 Used by `minetest.register_authentication_handler`.
7527 get_auth = function(name),
7528 -- Get authentication data for existing player `name` (`nil` if player
7530 -- Returns following structure:
7531 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
7533 create_auth = function(name, password),
7534 -- Create new auth data for player `name`.
7535 -- Note that `password` is not plain-text but an arbitrary
7536 -- representation decided by the engine.
7538 delete_auth = function(name),
7539 -- Delete auth data of player `name`.
7540 -- Returns boolean indicating success (false if player is nonexistent).
7542 set_password = function(name, password),
7543 -- Set password of player `name` to `password`.
7544 -- Auth data should be created if not present.
7546 set_privileges = function(name, privileges),
7547 -- Set privileges of player `name`.
7548 -- `privileges` is in table form, auth data should be created if not
7551 reload = function(),
7552 -- Reload authentication data from the storage location.
7553 -- Returns boolean indicating success.
7555 record_login = function(name),
7556 -- Called when player joins, used for keeping track of last_login
7558 iterate = function(),
7559 -- Returns an iterator (use with `for` loops) for all player names
7560 -- currently in the auth database