1 Minetest Lua Modding API Reference
2 ==================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest using Lua scripting
9 in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things, which is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API, and to document it here.
22 If you have any difficulty in understanding this, please read
23 [Programming in Lua](http://www.lua.org/pil/).
27 Mods are loaded during server startup from the mod load paths by running
28 the `init.lua` scripts in a shared environment.
32 * `RUN_IN_PLACE=1` (Windows release, local build)
34 * Linux: `<build directory>`
35 * Windows: `<build directory>`
37 * Linux: `<build directory>`
38 * Windows: `<build directory>`
39 * `RUN_IN_PLACE=0`: (Linux release)
41 * Linux: `/usr/share/minetest`
42 * Windows: `<install directory>/minetest-0.4.x`
44 * Linux: `$HOME/.minetest`
45 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
49 Games are looked up from:
51 * `$path_share/games/gameid/`
52 * `$path_user/games/gameid/`
54 Where `gameid` is unique to each game.
56 The game directory can contain the following files:
58 * `game.conf`, with the following keys:
59 * `name` - required, human readable name e.g. `name = Minetest`
60 * `description` - Short description to be shown in the content tab
61 * `disallowed_mapgens = <comma-separated mapgens>`
62 e.g. `disallowed_mapgens = v5,v6,flat`
63 These mapgens are removed from the list of mapgens for the game.
65 Used to set default settings when running this game.
67 In the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be
69 displayed in the "Games" category in the advanced settings tab.
70 * If the game contains a folder called `textures` the server will load it as a
71 texturepack, overriding mod textures.
72 Any server texturepack will override mod textures and the game texturepack.
76 Games can provide custom main menu images. They are put inside a `menu`
77 directory inside the game directory.
79 The images are named `$identifier.png`, where `$identifier` is one of
80 `overlay`, `background`, `footer`, `header`.
81 If you want to specify multiple images for one identifier, add additional
82 images named like `$identifier.$n.png`, with an ascending number $n starting
83 with 1, and a random image will be chosen from the provided ones.
89 * `$path_share/games/gameid/mods/`
91 * `$path_user/games/gameid/mods/`
92 * `$path_user/mods/` (User-installed mods)
93 * `$worldpath/worldmods/`
95 In a run-in-place version (e.g. the distributed windows version):
97 * `minetest-0.4.x/games/gameid/mods/`
98 * `minetest-0.4.x/mods/` (User-installed mods)
99 * `minetest-0.4.x/worlds/worldname/worldmods/`
101 On an installed version on Linux:
103 * `/usr/share/minetest/games/gameid/mods/`
104 * `$HOME/.minetest/mods/` (User-installed mods)
105 * `$HOME/.minetest/worlds/worldname/worldmods`
107 Mod load path for world-specific games
108 --------------------------------------
109 It is possible to include a game in a world; in this case, no mods or
110 games are loaded or checked from anywhere else.
112 This is useful for e.g. adventure worlds.
114 This happens if the following directory exists:
118 Mods should be then be placed in:
124 Mods can be put in a subdirectory, if the parent directory, which otherwise
125 should be a mod, contains a file named `modpack.txt`. This file shall be
126 empty, except for lines starting with `#`, which are comments.
128 Mod directory structure
129 ------------------------
135 | |-- settingtypes.txt
139 | | |-- modname_stuff.png
140 | | `-- modname_something_else.png
148 The location of this directory can be fetched by using
149 `minetest.get_modpath(modname)`.
152 A key-value store of mod details.
154 * `name` - the mod name. Allows Minetest to determine the mod name even if the
155 folder is wrongly named.
156 * `description` - Description of mod to be shown in the Mods tab of the mainmenu.
157 * `depends` - A comma separated list of dependencies. These are mods that must
158 be loaded before this mod.
159 * `optional_depends` - A comma separated list of optional dependencies.
160 Like a dependency, but no error if the mod doesn't exist.
162 Note: to support 0.4.x, please also provide depends.txt.
165 A screenshot shown in the mod manager within the main menu. It should
166 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
169 **Deprecated:** you should use mod.conf instead.
171 This file is used if there are no dependencies in mod.conf.
173 List of mods that have to be loaded before loading this mod.
175 A single line contains a single modname.
177 Optional dependencies can be defined by appending a question mark
178 to a single modname. This means that if the specified mod
179 is missing, it does not prevent this mod from being loaded.
181 ### `description.txt`
182 **Deprecated:** you should use mod.conf instead.
184 This file is used if there is no description in mod.conf.
186 A file containing a description to be shown in the Mods tab of the mainmenu.
188 ### `settingtypes.txt`
189 A file in the same format as the one in builtin. It will be parsed by the
190 settings menu and the settings will be displayed in the "Mods" category.
193 The main Lua script. Running this script should register everything it
194 wants to register. Subsequent execution depends on minetest calling the
195 registered callbacks.
197 `minetest.settings` can be used to read custom or existing settings at load
198 time, if necessary. (See `Settings`)
201 Models for entities or meshnodes.
203 ### `textures`, `sounds`, `media`
204 Media files (textures, sounds, whatever) that will be transferred to the
205 client and will be available for use by the mod.
208 Translation files for the clients. (See `Translations`)
210 Naming convention for registered textual names
211 ----------------------------------------------
212 Registered names should generally be in this format:
216 `<whatever>` can have these characters:
220 This is to prevent conflicting names from corrupting maps and is
221 enforced by the mod loader.
224 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
225 So the name should be `experimental:tnt`.
227 Enforcement can be overridden by prefixing the name with `:`. This can
228 be used for overriding the registrations of some other mod.
230 Example: Any mod can redefine `experimental:tnt` by using the name
235 (also that mod is required to have `experimental` as a dependency)
237 The `:` prefix can also be used for maintaining backwards compatibility.
241 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
242 `minetest.register_alias_force(name, convert_to)`.
244 This converts anything called `name` to `convert_to`.
246 The only difference between `minetest.register_alias` and
247 `minetest.register_alias_force` is that if an item called `name` exists,
248 `minetest.register_alias` will do nothing while
249 `minetest.register_alias_force` will unregister it.
251 This can be used for maintaining backwards compatibility.
253 This can also set quick access names for things, e.g. if
254 you have an item called `epiclylongmodname:stuff`, you could do
256 minetest.register_alias("stuff", "epiclylongmodname:stuff")
258 and be able to use `/giveme stuff`.
262 In a game, a certain number of these must be set to tell core mapgens which
263 of the game's nodes are to be used by the core mapgens. For example:
265 minetest.register_alias("mapgen_stone", "default:stone")
267 ### Aliases needed for all mapgens except Mapgen v6
272 "mapgen_water_source"
273 "mapgen_river_water_source"
281 Only needed for registered biomes where 'node_stone' is stone:
283 "mapgen_stair_cobble"
285 Only needed for registered biomes where 'node_stone' is desert stone:
286 "mapgen_desert_stone"
287 "mapgen_stair_desert_stone"
288 Only needed for registered biomes where 'node_stone' is sandstone:
290 "mapgen_sandstonebrick"
291 "mapgen_stair_sandstone_block"
293 ### Aliases needed for Mapgen v6
298 "mapgen_water_source"
301 "mapgen_dirt_with_grass"
304 "mapgen_desert_stone"
306 "mapgen_dirt_with_snow"
317 "mapgen_jungleleaves"
320 "mapgen_pine_needles"
325 "mapgen_stair_cobble"
327 "mapgen_stair_desert_stone"
331 Mods should generally prefix their textures with `modname_`, e.g. given
332 the mod name `foomod`, a texture could be called:
336 Textures are referred to by their complete name, or alternatively by
337 stripping out the file extension:
339 * e.g. `foomod_foothing.png`
340 * e.g. `foomod_foothing`
344 There are various texture modifiers that can be used
345 to generate textures on-the-fly.
347 ### Texture overlaying
348 Textures can be overlaid by putting a `^` between them.
352 default_dirt.png^default_grass_side.png
354 `default_grass_side.png` is overlaid over `default_dirt.png`.
355 The texture with the lower resolution will be automatically upscaled to
356 the higher resolution texture.
359 Textures can be grouped together by enclosing them in `(` and `)`.
361 Example: `cobble.png^(thing1.png^thing2.png)`
363 A texture for `thing1.png^thing2.png` is created and the resulting
364 texture is overlaid on top of `cobble.png`.
367 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
368 passing complex texture names as arguments. Escaping is done with backslash and
369 is required for `^` and `:`.
371 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
373 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
374 on top of `cobble.png`.
376 ### Advanced texture modifiers
381 * `[crack:<t>:<n>:<p>`
382 * `[cracko:<t>:<n>:<p>`
385 * `<t>` = tile count (in each direction)
386 * `<n>` = animation frame count
387 * `<p>` = current animation frame
389 Draw a step of the crack animation on the texture.
390 `crack` draws it normally, while `cracko` lays it over, keeping transparent
395 default_cobble.png^[crack:10:1
397 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
402 * `<file>` = texture to combine
404 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
405 specified coordinates.
409 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
411 #### `[resize:<w>x<h>`
412 Resizes the texture to the given dimensions.
416 default_sandstone.png^[resize:16x16
419 Makes the base image transparent according to the given ratio.
421 `r` must be between 0 and 255.
422 0 means totally transparent. 255 means totally opaque.
426 default_sandstone.png^[opacity:127
428 #### `[invert:<mode>`
429 Inverts the given channels of the base image.
430 Mode may contain the characters "r", "g", "b", "a".
431 Only the channels that are mentioned in the mode string will be inverted.
435 default_apple.png^[invert:rgb
438 Brightens the texture.
442 tnt_tnt_side.png^[brighten
445 Makes the texture completely opaque.
449 default_leaves.png^[noalpha
451 #### `[makealpha:<r>,<g>,<b>`
452 Convert one color to transparency.
456 default_cobble.png^[makealpha:128,128,128
459 * `<t>` = transformation(s) to apply
461 Rotates and/or flips the image.
463 `<t>` can be a number (between 0 and 7) or a transform name.
464 Rotations are counter-clockwise.
467 1 R90 rotate by 90 degrees
468 2 R180 rotate by 180 degrees
469 3 R270 rotate by 270 degrees
471 5 FXR90 flip X then rotate by 90 degrees
473 7 FYR90 flip Y then rotate by 90 degrees
477 default_stone.png^[transformFXR90
479 #### `[inventorycube{<top>{<left>{<right>`
480 Escaping does not apply here and `^` is replaced by `&` in texture names
483 Create an inventory cube texture using the side textures.
487 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
489 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
490 `dirt.png^grass_side.png` textures
492 #### `[lowpart:<percent>:<file>`
493 Blit the lower `<percent>`% part of `<file>` on the texture.
497 base.png^[lowpart:25:overlay.png
499 #### `[verticalframe:<t>:<n>`
500 * `<t>` = animation frame count
501 * `<n>` = current animation frame
503 Crops the texture to a frame of a vertical animation.
507 default_torch_animated.png^[verticalframe:16:8
510 Apply a mask to the base image.
512 The mask is applied using binary AND.
514 #### `[sheet:<w>x<h>:<x>,<y>`
515 Retrieves a tile at position x,y from the base image
516 which it assumes to be a tilesheet with dimensions w,h.
519 #### `[colorize:<color>:<ratio>`
520 Colorize the textures with the given color.
521 `<color>` is specified as a `ColorString`.
522 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
523 it is an int, then it specifies how far to interpolate between the
524 colors where 0 is only the texture color and 255 is only `<color>`. If
525 omitted, the alpha of `<color>` will be used as the ratio. If it is
526 the word "`alpha`", then each texture pixel will contain the RGB of
527 `<color>` and the alpha of `<color>` multiplied by the alpha of the
530 #### `[multiply:<color>`
531 Multiplies texture colors with the given color.
532 `<color>` is specified as a `ColorString`.
533 Result is more like what you'd expect if you put a color on top of another
534 color. Meaning white surfaces get a lot of your new color while black parts
535 don't change very much.
539 The goal of hardware coloring is to simplify the creation of
540 colorful nodes. If your textures use the same pattern, and they only
541 differ in their color (like colored wool blocks), you can use hardware
542 coloring instead of creating and managing many texture files.
543 All of these methods use color multiplication (so a white-black texture
544 with red coloring will result in red-black color).
547 This method is useful if you wish to create nodes/items with
548 the same texture, in different colors, each in a new node/item definition.
551 When you register an item or node, set its `color` field (which accepts a
552 `ColorSpec`) to the desired color.
554 An `ItemStack`s static color can be overwritten by the `color` metadata
555 field. If you set that field to a `ColorString`, that color will be used.
558 Each tile may have an individual static color, which overwrites every
559 other coloring methods. To disable the coloring of a face,
560 set its color to white (because multiplying with white does nothing).
561 You can set the `color` property of the tiles in the node's definition
562 if the tile is in table format.
565 For nodes and items which can have many colors, a palette is more
566 suitable. A palette is a texture, which can contain up to 256 pixels.
567 Each pixel is one possible color for the node/item.
568 You can register one node/item, which can have up to 256 colors.
570 #### Palette indexing
571 When using palettes, you always provide a pixel index for the given
572 node or `ItemStack`. The palette is read from left to right and from
573 top to bottom. If the palette has less than 256 pixels, then it is
574 stretched to contain exactly 256 pixels (after arranging the pixels
575 to one line). The indexing starts from 0.
579 * 16x16 palette, index = 0: the top left corner
580 * 16x16 palette, index = 4: the fifth pixel in the first row
581 * 16x16 palette, index = 16: the pixel below the top left corner
582 * 16x16 palette, index = 255: the bottom right corner
583 * 2 (width)x4 (height) palette, index=31: the top left corner.
584 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
585 to ensure the total 256 pixels.
586 * 2x4 palette, index=32: the top right corner
587 * 2x4 palette, index=63: the top right corner
588 * 2x4 palette, index=64: the pixel below the top left corner
590 #### Using palettes with items
591 When registering an item, set the item definition's `palette` field to
592 a texture. You can also use texture modifiers.
594 The `ItemStack`'s color depends on the `palette_index` field of the
595 stack's metadata. `palette_index` is an integer, which specifies the
596 index of the pixel to use.
598 #### Linking palettes with nodes
599 When registering a node, set the item definition's `palette` field to
600 a texture. You can also use texture modifiers.
601 The node's color depends on its `param2`, so you also must set an
602 appropriate `paramtype2`:
604 * `paramtype2 = "color"` for nodes which use their full `param2` for
605 palette indexing. These nodes can have 256 different colors.
606 The palette should contain 256 pixels.
607 * `paramtype2 = "colorwallmounted"` for nodes which use the first
608 five bits (most significant) of `param2` for palette indexing.
609 The remaining three bits are describing rotation, as in `wallmounted`
610 paramtype2. Division by 8 yields the palette index (without stretching the
611 palette). These nodes can have 32 different colors, and the palette
612 should contain 32 pixels.
614 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
615 pixel will be picked from the palette.
616 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
617 pixel will be picked from the palette.
618 * `paramtype2 = "colorfacedir"` for nodes which use the first
619 three bits of `param2` for palette indexing. The remaining
620 five bits are describing rotation, as in `facedir` paramtype2.
621 Division by 32 yields the palette index (without stretching the
622 palette). These nodes can have 8 different colors, and the
623 palette should contain 8 pixels.
625 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
626 first (= 0 + 1) pixel will be picked from the palette.
627 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
628 second (= 1 + 1) pixel will be picked from the palette.
630 To colorize a node on the map, set its `param2` value (according
631 to the node's paramtype2).
633 ### Conversion between nodes in the inventory and the on the map
634 Static coloring is the same for both cases, there is no need
637 If the `ItemStack`'s metadata contains the `color` field, it will be
638 lost on placement, because nodes on the map can only use palettes.
640 If the `ItemStack`'s metadata contains the `palette_index` field, it is
641 automatically transferred between node and item forms by the engine,
642 when a player digs or places a colored node.
643 You can disable this feature by setting the `drop` field of the node
644 to itself (without metadata).
645 To transfer the color to a special drop, you need a drop table.
649 minetest.register_node("mod:stone", {
650 description = "Stone",
651 tiles = {"default_stone.png"},
652 paramtype2 = "color",
653 palette = "palette.png",
656 -- assume that mod:cobblestone also has the same palette
657 {items = {"mod:cobblestone"}, inherit_color = true },
662 ### Colored items in craft recipes
663 Craft recipes only support item strings, but fortunately item strings
664 can also contain metadata. Example craft recipe registration:
666 minetest.register_craft({
667 output = minetest.itemstring_with_palette("wool:block", 3),
675 To set the `color` field, you can use `minetest.itemstring_with_color`.
677 Metadata field filtering in the `recipe` field are not supported yet,
678 so the craft output is independent of the color of the ingredients.
682 Sometimes hardware coloring is not enough, because it affects the
683 whole tile. Soft texture overlays were added to Minetest to allow
684 the dynamic coloring of only specific parts of the node's texture.
685 For example a grass block may have colored grass, while keeping the
688 These overlays are 'soft', because unlike texture modifiers, the layers
689 are not merged in the memory, but they are simply drawn on top of each
690 other. This allows different hardware coloring, but also means that
691 tiles with overlays are drawn slower. Using too much overlays might
694 For inventory and wield images you can specify overlays which
695 hardware coloring does not modify. You have to set `inventory_overlay`
696 and `wield_overlay` fields to an image name.
698 To define a node overlay, simply set the `overlay_tiles` field of the node
699 definition. These tiles are defined in the same way as plain tiles:
700 they can have a texture name, color etc.
701 To skip one face, set that overlay tile to an empty string.
703 Example (colored grass block):
705 minetest.register_node("default:dirt_with_grass", {
706 description = "Dirt with Grass",
707 -- Regular tiles, as usual
708 -- The dirt tile disables palette coloring
709 tiles = {{name = "default_grass.png"},
710 {name = "default_dirt.png", color = "white"}},
711 -- Overlay tiles: define them in the same style
712 -- The top and bottom tile does not have overlay
713 overlay_tiles = {"", "",
714 {name = "default_grass_side.png", tileable_vertical = false}},
715 -- Global color, used in inventory
717 -- Palette in the world
718 paramtype2 = "color",
719 palette = "default_foilage.png",
724 Only Ogg Vorbis files are supported.
726 For positional playing of sounds, only single-channel (mono) files are
727 supported. Otherwise OpenAL will play them non-positionally.
729 Mods should generally prefix their sounds with `modname_`, e.g. given
730 the mod name "`foomod`", a sound could be called:
734 Sounds are referred to by their name with a dot, a single digit and the
735 file extension stripped out. When a sound is played, the actual sound file
736 is chosen randomly from the matching sounds.
738 When playing the sound `foomod_foosound`, the sound is chosen randomly
739 from the available ones of the following files:
741 * `foomod_foosound.ogg`
742 * `foomod_foosound.0.ogg`
743 * `foomod_foosound.1.ogg`
745 * `foomod_foosound.9.ogg`
747 Examples of sound parameter tables:
749 -- Play locationless on all clients
751 gain = 1.0, -- default
752 fade = 0.0, -- default, change to a value > 0 to fade the sound in
753 pitch = 1.0, -- default
755 -- Play locationless to one player
758 gain = 1.0, -- default
759 fade = 0.0, -- default, change to a value > 0 to fade the sound in
760 pitch = 1.0, -- default
762 -- Play locationless to one player, looped
765 gain = 1.0, -- default
768 -- Play in a location
770 pos = {x = 1, y = 2, z = 3},
771 gain = 1.0, -- default
772 max_hear_distance = 32, -- default, uses an euclidean metric
774 -- Play connected to an object, looped
776 object = <an ObjectRef>,
777 gain = 1.0, -- default
778 max_hear_distance = 32, -- default, uses an euclidean metric
782 Looped sounds must either be connected to an object or played locationless to
783 one player using `to_player = name,`
785 ### `SimpleSoundSpec`
787 * e.g. `"default_place_node"`
789 * e.g. `{name = "default_place_node"}`
790 * e.g. `{name = "default_place_node", gain = 1.0}`
791 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
793 Registered definitions of stuff
794 -------------------------------
795 Anything added using certain `minetest.register_*` functions get added to
796 the global `minetest.registered_*` tables.
798 * `minetest.register_entity(name, prototype table)`
799 * added to `minetest.registered_entities[name]`
801 * `minetest.register_node(name, node definition)`
802 * added to `minetest.registered_items[name]`
803 * added to `minetest.registered_nodes[name]`
805 * `minetest.register_tool(name, item definition)`
806 * added to `minetest.registered_items[name]`
808 * `minetest.register_craftitem(name, item definition)`
809 * added to `minetest.registered_items[name]`
811 * `minetest.unregister_item(name)`
812 * Unregisters the item name from engine, and deletes the entry with key
813 * `name` from `minetest.registered_items` and from the associated item
814 * table according to its nature: `minetest.registered_nodes[]` etc
816 * `minetest.register_biome(biome definition)`
817 * returns an integer uniquely identifying the registered biome
818 * added to `minetest.registered_biome` with the key of `biome.name`
819 * if `biome.name` is nil, the key is the returned ID
821 * `minetest.unregister_biome(name)`
822 * Unregisters the biome name from engine, and deletes the entry with key
823 * `name` from `minetest.registered_biome`
825 * `minetest.register_ore(ore definition)`
826 * returns an integer uniquely identifying the registered ore
827 * added to `minetest.registered_ores` with the key of `ore.name`
828 * if `ore.name` is nil, the key is the returned ID
830 * `minetest.register_decoration(decoration definition)`
831 * returns an integer uniquely identifying the registered decoration
832 * added to `minetest.registered_decorations` with the key of
834 * if `decoration.name` is nil, the key is the returned ID
836 * `minetest.register_schematic(schematic definition)`
837 * returns an integer uniquely identifying the registered schematic
838 * added to `minetest.registered_schematic` with the key of `schematic.name`
839 * if `schematic.name` is nil, the key is the returned ID
840 * if the schematic is loaded from a file, schematic.name is set to the
842 * if the function is called when loading the mod, and schematic.name is a
843 relative path, then the current mod path will be prepended to the
846 * `minetest.clear_registered_biomes()`
847 * clears all biomes currently registered
849 * `minetest.clear_registered_ores()`
850 * clears all ores currently registered
852 * `minetest.clear_registered_decorations()`
853 * clears all decorations currently registered
855 * `minetest.clear_registered_schematics()`
856 * clears all schematics currently registered
858 Note that in some cases you will stumble upon things that are not contained
859 in these tables (e.g. when a mod has been removed). Always check for
860 existence before trying to access the fields.
862 Example: If you want to check the drawtype of a node, you could do:
864 local function get_nodedef_field(nodename, fieldname)
865 if not minetest.registered_nodes[nodename] then
868 return minetest.registered_nodes[nodename][fieldname]
870 local drawtype = get_nodedef_field(nodename, "drawtype")
872 Example: `minetest.get_item_group(name, group)` has been implemented as:
874 function minetest.get_item_group(name, group)
875 if not minetest.registered_items[name] or not
876 minetest.registered_items[name].groups[group] then
879 return minetest.registered_items[name].groups[group]
884 Nodes are the bulk data of the world: cubes and other things that take the
885 space of a cube. Huge amounts of them are handled efficiently, but they
888 The definition of a node is stored and can be accessed by name in
890 minetest.registered_nodes[node.name]
892 See "Registered definitions of stuff".
894 Nodes are passed by value between Lua and the engine.
895 They are represented by a table:
897 {name="name", param1=num, param2=num}
899 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
900 them for certain automated functions. If you don't use these functions, you can
901 use them to store arbitrary values.
903 The functions of `param1` and `param2` are determined by certain fields in the
906 `param1` is reserved for the engine when `paramtype != "none"`:
909 ^ The value stores light with and without sun in its upper and lower 4 bits
910 respectively. Allows light to propagate from or through the node with
911 light value falling by 1 per node. This is essential for a light source
912 node to spread its light.
914 `param2` is reserved for the engine when any of these are used:
916 liquidtype == "flowing"
917 ^ The level and some flags of the liquid is stored in param2
918 drawtype == "flowingliquid"
919 ^ The drawn liquid level is read from param2
920 drawtype == "torchlike"
921 drawtype == "signlike"
922 paramtype2 == "wallmounted"
923 ^ The rotation of the node is stored in param2. You can make this value
924 by using minetest.dir_to_wallmounted().
925 paramtype2 == "facedir"
926 ^ The rotation of the node is stored in param2. Furnaces and chests are
927 rotated this way. Can be made by using minetest.dir_to_facedir().
929 facedir / 4 = axis direction:
930 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
931 facedir modulo 4 = rotation around that axis
932 paramtype2 == "leveled"
933 ^ Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
935 The level of the top face of the nodebox is stored in param2.
936 The other faces are defined by 'fixed = {}' like 'type = "fixed"'
938 The nodebox height is (param2 / 64) nodes.
939 The maximum accepted value of param2 is 127.
941 The height of the 'plantlike' section is stored in param2.
942 The height is (param2 / 16) nodes.
943 paramtype2 == "degrotate"
944 ^ Only valid for "plantlike". The rotation of the node is stored in param2.
945 Values range 0 - 179. The value stored in param2 is multiplied by two to
946 get the actual rotation in degrees of the node.
947 paramtype2 == "meshoptions"
948 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which
949 can be used to change how the client draws plantlike nodes.
950 Bits 0, 1 and 2 form a mesh selector.
951 Currently the following meshes are choosable:
952 0 = a "x" shaped plant (ordinary plant)
953 1 = a "+" shaped plant (just rotated 45 degrees)
954 2 = a "*" shaped plant with 3 faces instead of 2
955 3 = a "#" shaped plant with 4 faces instead of 2
956 4 = a "#" shaped plant with 4 faces that lean outwards
957 5-7 are unused and reserved for future meshes.
958 Bits 3 through 7 are optional flags that can be combined and give these
960 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
961 bit 4 (0x10) - Makes the plant mesh 1.4x larger
962 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
963 bits 6-7 are reserved for future use.
964 paramtype2 == "color"
965 ^ `param2` tells which color is picked from the palette.
966 The palette should have 256 pixels.
967 paramtype2 == "colorfacedir"
968 ^ Same as `facedir`, but with colors.
969 The first three bits of `param2` tells which color
970 is picked from the palette.
971 The palette should have 8 pixels.
972 paramtype2 == "colorwallmounted"
973 ^ Same as `wallmounted`, but with colors.
974 The first five bits of `param2` tells which color
975 is picked from the palette.
976 The palette should have 32 pixels.
977 paramtype2 == "glasslikeliquidlevel"
978 ^ Only valid for "glasslike_framed" or "glasslike_framed_optional"
980 param2 values 0-63 define 64 levels of internal liquid, 0 being empty and
982 Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
984 Nodes can also contain extra data. See "Node Metadata".
988 There are a bunch of different looking node types.
990 Look for examples in `games/minimal` or `games/minetest_game`.
995 * Invisible, uses no texture.
997 * The cubic source node for a liquid.
999 * The flowing version of a liquid, appears with various heights and slopes.
1001 * Often used for partially-transparent nodes.
1002 * Only external sides of textures are visible.
1003 * `glasslike_framed`
1004 * All face-connected nodes are drawn as one volume within a surrounding
1006 * The frame appearence is generated from the edges of the first texture
1007 specified in `tiles`. The width of the edges used are 1/16th of texture
1008 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1009 * The glass 'shine' (or other desired detail) on each node face is supplied
1010 by the second texture specified in `tiles`.
1011 * `glasslike_framed_optional`
1012 * This switches between the above 2 drawtypes according to the menu setting
1015 * Often used for partially-transparent nodes.
1016 * External and internal sides of textures are visible.
1017 * `allfaces_optional`
1018 * Often used for leaves nodes.
1019 * This switches between `normal`, `glasslike` and `allfaces` according to
1020 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1021 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1022 is used instead, if present. This allows a visually thicker texture to be
1023 used to compensate for how `glasslike` reduces visual thickness.
1025 * A single vertical texture.
1026 * If placed on top of a node, uses the first texture specified in `tiles`.
1027 * If placed against the underside of a node, uses the second texture
1028 specified in `tiles`.
1029 * If placed on the side of a node, uses the third texture specified in
1030 `tiles` and is perpendicular to that node.
1032 * A single texture parallel to, and mounted against, the top, underside or
1035 * Two vertical and diagonal textures at right-angles to each other.
1036 * See `paramtype2 == "meshoptions"` above for other options.
1038 * When above a flat surface, appears as 6 textures, the central 2 as
1039 `plantlike` plus 4 more surrounding those.
1040 * If not above a surface the central 2 do not appear, but the texture
1041 appears against the faces of surrounding nodes if they are present.
1043 * A 3D model suitable for a wooden fence.
1044 * One placed node appears as a single vertical post.
1045 * Adjacently-placed nodes cause horizontal bars to appear between them.
1047 * Often used for tracks for mining carts.
1048 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1049 curved, t-junction, crossing.
1050 * Each placed node automatically switches to a suitable rotated texture
1051 determined by the adjacent `raillike` nodes, in order to create a
1052 continuous track network.
1053 * Becomes a sloping node if placed against stepped nodes.
1055 * Often used for stairs and slabs.
1056 * Allows defining nodes consisting of an arbitrary number of boxes.
1057 * See 'Node boxes' below for more information.
1059 * Uses models for nodes.
1060 * Tiles should hold model materials textures.
1061 * Only static meshes are implemented.
1062 * For supported model formats see Irrlicht engine documentation.
1063 * `plantlike_rooted`
1064 * Enables underwater `plantlike` without air bubbles around the nodes.
1065 * Consists of a base cube at the co-ordinates of the node plus a
1066 `plantlike` extension above with a height of `param2 / 16` nodes.
1067 * The `plantlike` extension visually passes through any nodes above the
1068 base cube without affecting them.
1069 * The base cube texture tiles are defined as normal, the `plantlike`
1070 extension uses the defined special tile, for example:
1071 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1073 `*_optional` drawtypes need less rendering time if deactivated
1074 (always client-side).
1078 Node selection boxes are defined using "node boxes".
1080 A nodebox is defined as any of:
1083 -- A normal cube; the default in most things
1087 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1089 fixed = box OR {box1, box2, ...}
1092 -- A variable height box (or boxes) with the top face position defined
1093 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1095 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1097 fixed = box OR {box1, box2, ...}
1100 -- A box like the selection box for torches
1101 -- (wallmounted param2 is used, if applicable)
1102 type = "wallmounted",
1108 -- A node that has optional boxes depending on neighbouring nodes'
1109 -- presence and type. See also `connects_to`.
1111 fixed = box OR {box1, box2, ...}
1112 connect_top = box OR {box1, box2, ...}
1113 connect_bottom = box OR {box1, box2, ...}
1114 connect_front = box OR {box1, box2, ...}
1115 connect_left = box OR {box1, box2, ...}
1116 connect_back = box OR {box1, box2, ...}
1117 connect_right = box OR {box1, box2, ...}
1118 -- The following `disconnected_*` boxes are the opposites of the
1119 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1120 -- on the respective side, the corresponding disconnected box is drawn.
1121 disconnected_top = box OR {box1, box2, ...}
1122 disconnected_bottom = box OR {box1, box2, ...}
1123 disconnected_front = box OR {box1, box2, ...}
1124 disconnected_left = box OR {box1, box2, ...}
1125 disconnected_back = box OR {box1, box2, ...}
1126 disconnected_right = box OR {box1, box2, ...}
1127 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1128 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1129 neighbours to the sides
1132 A `box` is defined as:
1134 {x1, y1, z1, x2, y2, z2}
1136 A box of a regular node would look like:
1138 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1142 Perlin noise creates a continuously-varying value depending on the input values.
1143 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
1144 The result is used during map generation to create the terrain shape, vary heat
1145 and humidity to distribute biomes, vary the density of decorations or vary the
1148 ### Structure of perlin noise
1149 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
1150 The smooth wavy noise it generates has a single characteristic scale, almost
1151 like a 'wavelength', so on its own does not create fine detail.
1152 Due to this perlin noise combines several octaves to create variation on
1153 multiple scales. Each additional octave has a smaller 'wavelength' than the
1156 This combination results in noise varying very roughly between -2.0 and 2.0 and
1157 with an average value of 0.0, so `scale` and `offset` are then used to multiply
1158 and offset the noise variation.
1160 The final perlin noise variation is created as follows:
1162 noise = offset + scale * (octave1 +
1163 octave2 * persistence +
1164 octave3 * persistence ^ 2 +
1165 octave4 * persistence ^ 3 +
1170 Noise Parameters are commonly called `NoiseParams`.
1173 After the multiplication by `scale` this is added to the result and is the final
1174 step in creating the noise value.
1175 Can be positive or negative.
1178 Once all octaves have been combined, the result is multiplied by this.
1179 Can be positive or negative.
1182 For octave1, this is roughly the change of input value needed for a very large
1183 variation in the noise value generated by octave1. It is almost like a
1184 'wavelength' for the wavy noise variation.
1185 Each additional octave has a 'wavelength' that is smaller than the previous
1186 octave, to create finer detail. `spread` will therefore roughly be the typical
1187 size of the largest structures in the final noise variation.
1189 `spread` is a vector with values for x, y, z to allow the noise variation to be
1190 stretched or compressed in the desired axes.
1191 Values are positive numbers.
1194 This is a whole number that determines the entire pattern of the noise
1195 variation. Altering it enables different noise patterns to be created.
1196 With other parameters equal, different seeds produce different noise patterns
1197 and identical seeds produce identical noise patterns.
1199 For this parameter you can randomly choose any whole number. Usually it is
1200 preferable for this to be different from other seeds, but sometimes it is useful
1201 to be able to create identical noise patterns.
1203 When used in mapgen this is actually a 'seed offset', it is added to the
1204 'world seed' to create the seed used by the noise, to ensure the noise has a
1205 different pattern in different worlds.
1208 The number of simple noise generators that are combined.
1209 A whole number, 1 or more.
1210 Each additional octave adds finer detail to the noise but also increases the
1211 noise calculation load.
1212 3 is a typical minimum for a high quality, complex and natural-looking noise
1213 variation. 1 octave has a slight 'gridlike' appearence.
1215 Choose the number of octaves according to the `spread` and `lacunarity`, and the
1216 size of the finest detail you require. For example:
1217 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
1218 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
1219 512, 256, 128, 64, 32, 16 nodes.
1222 Each additional octave has an amplitude that is the amplitude of the previous
1223 octave multiplied by `persistence`, to reduce the amplitude of finer details,
1224 as is often helpful and natural to do so.
1225 Since this controls the balance of fine detail to large-scale detail
1226 `persistence` can be thought of as the 'roughness' of the noise.
1228 A positive or negative non-zero number, often between 0.3 and 1.0.
1229 A common medium value is 0.5, such that each octave has half the amplitude of
1230 the previous octave.
1231 This may need to be tuned when altering `lacunarity`; when doing so consider
1232 that a common medium value is 1 / lacunarity.
1235 Each additional octave has a 'wavelength' that is the 'wavelength' of the
1236 previous octave multiplied by 1 / lacunarity, to create finer detail.
1237 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
1239 A positive number no smaller than 1.0.
1240 Values below 2.0 create higher quality noise at the expense of requiring more
1241 octaves to cover a paticular range of 'wavelengths'.
1244 Leave this field unset for no special handling.
1245 Currently supported are `defaults`, `eased` and `absvalue`:
1248 Specify this if you would like to keep auto-selection of eased/not-eased while
1249 specifying some other flags.
1252 Maps noise gradient values onto a quintic S-curve before performing
1253 interpolation. This results in smooth, rolling noise.
1254 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
1256 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
1258 Easing a 3D noise significantly increases the noise calculation load, so use
1262 The absolute value of each octave's noise variation is used when combining the
1263 octaves. The final perlin noise variation is created as follows:
1265 noise = offset + scale * (abs(octave1) +
1266 abs(octave2) * persistence +
1267 abs(octave3) * persistence ^ 2 +
1268 abs(octave4) * persistence ^ 3 +
1272 For 2D or 3D perlin noise or perlin noise maps:
1277 spread = {x = 500, y = 500, z = 500},
1282 flags = "defaults, absvalue",
1285 For 2D noise the Z component of `spread` is still defined but is ignored.
1286 A single noise parameter table can be used for 2D or 3D noise.
1290 These tell in what manner the ore is generated.
1292 All default ores are of the uniformly-distributed scatter type.
1295 Randomly chooses a location and generates a cluster of ore.
1297 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
1298 at that point is greater than the `noise_threshold`, giving the ability to
1299 create a non-equal distribution of ore.
1302 Creates a sheet of ore in a blob shape according to the 2D perlin noise
1303 described by `noise_params` and `noise_threshold`. This is essentially an
1304 improved version of the so-called "stratus" ore seen in some unofficial mods.
1306 This sheet consists of vertical columns of uniform randomly distributed height,
1307 varying between the inclusive range `column_height_min` and `column_height_max`.
1308 If `column_height_min` is not specified, this parameter defaults to 1.
1309 If `column_height_max` is not specified, this parameter defaults to `clust_size`
1310 for reverse compatibility. New code should prefer `column_height_max`.
1312 The `column_midpoint_factor` parameter controls the position of the column at
1313 which ore emanates from.
1314 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
1315 equally starting from each direction.
1316 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
1317 this parameter is not specified, the default is 0.5.
1319 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
1323 Creates a sheet of ore in a cloud-like puff shape.
1325 As with the `sheet` ore type, the size and shape of puffs are described by
1326 `noise_params` and `noise_threshold` and are placed at random vertical
1327 positions within the currently generated chunk.
1329 The vertical top and bottom displacement of each puff are determined by the
1330 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
1333 Creates a deformed sphere of ore according to 3d perlin noise described by
1334 `noise_params`. The maximum size of the blob is `clust_size`, and
1335 `clust_scarcity` has the same meaning as with the `scatter` type.
1338 Creates veins of ore varying in density by according to the intersection of two
1339 instances of 3d perlin noise with different seeds, both described by
1342 `random_factor` varies the influence random chance has on placement of an ore
1343 inside the vein, which is `1` by default. Note that modifying this parameter
1344 may require adjusting `noise_threshold`.
1346 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
1349 This ore type is difficult to control since it is sensitive to small changes.
1350 The following is a decent set of parameters to work from:
1355 spread = {x=200, y=200, z=200},
1362 noise_threshold = 1.6
1364 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
1365 computationally expensive than any other ore.
1368 Creates a single undulating ore stratum that is continuous across mapchunk
1369 borders and horizontally spans the world.
1371 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
1372 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
1373 defines the stratum's vertical thickness (in units of nodes). Due to being
1374 continuous across mapchunk borders the stratum's vertical thickness is
1377 If the noise parameter `noise_params` is omitted the ore will occur from y_min
1378 to y_max in a simple horizontal stratum.
1380 A parameter `stratum_thickness` can be provided instead of the noise parameter
1381 `np_stratum_thickness`, to create a constant thickness.
1383 Leaving out one or both noise parameters makes the ore generation less
1384 intensive, useful when adding multiple strata.
1386 `y_min` and `y_max` define the limits of the ore generation and for performance
1387 reasons should be set as close together as possible but without clipping the
1388 stratum's Y variation.
1390 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
1391 solid-ore stratum would require a `clust_scarcity` of 1.
1393 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
1394 `random_factor` are ignored by this ore type.
1398 See section "Flag Specifier Format".
1400 Currently supported flags:
1401 `puff_cliffs`, `puff_additive_composition`.
1404 If set, puff ore generation will not taper down large differences in
1405 displacement when approaching the edge of a puff. This flag has no effect for
1406 ore types other than `puff`.
1408 ### `puff_additive_composition`
1409 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
1410 in a negative displacement, the sub-column at that point is not generated. With
1411 this attribute set, puff ore generation will instead generate the absolute
1412 difference in noise displacement values. This flag has no effect for ore types
1417 The varying types of decorations that can be placed.
1420 Creates a 1 times `H` times 1 column of a specified node (or a random node from
1421 a list, if a decoration list is specified). Can specify a certain node it must
1422 spawn next to, such as water or lava, for example. Can also generate a
1423 decoration of random height between a specified lower and upper bound.
1424 This type of decoration is intended for placement of grass, flowers, cacti,
1425 papyri, waterlilies and so on.
1428 Copies a box of `MapNodes` from a specified schematic file (or raw description).
1429 Can specify a probability of a node randomly appearing when placed.
1430 This decoration type is intended to be used for multi-node sized discrete
1431 structures, such as trees, cave spikes, rocks, and so on.
1435 --------------------
1436 A schematic specifier identifies a schematic by either a filename to a
1437 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
1438 in the form of a table. This table specifies the following fields:
1440 * The `size` field is a 3D vector containing the dimensions of the provided
1441 schematic. (required)
1442 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th
1443 vertical slice of the schematic to have a `prob / 256 * 100` chance of
1444 occurring. (default: 255)
1445 * The `data` field is a flat table of MapNode tables making up the schematic,
1446 in the order of `[z [y [x]]]`. (required)
1447 Each MapNode table contains:
1448 * `name`: the name of the map node to place (required)
1449 * `prob` (alias `param1`): the probability of this node being placed
1451 * `param2`: the raw param2 value of the node being placed onto the map
1453 * `force_place`: boolean representing if the node should forcibly overwrite
1454 any previous contents (default: false)
1456 About probability values:
1458 * A probability value of `0` or `1` means that node will never appear
1460 * A probability value of `254` or `255` means the node will always appear
1462 * If the probability value `p` is greater than `1`, then there is a
1463 `(p / 256 * 100)` percent chance that node will appear when the schematic is
1467 Schematic attributes
1468 --------------------
1469 See section "Flag Specifier Format".
1471 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
1474 * `place_center_x`: Placement of this decoration is centered along the X axis.
1475 * `place_center_y`: Placement of this decoration is centered along the Y axis.
1476 * `place_center_z`: Placement of this decoration is centered along the Z axis.
1477 * `force_placement`: Schematic nodes other than "ignore" will replace existing
1483 The position field is used for all element types.
1485 To account for differing resolutions, the position coordinates are the
1486 percentage of the screen, ranging in value from `0` to `1`.
1488 The name field is not yet used, but should contain a description of what the
1489 HUD element represents. The direction field is the direction in which something
1492 `0` draws from left to right, `1` draws from right to left, `2` draws from
1493 top to bottom, and `3` draws from bottom to top.
1495 The `alignment` field specifies how the item will be aligned. It ranges from
1496 `-1` to `1`, with `0` being the center. `-1` is moved to the left/up, and `1`
1497 is to the right/down. Fractional values can be used.
1499 The `offset` field specifies a pixel offset from the position. Contrary to
1500 position, the offset is not scaled to screen size. This allows for some
1501 precisely positioned items in the HUD.
1503 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1506 Below are the specific uses for fields in each type; fields not listed for that
1509 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is
1510 still in the experimental stages.
1513 Displays an image on the HUD.
1515 * `scale`: The scale of the image, with 1 being the original texture size.
1516 Only the X coordinate scale is used (positive values).
1517 Negative values represent that percentage of the screen it
1518 should take; e.g. `x=-100` means 100% (width).
1519 * `text`: The name of the texture that is displayed.
1520 * `alignment`: The alignment of the image.
1521 * `offset`: offset in pixels from position.
1524 Displays text on the HUD.
1526 * `scale`: Defines the bounding rectangle of the text.
1527 A value such as `{x=100, y=100}` should work.
1528 * `text`: The text to be displayed in the HUD element.
1529 * `number`: An integer containing the RGB value of the color used to draw the
1530 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1531 * `alignment`: The alignment of the text.
1532 * `offset`: offset in pixels from position.
1535 Displays a horizontal bar made up of half-images.
1537 * `text`: The name of the texture that is used.
1538 * `number`: The number of half-textures that are displayed.
1539 If odd, will end with a vertically center-split texture.
1541 * `offset`: offset in pixels from position.
1542 * `size`: If used, will force full-image size to this value (override texture
1546 * `text`: The name of the inventory list to be displayed.
1547 * `number`: Number of items in the inventory to be displayed.
1548 * `item`: Position of item that is selected.
1550 * `offset`: offset in pixels from position.
1553 Displays distance to selected world position.
1555 * `name`: The name of the waypoint.
1556 * `text`: Distance suffix. Can be blank.
1557 * `number:` An integer containing the RGB value of the color used to draw the
1559 * `world_pos`: World position of the waypoint.
1561 Representations of simple things
1562 --------------------------------
1566 {x=num, y=num, z=num}
1568 For helper functions see "Vector helpers".
1571 * `{type="nothing"}`
1572 * `{type="node", under=pos, above=pos}`
1573 * `{type="object", ref=ObjectRef}`
1575 Flag Specifier Format
1576 ---------------------
1577 Flags using the standardized flag specifier format can be specified in either
1578 of two ways, by string or table.
1580 The string format is a comma-delimited set of flag names; whitespace and
1581 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1582 flag, and specifying a flag prefixed by the string `"no"` explicitly
1583 clears the flag from whatever the default may be.
1585 In addition to the standard string flag format, the schematic flags field can
1586 also be a table of flag names to boolean values representing whether or not the
1587 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1588 is present, mapped to a boolean of any value, the specified flag is unset.
1590 E.g. A flag field of value
1592 {place_center_x = true, place_center_y=false, place_center_z=true}
1596 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1598 which is equivalent to
1600 "place_center_x, noplace_center_y, place_center_z"
1604 "place_center_x, place_center_z"
1606 since, by default, no schematic attributes are set.
1612 There are three kinds of items: nodes, tools and craftitems.
1614 * Node (`register_node`): A node from the world.
1615 * Tool (`register_tool`): A tool/weapon that can dig and damage
1616 things according to `tool_capabilities`.
1617 * Craftitem (`register_craftitem`): A miscellaneous item.
1620 All item stacks have an amount between 0 to 65535. It is 1 by
1621 default. Tool item stacks can not have an amount greater than 1.
1623 Tools use a wear (=damage) value ranging from 0 to 65535. The
1624 value 0 is the default and used is for unworn tools. The values
1625 1 to 65535 are used for worn tools, where a higher value stands for
1626 a higher wear. Non-tools always have a wear value of 0.
1629 Items and item stacks can exist in three formats: Serializes, table format
1633 This is called "stackstring" or "itemstring". It is a simple string with
1634 1-3 components: the full item identifier, an optional amount and an optional
1637 <identifier> [<amount>[ <wear>]]
1641 * `'default:apple'`: 1 apple
1642 * `'default:dirt 5'`: 5 dirt
1643 * `'default:pick_stone'`: a new stone pickaxe
1644 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1651 {name="default:dirt", count=5, wear=0, metadata=""}
1653 A wooden pick about 1/3 worn out:
1655 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1659 {name="default:apple", count=1, wear=0, metadata=""}
1662 A native C++ format with many helper methods. Useful for converting
1663 between formats. See the Class reference section for details.
1665 When an item must be passed to a function, it can usually be in any of
1671 In a number of places, there is a group table. Groups define the
1672 properties of a thing (item, node, armor of entity, capabilities of
1673 tool) in such a way that the engine and other mods can can interact with
1674 the thing without actually knowing what the thing is.
1677 Groups are stored in a table, having the group names with keys and the
1678 group ratings as values. For example:
1680 groups = {crumbly=3, soil=1}
1683 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1684 -- ^ A more special dirt-kind of thing
1686 Groups always have a rating associated with them. If there is no
1687 useful meaning for a rating for an enabled group, it shall be `1`.
1689 When not defined, the rating of a group defaults to `0`. Thus when you
1690 read groups, you must interpret `nil` and `0` as the same value, `0`.
1692 You can read the rating of a group for an item or a node by using
1694 minetest.get_item_group(itemname, groupname)
1697 Groups of items can define what kind of an item it is (e.g. wool).
1700 In addition to the general item things, groups are used to define whether
1701 a node is destroyable and how long it takes to destroy by a tool.
1703 ### Groups of entities
1704 For entities, groups are, as of now, used only for calculating damage.
1705 The rating is the percentage of damage caused by tools with this damage group.
1706 See "Entity damage mechanism".
1708 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1709 object.set_armor_groups({fleshy=30, cracky=80})
1712 Groups in tools define which groups of nodes and entities they are
1715 ### Groups in crafting recipes
1716 An example: Make meat soup from any meat, any water and any bowl:
1719 output = 'food:meat_soup_raw',
1725 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1728 Another example: Make red wool from white wool and red dye:
1732 output = 'wool:red',
1733 recipe = {'wool:white', 'group:dye,basecolor_red'},
1737 * `immortal`: Disables the group damage system for an entity
1738 * `punch_operable`: For entities; disables the regular damage mechanism for
1739 players punching it by hand or a non-tool item, so that it can do something
1740 else than take damage.
1741 * `level`: Can be used to give an additional sense of progression in the game.
1742 * A larger level will cause e.g. a weapon of a lower level make much less
1743 damage, and get worn out much faster, or not be able to get drops
1744 from destroyed nodes.
1745 * `0` is something that is directly accessible at the start of gameplay
1746 * There is no upper limit
1747 * `dig_immediate`: (player can always pick up node without reducing tool wear)
1748 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1749 * `3`: the node always gets the digging time 0 seconds (torch)
1750 * `disable_jump`: Player (and possibly other things) cannot jump from node
1751 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1752 * `bouncy`: value is bounce speed in percent
1753 * `falling_node`: if there is no walkable block under the node it will fall
1754 * `attached_node`: if the node under it is not a walkable block the node will be
1755 dropped as an item. If the node is wallmounted the wallmounted direction is
1757 * `soil`: saplings will grow on nodes in this group
1758 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1759 connect to each other
1760 * `slippery`: Players and items will slide on the node.
1761 Slipperiness rises steadily with `slippery` value, starting at 1.
1764 ### Known damage and digging time defining groups
1765 * `crumbly`: dirt, sand
1766 * `cracky`: tough but crackable stuff like stone.
1767 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1768 plants, wire, sheets of metal
1769 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1770 * `fleshy`: Living things like animals and the player. This could imply
1771 some blood effects when hitting.
1772 * `explody`: Especially prone to explosions
1773 * `oddly_breakable_by_hand`:
1774 Can be added to nodes that shouldn't logically be breakable by the
1775 hand but are. Somewhat similar to `dig_immediate`, but times are more
1776 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1777 speed of a tool if the tool can dig at a faster speed than this
1778 suggests for the hand.
1780 ### Examples of custom groups
1781 Item groups are often used for defining, well, _groups of items_.
1783 * `meat`: any meat-kind of a thing (rating might define the size or healing
1784 ability or be irrelevant -- it is not defined as of yet)
1785 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1787 * `flammable`: can be set on fire. Rating might define the intensity of the
1788 fire, affecting e.g. the speed of the spreading of an open fire.
1789 * `wool`: any wool (any origin, any color)
1790 * `metal`: any metal
1791 * `weapon`: any weapon
1792 * `heavy`: anything considerably heavy
1794 ### Digging time calculation specifics
1795 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1796 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1797 faster digging time.
1799 The `level` group is used to limit the toughness of nodes a tool can dig
1800 and to scale the digging times / damage to a greater extent.
1802 **Please do understand this**, otherwise you cannot use the system to it's
1805 Tools define their properties by a list of parameters for groups. They
1806 cannot dig other groups; thus it is important to use a standard bunch of
1807 groups to enable interaction with tools.
1809 #### Tools definition
1812 * Full punch interval
1813 * Maximum drop level
1814 * For an arbitrary list of groups:
1815 * Uses (until the tool breaks)
1816 * Maximum level (usually `0`, `1`, `2` or `3`)
1820 #### Full punch interval
1821 When used as a weapon, the tool will do full damage if this time is spent
1822 between punches. If e.g. half the time is spent, the tool will do half
1825 #### Maximum drop level
1826 Suggests the maximum level of node, when dug with the tool, that will drop
1827 it's useful item. (e.g. iron ore to drop a lump of iron).
1829 This is not automated; it is the responsibility of the node definition
1833 Determines how many uses the tool has when it is used for digging a node,
1834 of this group, of the maximum level. For lower leveled nodes, the use count
1835 is multiplied by `3^leveldiff`.
1837 * `uses=10, leveldiff=0`: actual uses: 10
1838 * `uses=10, leveldiff=1`: actual uses: 30
1839 * `uses=10, leveldiff=2`: actual uses: 90
1842 Tells what is the maximum level of a node of this group that the tool will
1846 List of digging times for different ratings of the group, for nodes of the
1849 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1850 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1851 for this group, and unable to dig the rating `1`, which is the toughest.
1852 Unless there is a matching group that enables digging otherwise.
1854 If the result digging time is 0, a delay of 0.15 seconds is added between
1855 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1856 i.e. players can more quickly click the nodes away instead of holding LMB.
1859 List of damage for groups of entities. See "Entity damage mechanism".
1861 #### Example definition of the capabilities of a tool
1863 tool_capabilities = {
1864 full_punch_interval=1.5,
1867 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1869 damage_groups = {fleshy=2},
1872 This makes the tool be able to dig nodes that fulfil both of these:
1874 * Have the `crumbly` group
1875 * Have a `level` group less or equal to `2`
1877 Table of resulting digging times:
1879 crumbly 0 1 2 3 4 <- level
1881 1 0.80 1.60 1.60 - -
1882 2 0.60 1.20 1.20 - -
1883 3 0.40 0.80 0.80 - -
1885 level diff: 2 1 0 -1 -2
1887 Table of resulting tool uses:
1896 * At `crumbly==0`, the node is not diggable.
1897 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1898 easy nodes to be quickly breakable.
1899 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1901 Entity damage mechanism
1902 -----------------------
1906 foreach group in cap.damage_groups:
1907 damage += cap.damage_groups[group] * limit(actual_interval /
1908 cap.full_punch_interval, 0.0, 1.0)
1909 * (object.armor_groups[group] / 100.0)
1910 -- Where object.armor_groups[group] is 0 for inexistent values
1913 Client predicts damage based on damage groups. Because of this, it is able to
1914 give an immediate response when an entity is damaged or dies; the response is
1915 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1917 Currently a smoke puff will appear when an entity dies.
1919 The group `immortal` completely disables normal damage.
1921 Entities can define a special armor group, which is `punch_operable`. This
1922 group disables the regular damage mechanism for players punching it by hand or
1923 a non-tool item, so that it can do something else than take damage.
1925 On the Lua side, every punch calls:
1927 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1929 This should never be called directly, because damage is usually not handled by
1932 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1933 accessed unless absolutely required, to encourage interoperability.
1934 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1935 * `tool_capabilities` can be `nil`.
1936 * `direction` is a unit vector, pointing from the source of the punch to
1938 * `damage` damage that will be done to entity
1939 Return value of this function will determine if damage is done by this function
1940 (retval true) or shall be done by engine (retval false)
1942 To punch an entity/object in Lua, call:
1944 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1946 * Return value is tool wear.
1947 * Parameters are equal to the above callback.
1948 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1949 will be automatically filled in based on the location of `puncher`.
1953 The instance of a node in the world normally only contains the three values
1954 mentioned in "Nodes". However, it is possible to insert extra data into a
1955 node. It is called "node metadata"; See `NodeMetaRef`.
1957 Node metadata contains two things:
1962 Some of the values in the key-value store are handled specially:
1964 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1965 * `infotext`: Text shown on the screen when the node is pointed at
1969 local meta = minetest.get_meta(pos)
1970 meta:set_string("formspec",
1972 "list[context;main;0,0;8,4;]"..
1973 "list[current_player;main;0,5;8,4;]")
1974 meta:set_string("infotext", "Chest");
1975 local inv = meta:get_inventory()
1976 inv:set_size("main", 8*4)
1977 print(dump(meta:to_table()))
1980 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1981 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1982 [10] = "", [11] = "", [12] = "", [13] = "",
1983 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1984 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1985 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1986 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1990 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1997 Item stacks can store metadata too. See `ItemStackMetaRef`.
1999 Item metadata only contains a key-value store.
2001 Some of the values in the key-value store are handled specially:
2003 * `description`: Set the item stack's description. Defaults to
2005 * `color`: A `ColorString`, which sets the stack's color.
2006 * `palette_index`: If the item has a palette, this is used to get the
2007 current color from the palette.
2011 local meta = stack:get_meta()
2012 meta:set_string("key", "value")
2013 print(dump(meta:to_table()))
2017 Formspec defines a menu. Currently not much else than inventories are
2018 supported. It is a string, with a somewhat strange format.
2020 Spaces and newlines can be inserted between the blocks, as is used in the
2023 WARNING: Minetest allows you to add elements to every single formspec instance
2024 using player:set_formspec_prepend(), which may be the reason backgrounds are
2025 appearing when you don't expect them to. See `no_prepend[]`
2032 list[context;main;0,0;8,4;]
2033 list[current_player;main;0,5;8,4;]
2038 list[context;fuel;2,3;1,1;]
2039 list[context;src;2,1;1,1;]
2040 list[context;dst;5,1;2,2;]
2041 list[current_player;main;0,5;8,4;]
2043 #### Minecraft-like player inventory
2046 image[1,0.6;1,2;player.png]
2047 list[current_player;main;0,3.5;8,4;]
2048 list[current_player;craft;3,0;3,3;]
2049 list[current_player;craftpreview;7,1;1,1;]
2053 #### `size[<W>,<H>,<fixed_size>]`
2054 * Define the size of the menu in inventory slots
2055 * `fixed_size`: `true`/`false` (optional)
2056 * deprecated: `invsize[<W>,<H>;]`
2058 #### `position[<X>,<Y>]`
2059 * Must be used after `size` element.
2060 * Defines the position on the game window of the formspec's `anchor` point.
2061 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
2063 * [0.0, 0.0] sets the position to the top left corner of the game window.
2064 * [1.0, 1.0] sets the position to the bottom right of the game window.
2065 * Defaults to the center of the game window [0.5, 0.5].
2067 #### `anchor[<X>,<Y>]`
2068 * Must be used after both `size` and `position` (if present) elements.
2069 * Defines the location of the anchor point within the formspec.
2070 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2072 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2073 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2074 * Defaults to the center of the formspec [0.5, 0.5].
2076 * `position` and `anchor` elements need suitable values to avoid a formspec
2077 extending off the game window due to particular game window sizes.
2080 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2081 * Disables player:set_formspec_prepend() from applying to this formspec.
2083 #### `container[<X>,<Y>]`
2084 * Start of a container block, moves all physical elements in the container by
2086 * Must have matching `container_end`
2087 * Containers can be nested, in which case the offsets are added
2088 (child containers are relative to parent containers)
2090 #### `container_end[]`
2091 * End of a container, following elements are no longer relative to this
2094 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
2095 * Show an inventory list
2097 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2098 * Show an inventory list
2100 #### `listring[<inventory location>;<list name>]`
2101 * Allows to create a ring of inventory lists
2102 * Shift-clicking on items in one element of the ring
2103 will send them to the next inventory list inside the ring
2104 * The first occurrence of an element inside the ring will
2105 determine the inventory where items will be sent to
2108 * Shorthand for doing `listring[<inventory location>;<list name>]`
2109 for the last two inventory lists added by list[...]
2111 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2112 * Sets background color of slots as `ColorString`
2113 * Sets background color of slots on mouse hovering
2115 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2116 * Sets background color of slots as `ColorString`
2117 * Sets background color of slots on mouse hovering
2118 * Sets color of slots border
2120 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2121 * Sets background color of slots as `ColorString`
2122 * Sets background color of slots on mouse hovering
2123 * Sets color of slots border
2124 * Sets default background color of tooltips
2125 * Sets default font color of tooltips
2127 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2128 * Adds tooltip for an element
2129 * `<bgcolor>` tooltip background color as `ColorString` (optional)
2130 * `<fontcolor>` tooltip font color as `ColorString` (optional)
2132 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2134 * Position and size units are inventory slots
2136 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2137 * Show an inventory image of registered item/node
2138 * Position and size units are inventory slots
2140 #### `bgcolor[<color>;<fullscreen>]`
2141 * Sets background color of formspec as `ColorString`
2142 * If `true`, the background color is drawn fullscreen (does not effect the size
2145 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2146 * Use a background. Inventory rectangles are not drawn then.
2147 * Position and size units are inventory slots
2148 * Example for formspec 8x4 in 16x resolution: image shall be sized
2149 8 times 16px times 4 times 16px.
2151 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2152 * Use a background. Inventory rectangles are not drawn then.
2153 * Position and size units are inventory slots
2154 * Example for formspec 8x4 in 16x resolution:
2155 image shall be sized 8 times 16px times 4 times 16px
2156 * If `true` the background is clipped to formspec size
2157 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2159 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2160 * Textual password style field; will be sent to server when a button is clicked
2161 * When enter is pressed in field, fields.key_enter_field will be sent with the
2163 * `x` and `y` position the field relative to the top left of the menu
2164 * `w` and `h` are the size of the field
2165 * Fields are a set height, but will be vertically centred on `h`
2166 * Position and size units are inventory slots
2167 * `name` is the name of the field as returned in fields to `on_receive_fields`
2168 * `label`, if not blank, will be text printed on the top left above the field
2169 * See field_close_on_enter to stop enter closing the formspec
2171 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2172 * Textual field; will be sent to server when a button is clicked
2173 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2174 the name of this field.
2175 * `x` and `y` position the field relative to the top left of the menu
2176 * `w` and `h` are the size of the field
2177 * Fields are a set height, but will be vertically centred on `h`
2178 * Position and size units are inventory slots
2179 * `name` is the name of the field as returned in fields to `on_receive_fields`
2180 * `label`, if not blank, will be text printed on the top left above the field
2181 * `default` is the default value of the field
2182 * `default` may contain variable references such as `${text}'` which
2183 will fill the value from the metadata value `text`
2184 * **Note**: no extra text or more than a single variable is supported ATM.
2185 * See `field_close_on_enter` to stop enter closing the formspec
2187 #### `field[<name>;<label>;<default>]`
2188 * As above, but without position/size units
2189 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2190 the name of this field.
2191 * Special field for creating simple forms, such as sign text input
2192 * Must be used without a `size[]` element
2193 * A "Proceed" button will be added automatically
2194 * See `field_close_on_enter` to stop enter closing the formspec
2196 #### `field_close_on_enter[<name>;<close_on_enter>]`
2197 * <name> is the name of the field
2198 * if <close_on_enter> is false, pressing enter in the field will submit the
2199 form but not close it.
2200 * defaults to true when not specified (ie: no tag for a field)
2202 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2203 * Same as fields above, but with multi-line input
2204 * if the text overflows a vertical scrollbar is added
2205 * if the name is empty the textarea is readonly, the label is not displayed.
2207 #### `label[<X>,<Y>;<label>]`
2208 * `x` and `y` work as per field
2209 * `label` is the text on the label
2210 * Position and size units are inventory slots
2212 #### `vertlabel[<X>,<Y>;<label>]`
2213 * Textual label drawn vertically
2214 * `x` and `y` work as per field
2215 * `label` is the text on the label
2216 * Position and size units are inventory slots
2218 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2219 * Clickable button. When clicked, fields will be sent.
2220 * `x`, `y` and `name` work as per field
2221 * `w` and `h` are the size of the button
2222 * Fixed button height. It will be vertically centred on `h`
2223 * `label` is the text on the button
2224 * Position and size units are inventory slots
2226 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2227 * `x`, `y`, `w`, `h`, and `name` work as per button
2228 * `texture name` is the filename of an image
2229 * Position and size units are inventory slots
2231 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2232 * `x`, `y`, `w`, `h`, and `name` work as per button
2233 * `texture name` is the filename of an image
2234 * Position and size units are inventory slots
2235 * `noclip=true` means the image button doesn't need to be within specified
2237 * `drawborder`: draw button border or not
2238 * `pressed texture name` is the filename of an image on pressed state
2240 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2241 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
2242 * `item name` is the registered name of an item/node,
2243 tooltip will be made out of its description
2244 to override it use tooltip element
2245 * Position and size units are inventory slots
2247 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2248 * When clicked, fields will be sent and the form will quit.
2250 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2251 * When clicked, fields will be sent and the form will quit.
2253 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2254 * Scrollable item list showing arbitrary text elements
2255 * `x` and `y` position the itemlist relative to the top left of the menu
2256 * `w` and `h` are the size of the itemlist
2257 * `name` fieldname sent to server on doubleclick value is current selected
2259 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2261 * if you want a listelement to start with "#" write "##".
2263 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2264 * Scrollable itemlist showing arbitrary text elements
2265 * `x` and `y` position the item list relative to the top left of the menu
2266 * `w` and `h` are the size of the item list
2267 * `name` fieldname sent to server on doubleclick value is current selected
2269 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2270 * if you want a listelement to start with "#" write "##"
2271 * Index to be selected within textlist
2272 * `true`/`false`: draw transparent background
2273 * See also `minetest.explode_textlist_event`
2274 (main menu: `engine.explode_textlist_event`).
2276 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2277 * Show a tab**header** at specific position (ignores formsize)
2278 * `x` and `y` position the itemlist relative to the top left of the menu
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 #### `box[<X>,<Y>;<W>,<H>;<color>]`
2286 * Simple colored box
2287 * `x` and `y` position the box relative to the top left of the menu
2288 * `w` and `h` are the size of box
2289 * `color` is color specified as a `ColorString`.
2290 If the alpha component is left blank, the box will be semitransparent.
2292 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2293 * Show a dropdown field
2294 * **Important note**: There are two different operation modes:
2295 1. handle directly on change (only changed dropdown is submitted)
2296 2. read the value on pressing a button (all dropdown values are available)
2297 * `x` and `y` position of dropdown
2299 * Fieldname data is transferred to Lua
2300 * Items to be shown in dropdown
2301 * Index of currently selected dropdown item
2303 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2305 * `x` and `y`: position of checkbox
2306 * `name` fieldname data is transferred to Lua
2307 * `label` to be shown left of checkbox
2308 * `selected` (optional): `true`/`false`
2310 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2312 * There are two ways to use it:
2313 1. handle the changed event (only changed scrollbar is available)
2314 2. read the value on pressing a button (all scrollbars are available)
2315 * `x` and `y`: position of trackbar
2316 * `w` and `h`: width and height
2317 * `orientation`: `vertical`/`horizontal`
2318 * Fieldname data is transferred to Lua
2319 * Value this trackbar is set to (`0`-`1000`)
2320 * See also `minetest.explode_scrollbar_event`
2321 (main menu: `engine.explode_scrollbar_event`).
2323 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2324 * Show scrollable table using options defined by the previous `tableoptions[]`
2325 * Displays cells as defined by the previous `tablecolumns[]`
2326 * `x` and `y`: position the itemlist relative to the top left of the menu
2327 * `w` and `h` are the size of the itemlist
2328 * `name`: fieldname sent to server on row select or doubleclick
2329 * `cell 1`...`cell n`: cell contents given in row-major order
2330 * `selected idx`: index of row to be selected within table (first row = `1`)
2331 * See also `minetest.explode_table_event`
2332 (main menu: `engine.explode_table_event`).
2334 #### `tableoptions[<opt 1>;<opt 2>;...]`
2335 * Sets options for `table[]`
2337 * default text color (`ColorString`), defaults to `#FFFFFF`
2338 * `background=#RRGGBB`
2339 * table background color (`ColorString`), defaults to `#000000`
2340 * `border=<true/false>`
2341 * should the table be drawn with a border? (default: `true`)
2342 * `highlight=#RRGGBB`
2343 * highlight background color (`ColorString`), defaults to `#466432`
2344 * `highlight_text=#RRGGBB`
2345 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2346 * `opendepth=<value>`
2347 * all subtrees up to `depth < value` are open (default value = `0`)
2348 * only useful when there is a column of type "tree"
2350 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2351 * Sets columns for `table[]`
2352 * Types: `text`, `image`, `color`, `indent`, `tree`
2353 * `text`: show cell contents as text
2354 * `image`: cell contents are an image index, use column options to define
2356 * `color`: cell contents are a ColorString and define color of following
2358 * `indent`: cell contents are a number and define indentation of following
2360 * `tree`: same as indent, but user can open and close subtrees
2364 * for `text` and `image`: content alignment within cells.
2365 Available values: `left` (default), `center`, `right`, `inline`
2367 * for `text` and `image`: minimum width in em (default: `0`)
2368 * for `indent` and `tree`: indent width in em (default: `1.5`)
2369 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2370 Exception: defaults to 0 for indent columns
2371 * `tooltip=<value>`: tooltip text (default: empty)
2372 * `image` column options:
2373 * `0=<value>` sets image for image index 0
2374 * `1=<value>` sets image for image index 1
2375 * `2=<value>` sets image for image index 2
2376 * and so on; defined indices need not be contiguous empty or
2377 non-numeric cells are treated as `0`.
2378 * `color` column options:
2379 * `span=<value>`: number of following columns to affect
2380 (default: infinite).
2382 **Note**: do _not_ use a element name starting with `key_`; those names are
2383 reserved to pass key press events to formspec!
2387 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2388 * `"current_player"`: Player to whom the menu is shown
2389 * `"player:<name>"`: Any player
2390 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2391 * `"detached:<name>"`: A detached inventory
2393 Player Inventory lists
2394 ----------------------
2395 * `main`: list containing the default inventory
2396 * `craft`: list containing the craft input
2397 * `craftpreview`: list containing the craft output
2398 * `hand`: list containing an override for the empty hand
2402 `#RGB` defines a color in hexadecimal format.
2404 `#RGBA` defines a color in hexadecimal format and alpha channel.
2406 `#RRGGBB` defines a color in hexadecimal format.
2408 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2410 Named colors are also supported and are equivalent to
2411 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2412 To specify the value of the alpha channel, append `#AA` to the end of the color
2413 name (e.g. `colorname#08`). For named colors the hexadecimal string
2414 representing the alpha value must (always) be two hexadecimal digits.
2418 A ColorSpec specifies a 32-bit color. It can be written in either:
2419 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
2420 `colorspec = {a=255, r=0, g=255, b=0}`
2421 numerical form, the raw integer value of an ARGB8 quad:
2422 `colorspec = 0xFF00FF00`
2423 or string form, a ColorString (defined above):
2424 `colorspec = "green"`
2428 Most text can contain escape sequences, that can for example color the text.
2429 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2430 The following functions provide escape sequences:
2432 * `minetest.get_color_escape_sequence(color)`:
2433 * `color` is a ColorString
2434 * The escape sequence sets the text color to `color`
2435 * `minetest.colorize(color, message)`:
2437 `minetest.get_color_escape_sequence(color) ..
2439 minetest.get_color_escape_sequence("#ffffff")`
2440 * `minetest.get_background_escape_sequence(color)`
2441 * `color` is a ColorString
2442 * The escape sequence sets the background of the whole text element to
2443 `color`. Only defined for item descriptions and tooltips.
2444 * `minetest.strip_foreground_colors(str)`
2445 * Removes foreground colors added by `get_color_escape_sequence`.
2446 * `minetest.strip_background_colors(str)`
2447 * Removes background colors added by `get_background_escape_sequence`.
2448 * `minetest.strip_colors(str)`
2449 * Removes all color escape sequences.
2453 For the following functions, `v`, `v1`, `v2` are vectors,
2454 `p1`, `p2` are positions:
2456 * `vector.new(a[, b, c])`:
2458 * A copy of `a` if `a` is a vector.
2459 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2460 * `vector.direction(p1, p2)`:
2461 * Returns a vector of length 1 with direction `p1` to `p2`.
2462 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2463 * `vector.distance(p1, p2)`:
2464 * Returns zero or a positive number, the distance between `p1` and `p2`.
2465 * `vector.length(v)`:
2466 * Returns zero or a positive number, the length of vector `v`.
2467 * `vector.normalize(v)`:
2468 * Returns a vector of length 1 with direction of vector `v`.
2469 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2470 * `vector.floor(v)`:
2471 * Returns a vector, each dimension rounded down.
2472 * `vector.round(v)`:
2473 * Returns a vector, each dimension rounded to nearest integer.
2474 * `vector.apply(v, func)`:
2475 * Returns a vector where the function `func` has been applied to each
2477 * `vector.equals(v1, v2)`:
2478 * Returns a boolean, `true` if the vectors are identical.
2479 * `vector.sort(v1, v2)`:
2480 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2482 For the following functions `x` can be either a vector or a number:
2484 * `vector.add(v, x)`:
2486 * `vector.subtract(v, x)`:
2488 * `vector.multiply(v, x)`:
2489 * Returns a scaled vector or Schur product.
2490 * `vector.divide(v, x)`:
2491 * Returns a scaled vector or Schur quotient.
2495 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2496 human-readable, handles reference loops.
2497 * `obj`: arbitrary variable
2498 * `name`: string, default: `"_"`
2499 * `dumped`: table, default: `{}`
2500 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2501 * `obj`: arbitrary variable
2502 * `dumped`: table, default: `{}`
2503 * `math.hypot(x, y)`
2504 * Get the hypotenuse of a triangle with legs x and y.
2505 Useful for distance calculation.
2506 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2507 * Get the sign of a number.
2508 * tolerance: number, default: `0.0`
2509 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2511 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2512 * `separator`: string, default: `","`
2513 * `include_empty`: boolean, default: `false`
2514 * `max_splits`: number, if it's positive, splits aren't limited,
2516 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2517 string or a pattern (regex), default: `false`
2518 * e.g. `"a,b":split","` returns `{"a","b"}`
2519 * `string:trim()`: returns the string without whitespace pre- and suffixes
2520 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2521 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2522 * Adds newlines to the string to keep it within the specified character
2524 * Note that the returned lines may be longer than the limit since it only
2525 splits at word borders.
2526 * `limit`: number, maximal amount of characters in one line
2527 * `as_table`: boolean, if set to true, a table of lines instead of a string
2528 is returned, default: `false`
2529 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2530 * `pos`: table {x=X, y=Y, z=Z}
2531 * Converts the position `pos` to a human-readable, printable string
2532 * `decimal_places`: number, if specified, the x, y and z values of
2533 the position are rounded to the given decimal place.
2534 * `minetest.string_to_pos(string)`: returns a position or `nil`
2535 * Same but in reverse.
2536 * If the string can't be parsed to a position, nothing is returned.
2537 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2538 * Converts a string representing an area box into two positions
2539 * `minetest.formspec_escape(string)`: returns a string
2540 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2542 * `minetest.is_yes(arg)`
2543 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2544 * `minetest.get_us_time()`
2545 * returns time with microsecond precision. May not return wall time.
2546 * `table.copy(table)`: returns a table
2547 * returns a deep copy of `table`
2548 * `table.insert_all(table, other_table)`:
2549 * Appends all values in `other_table` to `table` - uses `#table + 1` to
2551 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2553 * returns the exact position on the surface of a pointed node
2558 Texts can be translated client-side with the help of `minetest.translate` and
2561 ### Translating a string
2562 Two functions are provided to translate strings: `minetest.translate` and
2563 `minetest.get_translator`.
2565 * `minetest.get_translator(textdomain)` is a simple wrapper around
2566 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2567 equivalent to `minetest.translate(textdomain, str, ...)`.
2568 It is intended to be used in the following way, so that it avoids verbose
2569 repetitions of `minetest.translate`:
2571 local S = minetest.get_translator(textdomain)
2574 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2576 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2577 the given `textdomain` for disambiguation. The textdomain must match the
2578 textdomain specified in the translation file in order to get the string
2579 translated. This can be used so that a string is translated differently in
2581 It is advised to use the name of the mod as textdomain whenever possible, to
2582 avoid clashes with other mods.
2583 This function must be given a number of arguments equal to the number of
2584 arguments the translated string expects.
2585 Arguments are literal strings -- they will not be translated, so if you want
2586 them to be, they need to come as outputs of `minetest.translate` as well.
2588 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2589 by the translation of "Red". We can do the following:
2591 local S = minetest.get_translator()
2592 S("@1 Wool", S("Red"))
2594 This will be displayed as "Red Wool" on old clients and on clients that do
2595 not have localization enabled. However, if we have for instance a translation
2596 file named `wool.fr.tr` containing the following:
2601 this will be displayed as "Laine Rouge" on clients with a French locale.
2603 ### Operations on translated strings
2605 The output of `minetest.translate` is a string, with escape sequences adding
2606 additional information to that string so that it can be translated on the
2607 different clients. In particular, you can't expect operations like string.length
2608 to work on them like you would expect them to, or string.gsub to work in the
2609 expected manner. However, string concatenation will still work as expected
2610 (note that you should only use this for things like formspecs; do not translate
2611 sentences by breaking them into parts; arguments should be used instead), and
2612 operations such as `minetest.colorize` which are also concatenation.
2614 ### Translation file format
2615 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
2616 it corresponds to. It must be put into the `locale` subdirectory of the mod.
2617 The file should be a text file, with the following format:
2619 * Lines beginning with `# textdomain:` (the space is significant) can be used
2620 to specify the text domain of all following translations in the file.
2621 * All other empty lines or lines beginning with `#` are ignored.
2622 * Other lines should be in the format `original=translated`. Both `original`
2623 and `translated` can contain escape sequences beginning with `@` to insert
2624 arguments, literal `@`, `=` or newline (See ### Escapes below).
2625 There must be no extraneous whitespace around the `=` or at the beginning or
2626 the end of the line.
2629 Strings that need to be translated can contain several escapes, preceded by `@`.
2631 * `@@` acts as a literal `@`.
2632 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
2633 string that will be inlined when translation. Due to how translations are
2634 implemented, the original translation string **must** have its arguments in
2635 increasing order, without gaps or repetitions, starting from 1.
2636 * `@=` acts as a literal `=`. It is not required in strings given to
2637 `minetest.translate`, but is in translation files to avoid being confused
2638 with the `=` separating the original from the translation.
2639 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
2640 As with `@=`, this escape is not required in strings given to
2641 `minetest.translate`, but is in translation files.
2642 * `@n` acts as a literal newline as well.
2644 `minetest` namespace reference
2645 ------------------------------
2649 * `minetest.get_current_modname()`: returns the currently loading mod's name,
2651 * `minetest.get_modpath(modname)`: returns e.g.
2652 `"/home/user/.minetest/usermods/modname"`.
2653 * Useful for loading additional `.lua` modules or static data from mod
2654 * `minetest.get_modnames()`: returns a list of installed mods
2655 * Return a list of installed mods, sorted alphabetically
2656 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
2657 * Useful for storing custom data
2658 * `minetest.is_singleplayer()`
2659 * `minetest.features`: Table containing API feature flags
2662 glasslike_framed = true,
2663 nodebox_as_selectionbox = true,
2664 chat_send_player_param3 = true,
2665 get_all_craft_recipes_works = true,
2666 use_texture_alpha = true,
2667 -- ^ The transparency channel of textures can optionally be used on nodes
2668 no_legacy_abms = true,
2669 -- ^ Tree and grass ABMs are no longer done from C++
2670 texture_names_parens = true,
2671 -- ^ Texture grouping is possible using parentheses
2672 area_store_custom_ids = true,
2673 -- ^ Unique Area ID for AreaStore:insert_area
2674 add_entity_with_staticdata = true,
2675 -- ^ add_entity supports passing initial staticdata to on_activate
2676 no_chat_message_prediction = true,
2677 -- ^ Chat messages are no longer predicted
2678 object_use_texture_alpha = true
2679 -- ^ The transparency channel of textures can optionally be used on
2680 -- objects (ie: players and lua entities)
2682 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
2683 * `arg`: string or table in format `{foo=true, bar=true}`
2684 * `missing_features`: `{foo=true, bar=true}`
2685 * `minetest.get_player_information(player_name)`:
2686 * Returns a table containing information about a player.
2687 Example return value:
2690 address = "127.0.0.1", -- IP address of client
2691 ip_version = 4, -- IPv4 / IPv6
2692 min_rtt = 0.01, -- minimum round trip time
2693 max_rtt = 0.2, -- maximum round trip time
2694 avg_rtt = 0.02, -- average round trip time
2695 min_jitter = 0.01, -- minimum packet time jitter
2696 max_jitter = 0.5, -- maximum packet time jitter
2697 avg_jitter = 0.03, -- average packet time jitter
2698 connection_uptime = 200, -- seconds since client connected
2699 protocol_version = 32, -- protocol version used by client
2700 -- following information is available on debug build only!!!
2701 -- DO NOT USE IN MODS
2702 --ser_vers = 26, -- serialization version used by client
2703 --major = 0, -- major version number
2704 --minor = 4, -- minor version number
2705 --patch = 10, -- patch version number
2706 --vers_string = "0.4.9-git", -- full version string
2707 --state = "Active" -- current client state
2709 * `minetest.mkdir(path)`: returns success.
2710 * Creates a directory specified by `path`, creating parent directories
2711 if they don't exist.
2712 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
2714 * nil: return all entries,
2715 * true: return only subdirectory names, or
2716 * false: return only file names.
2717 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
2718 * Replaces contents of file at path with new contents in a safe (atomic)
2719 way. Use this instead of below code when writing e.g. database files:
2720 `local f = io.open(path, "wb"); f:write(content); f:close()`
2721 * `minetest.get_version()`: returns a table containing components of the
2722 engine version. Components:
2723 * `project`: Name of the project, eg, "Minetest"
2724 * `string`: Simple version, eg, "1.2.3-dev"
2725 * `hash`: Full git version (only set if available),
2726 eg, "1.2.3-dev-01234567-dirty".
2727 Use this for informational purposes only. The information in the returned
2728 table does not represent the capabilities of the engine, nor is it
2729 reliable or verifiable. Compatible forks will have a different name and
2730 version entirely. To check for the presence of engine features, test
2731 whether the functions exported by the wanted features exist. For example:
2732 `if minetest.check_for_falling then ... end`.
2733 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
2734 * `data`: string of data to hash
2735 * `raw`: return raw bytes instead of hex digits, default: false
2738 * `minetest.debug(...)`
2739 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
2740 * `minetest.log([level,] text)`
2741 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
2742 `"info"`, or `"verbose"`. Default is `"none"`.
2744 ### Registration functions
2745 Call these functions only at load time!
2747 * `minetest.register_entity(name, prototype table)`
2748 * `minetest.register_abm(abm definition)`
2749 * `minetest.register_lbm(lbm definition)`
2750 * `minetest.register_node(name, node definition)`
2751 * `minetest.register_tool(name, item definition)`
2752 * `minetest.register_craftitem(name, item definition)`
2753 * `minetest.unregister_item(name)`
2754 * `minetest.register_alias(name, convert_to)`
2755 * Also use this to set the 'mapgen aliases' needed in a game for the core
2756 * mapgens. See 'Mapgen aliases' section above.
2757 * `minetest.register_alias_force(name, convert_to)`
2758 * `minetest.register_craft(recipe)`
2759 * Check recipe table syntax for different types below.
2760 * `minetest.clear_craft(recipe)`
2761 * Will erase existing craft based either on output item or on input recipe.
2762 * Specify either output or input only. If you specify both, input will be
2763 ignored. For input use the same recipe table syntax as for
2764 `minetest.register_craft(recipe)`. For output specify only the item,
2766 * If no erase candidate could be found, Lua exception will be thrown.
2767 * **Warning**! The type field ("shaped","cooking" or any other) will be
2768 ignored if the recipe contains output. Erasing is then done independently
2769 from the crafting method.
2770 * `minetest.register_ore(ore definition)`
2771 * `minetest.register_biome(biome definition)`
2772 * `minetest.register_decoration(decoration definition)`
2773 * `minetest.override_item(name, redefinition)`
2774 * Overrides fields of an item registered with register_node/tool/craftitem.
2775 * Note: Item must already be defined, (opt)depend on the mod defining it.
2776 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2777 * `minetest.clear_registered_ores()`
2778 * `minetest.clear_registered_biomes()`
2779 * `minetest.clear_registered_decorations()`
2781 ### Global callback registration functions
2782 Call these functions only at load time!
2784 * `minetest.register_globalstep(func(dtime))`
2785 * Called every server step, usually interval of 0.1s
2786 * `minetest.register_on_shutdown(func())`
2787 * Called before server shutdown
2788 * **Warning**: If the server terminates abnormally (i.e. crashes), the
2789 registered callbacks **will likely not be run**. Data should be saved at
2790 semi-frequent intervals as well as on server shutdown.
2791 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2792 * Called when a node has been placed
2793 * If return `true` no item is taken from `itemstack`
2794 * `placer` may be any valid ObjectRef or nil.
2795 * **Not recommended**; use `on_construct` or `after_place_node` in node
2796 definition whenever possible.
2797 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2798 * Called when a node has been dug.
2799 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
2800 definition whenever possible.
2801 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2802 * Called when a node is punched
2803 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2804 * Called after generating a piece of world. Modifying nodes inside the area
2805 is a bit faster than usually.
2806 * `minetest.register_on_newplayer(func(ObjectRef))`
2807 * Called after a new player has been created
2808 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2809 * Called when a player is punched
2810 * `player` - ObjectRef - Player that was punched
2811 * `hitter` - ObjectRef - Player that hit
2812 * `time_from_last_punch`: Meant for disallowing spamming of clicks
2814 * `tool_capabilities`: capability table of used tool (can be nil)
2815 * `dir`: unit vector of direction of punch. Always defined. Points from
2816 the puncher to the punched.
2817 * `damage` - number that represents the damage calculated by the engine
2818 * should return `true` to prevent the default damage mechanism
2819 * `minetest.register_on_player_hpchange(func(player, hp_change, reason), modifier)`
2820 * Called when the player gets damaged or healed
2821 * `player`: ObjectRef of the player
2822 * `hp_change`: the amount of change. Negative when it is damage.
2823 * `reason`: a PlayerHPChangeReason table.
2824 * The `type` field will have one of the following values:
2825 * `set_hp` - A mod or the engine called `set_hp` without
2826 giving a type - use this for custom damage types.
2827 * `punch` - Was punched. `reason.object` will hold the puncher, or nil if none.
2829 * `node_damage` - damage_per_second from a neighbouring node.
2832 * Any of the above types may have additional fields from mods.
2833 * `reason.from` will be `mod` or `engine`.
2834 * `modifier`: when true, the function should return the actual `hp_change`.
2835 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2836 modifiers can return true as a second argument to stop the execution of further functions.
2837 Non-modifiers receive the final hp change calculated by the modifiers.
2838 * `minetest.register_on_dieplayer(func(ObjectRef, reason))`
2839 * Called when a player dies
2840 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
2841 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2842 * Called when player is to be respawned
2843 * Called _before_ repositioning of player occurs
2844 * return true in func to disable regular player placement
2845 * `minetest.register_on_prejoinplayer(func(name, ip))`
2846 * Called before a player joins the game
2847 * If it returns a string, the player is disconnected with that string as
2849 * `minetest.register_on_joinplayer(func(ObjectRef))`
2850 * Called when a player joins the game
2851 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2852 * Called when a player leaves the game
2853 * `timed_out`: True for timeout, false for other reasons.
2854 * `minetest.register_on_auth_fail(func(name, ip))`
2855 * Called when a client attempts to log into an account but supplies the
2857 * `ip`: The IP address of the client.
2858 * `name`: The account the client attempted to log into.
2859 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2860 * Called when a player cheats
2861 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2863 * `interacted_too_far`
2864 * `interacted_while_dead`
2865 * `finished_unknown_dig`
2868 * `minetest.register_on_chat_message(func(name, message))`
2869 * Called always when a player says something
2870 * Return `true` to mark the message as handled, which means that it will
2871 not be sent to other players.
2872 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2873 * Called when a button is pressed in player's inventory form
2874 * Newest functions are called first
2875 * If function returns `true`, remaining functions are not called
2876 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2877 * Called when `player` crafts something
2878 * `itemstack` is the output
2879 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
2881 * `craft_inv` is the inventory with the crafting grid
2882 * Return either an `ItemStack`, to replace the output, or `nil`, to not
2884 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2885 * The same as before, except that it is called before the player crafts, to
2886 make craft prediction, and it should not change anything.
2887 * `minetest.register_allow_player_inventory_action(func(player, inventory, action, inventory_info))`
2888 * Determinates how much of a stack may be taken, put or moved to a
2890 * `player` (type `ObjectRef`) is the player who modified the inventory
2891 `inventory` (type `InvRef`).
2892 * List of possible `action` (string) values and their
2893 `inventory_info` (table) contents:
2894 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
2895 * `put`: `{listname=string, index=number, stack=ItemStack}`
2896 * `take`: Same as `put`
2897 * Return a numeric value to limit the amount of items to be taken, put or
2898 moved. A value of `-1` for `take` will make the source stack infinite.
2899 * `minetest.register_on_player_inventory_action(func(player, inventory, action, inventory_info))`
2900 * Called after a take, put or move event from/to/in a player inventory
2901 * Function arguments: see `minetest.register_allow_player_inventory_action`
2902 * Does not accept or handle any return value.
2903 * `minetest.register_on_protection_violation(func(pos, name))`
2904 * Called by `builtin` and mods when a player violates protection at a
2905 position (eg, digs a node or punches a protected entity).
2906 * The registered functions can be called using
2907 `minetest.record_protection_violation`.
2908 * The provided function should check that the position is protected by the
2909 mod calling this function before it prints a message, if it does, to
2910 allow for multiple protection mods.
2911 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2912 * Called when an item is eaten, by `minetest.item_eat`
2913 * Return `true` or `itemstack` to cancel the default item eat response
2914 (i.e.: hp increase).
2915 * `minetest.register_on_priv_grant(function(name, granter, priv))`
2916 * Called when `granter` grants the priv `priv` to `name`.
2917 * Note that the callback will be called twice if it's done by a player,
2918 once with granter being the player name, and again with granter being nil.
2919 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
2920 * Called when `revoker` revokes the priv `priv` from `name`.
2921 * Note that the callback will be called twice if it's done by a player,
2922 once with revoker being the player name, and again with revoker being nil.
2923 * `minetest.register_can_bypass_userlimit(function(name, ip))`
2924 * Called when `name` user connects with `ip`.
2925 * Return `true` to by pass the player limit
2926 * `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
2927 * Called when an incoming mod channel message is received
2928 * You should have joined some channels to receive events.
2929 * If message comes from a server mod, `sender` field is an empty string.
2931 ### Other registration functions
2932 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2933 * Adds definition to `minetest.registered_chatcommands`
2934 * `minetest.override_chatcommand(name, redefinition)`
2935 * Overrides fields of a chatcommand registered with `register_chatcommand`.
2936 * `minetest.unregister_chatcommand(name)`
2937 * Unregisters a chatcommands registered with `register_chatcommand`.
2938 * `minetest.register_privilege(name, definition)`
2939 * `definition`: `"description text"`
2941 `{description = "description text", give_to_singleplayer = boolean}`
2942 the default of `give_to_singleplayer` is true.
2943 * To allow players with `basic_privs` to grant, see `basic_privs`
2944 minetest.conf setting.
2945 * `on_grant(name, granter_name)`: Called when given to player `name` by
2947 `granter_name` will be nil if the priv was granted by a mod.
2948 * `on_revoke(name, revoker_name)`: Called when taken from player `name` by
2950 `revoker_name` will be nil if the priv was revoked by a mod
2951 * Note that the above two callbacks will be called twice if a player is
2952 responsible, once with the player name, and then with a nil player name.
2953 * Return true in the above callbacks to stop register_on_priv_grant or
2954 revoke being called.
2955 * `minetest.register_authentication_handler(authentication handler definition)`
2956 * Registers an auth handler that overrides the builtin one
2957 * This function can be called by a single mod once only.
2960 * `minetest.settings`: Settings object containing all of the settings from the
2961 main config file (`minetest.conf`).
2962 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
2963 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
2966 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2967 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2968 * Convert between two privilege representations
2969 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2970 * `minetest.check_player_privs(player_or_name, ...)`:
2971 returns `bool, missing_privs`
2972 * A quickhand for checking privileges.
2973 * `player_or_name`: Either a Player object or the name of a player.
2974 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2975 a table, e.g. `{ priva = true, privb = true }`.
2977 * `minetest.check_password_entry(name, entry, password)`
2978 * Returns true if the "password entry" for a player with name matches given
2979 password, false otherwise.
2980 * The "password entry" is the password representation generated by the
2981 engine as returned as part of a `get_auth()` call on the auth handler.
2982 * Only use this function for making it possible to log in via password from
2983 external protocols such as IRC, other uses are frowned upon.
2984 * `minetest.get_password_hash(name, raw_password)`
2985 * Convert a name-password pair to a password hash that Minetest can use.
2986 * The returned value alone is not a good basis for password checks based
2987 on comparing the password hash in the database with the password hash
2988 from the function, with an externally provided password, as the hash
2989 in the db might use the new SRP verifier format.
2990 * For this purpose, use `minetest.check_password_entry` instead.
2991 * `minetest.get_player_ip(name)`: returns an IP address string for the player
2993 * The player needs to be online for this to be successful.
2995 * `minetest.get_auth_handler()`: Return the currently active auth handler
2996 * See the `Authentication handler definition`
2997 * Use this to e.g. get the authentication data for a player:
2998 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
2999 * `minetest.notify_authentication_modified(name)`
3000 * Must be called by the authentication handler for privilege changes.
3001 * `name`: string; if omitted, all auth data should be considered modified
3002 * `minetest.set_player_password(name, password_hash)`: Set password hash of
3004 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
3006 * `minetest.auth_reload()`
3007 * See `reload()` in authentication handler definition
3009 `minetest.set_player_password`, `minetest_set_player_privs`,
3010 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
3014 * `minetest.chat_send_all(text)`
3015 * `minetest.chat_send_player(name, text)`
3017 ### Environment access
3018 * `minetest.set_node(pos, node)`
3019 * `minetest.add_node(pos, node): alias to `minetest.set_node`
3020 * Set node at position `pos`
3021 * `node`: table `{name=string, param1=number, param2=number}`
3022 * If param1 or param2 is omitted, it's set to `0`.
3023 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
3024 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
3025 * Set node on all positions set in the first argument.
3026 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
3027 * For node specification or position syntax see `minetest.set_node` call
3028 * Faster than set_node due to single call, but still considerably slower
3029 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
3030 Unlike LVMs, this will call node callbacks. It also allows setting nodes
3031 in spread out positions which would cause LVMs to waste memory.
3032 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
3034 * `minetest.swap_node(pos, node)`
3035 * Set node at position, but don't remove metadata
3036 * `minetest.remove_node(pos)`
3037 * By default it does the same as `minetest.set_node(pos, {name="air"})`
3038 * `minetest.get_node(pos)`
3039 * Returns the node at the given position as table in the format
3040 `{name="node_name", param1=0, param2=0}`,
3041 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
3042 * `minetest.get_node_or_nil(pos)`
3043 * Same as `get_node` but returns `nil` for unloaded areas.
3044 * `minetest.get_node_light(pos, timeofday)`
3045 * Gets the light value at the given position. Note that the light value
3046 "inside" the node at the given position is returned, so you usually want
3047 to get the light value of a neighbor.
3048 * `pos`: The position where to measure the light.
3049 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
3050 * Returns a number between `0` and `15` or `nil`
3051 * `minetest.place_node(pos, node)`
3052 * Place node with the same effects that a player would cause
3053 * `minetest.dig_node(pos)`
3054 * Dig node with the same effects that a player would cause
3055 * Returns `true` if successful, `false` on failure (e.g. protected location)
3056 * `minetest.punch_node(pos)`
3057 * Punch node with the same effects that a player would cause
3058 * `minetest.spawn_falling_node(pos)`
3059 * Change node into falling node
3060 * Returns `true` if successful, `false` on failure
3062 * `minetest.find_nodes_with_meta(pos1, pos2)`
3063 * Get a table of positions of nodes that have metadata within a region
3065 * `minetest.get_meta(pos)`
3066 * Get a `NodeMetaRef` at that position
3067 * `minetest.get_node_timer(pos)`
3068 * Get `NodeTimerRef`
3070 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
3072 * Returns `ObjectRef`, or `nil` if failed
3073 * `minetest.add_item(pos, item)`: Spawn item
3074 * Returns `ObjectRef`, or `nil` if failed
3075 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
3076 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
3078 * `radius`: using an euclidean metric
3079 * `minetest.set_timeofday(val)`
3080 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
3081 * `minetest.get_timeofday()`
3082 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
3084 * `minetest.get_day_count()`: returns number days elapsed since world was
3086 * accounts for time changes.
3087 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
3089 * `radius`: using a maximum metric
3090 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3091 * `search_center` is an optional boolean (default: `false`)
3092 If true `pos` is also checked for the nodes
3093 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
3095 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3096 * First return value: Table with all node positions
3097 * Second return value: Table with the count of each node with the node name
3099 * Area volume is limited to 4,096,000 nodes
3100 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
3102 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3103 * Return value: Table with all node positions with a node air above
3104 * Area volume is limited to 4,096,000 nodes
3105 * `minetest.get_perlin(noiseparams)`
3106 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3107 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
3108 * `minetest.get_voxel_manip([pos1, pos2])`
3109 * Return voxel manipulator object.
3110 * Loads the manipulator from the map if positions are passed.
3111 * `minetest.set_gen_notify(flags, {deco_ids})`
3112 * Set the types of on-generate notifications that should be collected.
3113 * `flags` is a flag field with the available flags:
3121 * The second parameter is a list of IDS of decorations which notification
3123 * `minetest.get_gen_notify()`
3124 * Returns a flagstring and a table with the `deco_id`s.
3125 * `minetest.get_decoration_id(decoration_name)
3126 * Returns the decoration ID number for the provided decoration name string,
3127 or `nil` on failure.
3128 * `minetest.get_mapgen_object(objectname)`
3129 * Return requested mapgen object if available (see "Mapgen objects")
3130 * `minetest.get_heat(pos)`
3131 * Returns the heat at the position, or `nil` on failure.
3132 * `minetest.get_humidity(pos)`
3133 * Returns the humidity at the position, or `nil` on failure.
3134 * `minetest.get_biome_data(pos)`
3135 * Returns a table containing:
3136 * `biome` the biome id of the biome at that position
3137 * `heat` the heat at the position
3138 * `humidity` the humidity at the position
3139 * Or returns `nil` on failure.
3140 * `minetest.get_biome_id(biome_name)`
3141 * Returns the biome id, as used in the biomemap Mapgen object and returned
3142 by `minetest.get_biome_data(pos)`, for a given biome_name string.
3143 * `minetest.get_biome_name(biome_id)`
3144 * Returns the biome name string for the provided biome id, or `nil` on
3146 * If no biomes have been registered, such as in mgv6, returns `default`.
3147 * `minetest.get_mapgen_params()`
3148 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
3149 * Returns a table containing:
3155 * `minetest.set_mapgen_params(MapgenParams)`
3156 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
3158 * Set map generation parameters.
3159 * Function cannot be called after the registration period; only
3160 initialization and `on_mapgen_init`.
3161 * Takes a table as an argument with the fields:
3167 * Leave field unset to leave that parameter unchanged.
3168 * `flags` contains a comma-delimited string of flags to set, or if the
3169 prefix `"no"` is attached, clears instead.
3170 * `flags` is in the same format and has the same options as `mg_flags` in
3172 * `minetest.get_mapgen_setting(name)`
3173 * Gets the *active* mapgen setting (or nil if none exists) in string
3174 format with the following order of precedence:
3175 1) Settings loaded from map_meta.txt or overrides set during mod
3177 2) Settings set by mods without a metafile override
3178 3) Settings explicitly set in the user config file, minetest.conf
3179 4) Settings set as the user config default
3180 * `minetest.get_mapgen_setting_noiseparams(name)`
3181 * Same as above, but returns the value as a NoiseParams table if the
3182 setting `name` exists and is a valid NoiseParams.
3183 * `minetest.set_mapgen_setting(name, value, [override_meta])`
3184 * Sets a mapgen param to `value`, and will take effect if the corresponding
3185 mapgen setting is not already present in map_meta.txt.
3186 * `override_meta` is an optional boolean (default: `false`). If this is set
3187 to true, the setting will become the active setting regardless of the map
3189 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
3190 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
3191 * Same as above, except value is a NoiseParams table.
3192 * `minetest.set_noiseparams(name, noiseparams, set_default)`
3193 * Sets the noiseparams setting of `name` to the noiseparams table specified
3195 * `set_default` is an optional boolean (default: `true`) that specifies
3196 whether the setting should be applied to the default config or current
3198 * `minetest.get_noiseparams(name)`
3199 * Returns a table of the noiseparams for name.
3200 * `minetest.generate_ores(vm, pos1, pos2)`
3201 * Generate all registered ores within the VoxelManip `vm` and in the area
3202 from `pos1` to `pos2`.
3203 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
3204 * `minetest.generate_decorations(vm, pos1, pos2)`
3205 * Generate all registered decorations within the VoxelManip `vm` and in the
3206 area from `pos1` to `pos2`.
3207 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
3208 * `minetest.clear_objects([options])`
3209 * Clear all objects in the environment
3210 * Takes an optional table as an argument with the field `mode`.
3211 * mode = `"full"` : Load and go through every mapblock, clearing
3213 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
3214 clear objects in unloaded mapblocks only when the
3215 mapblocks are next activated.
3216 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
3217 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
3218 asynchronously fetched from memory, loaded from disk, or if inexistent,
3220 * If `callback` is a valid Lua function, this will be called for each block
3222 * The function signature of callback is:
3223 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
3224 * `blockpos` is the *block* coordinates of the block that had been
3226 * `action` could be one of the following constant values:
3227 * `minetest.EMERGE_CANCELLED`
3228 * `minetest.EMERGE_ERRORED`
3229 * `minetest.EMERGE_FROM_MEMORY`
3230 * `minetest.EMERGE_FROM_DISK`
3231 * `minetest.EMERGE_GENERATED`
3232 * `calls_remaining` is the number of callbacks to be expected after
3234 * `param` is the user-defined parameter passed to emerge_area (or
3235 nil if the parameter was absent).
3236 * `minetest.delete_area(pos1, pos2)`
3237 * delete all mapblocks in the area from pos1 to pos2, inclusive
3238 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
3239 * Checks if there is anything other than air between pos1 and pos2.
3240 * Returns false if something is blocking the sight.
3241 * Returns the position of the blocking node when `false`
3242 * `pos1`: First position
3243 * `pos2`: Second position
3244 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
3245 * Creates a `Raycast` object.
3246 * `pos1`: start of the ray
3247 * `pos2`: end of the ray
3248 * `objects` : if false, only nodes will be returned. Default is `true`.
3249 * `liquids' : if false, liquid nodes won't be returned. Default is `false`.
3250 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
3251 * returns table containing path
3252 * returns a table of 3D points representing a path from `pos1` to `pos2` or
3254 * `pos1`: start position
3255 * `pos2`: end position
3256 * `searchdistance`: number of blocks to search in each direction using a
3258 * `max_jump`: maximum height difference to consider walkable
3259 * `max_drop`: maximum height difference to consider droppable
3260 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
3261 * `minetest.spawn_tree (pos, {treedef})`
3262 * spawns L-system tree at given `pos` with definition in `treedef` table
3263 * `minetest.transforming_liquid_add(pos)`
3264 * add node to liquid update queue
3265 * `minetest.get_node_max_level(pos)`
3266 * get max available level for leveled node
3267 * `minetest.get_node_level(pos)`
3268 * get level of leveled node (water, snow)
3269 * `minetest.set_node_level(pos, level)`
3270 * set level of leveled node, default `level` equals `1`
3271 * if `totallevel > maxlevel`, returns rest (`total-max`).
3272 * `minetest.add_node_level(pos, level)`
3273 * increase level of leveled node by level, default `level` equals `1`
3274 * if `totallevel > maxlevel`, returns rest (`total-max`)
3275 * can be negative for decreasing
3276 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
3277 * resets the light in a cuboid-shaped part of
3278 the map and removes lighting bugs.
3279 * Loads the area if it is not loaded.
3280 * `pos1` is the corner of the cuboid with the least coordinates
3281 (in node coordinates), inclusive.
3282 * `pos2` is the opposite corner of the cuboid, inclusive.
3283 * The actual updated cuboid might be larger than the specified one,
3284 because only whole map blocks can be updated.
3285 The actual updated area consists of those map blocks that intersect
3286 with the given cuboid.
3287 * However, the neighborhood of the updated area might change
3288 as well, as light can spread out of the cuboid, also light
3290 * returns `false` if the area is not fully generated,
3292 * `minetest.check_single_for_falling(pos)`
3293 * causes an unsupported `group:falling_node` node to fall and causes an
3294 unattached `group:attached_node` node to fall.
3295 * does not spread these updates to neighbours.
3296 * `minetest.check_for_falling(pos)`
3297 * causes an unsupported `group:falling_node` node to fall and causes an
3298 unattached `group:attached_node` node to fall.
3299 * spread these updates to neighbours and can cause a cascade
3301 * `minetest.get_spawn_level(x, z)`
3302 * Returns a player spawn y co-ordinate for the provided (x, z)
3303 co-ordinates, or `nil` for an unsuitable spawn point.
3304 * For most mapgens a 'suitable spawn point' is one with y between
3305 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
3306 so `nil` will be returned for many (x, z) co-ordinates.
3307 * The spawn level returned is for a player spawn in unmodified terrain.
3308 * The spawn level is intentionally above terrain level to cope with
3309 full-node biome 'dust' nodes.
3312 You can find mod channels communication scheme in `docs/mod_channels.png`.
3314 * `minetest.mod_channel_join(channel_name)`
3315 * Server joins channel `channel_name`, and creates it if necessary. You
3316 should listen from incoming messages with
3317 `minetest.register_on_modchannel_message` call to receive incoming
3321 `minetest.get_inventory(location)`: returns an `InvRef`
3324 * `{type="player", name="celeron55"}`
3325 * `{type="node", pos={x=, y=, z=}}`
3326 * `{type="detached", name="creative"}`
3327 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
3329 * callbacks: See "Detached inventory callbacks"
3330 * `player_name`: Make detached inventory available to one player
3331 exclusively, by default they will be sent to every player (even if not
3333 Note that this parameter is mostly just a workaround and will be removed
3335 * Creates a detached inventory. If it already exists, it is cleared.
3336 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
3337 returns left over ItemStack.
3338 * See `minetest.item_eat` and `minetest.register_on_item_eat`
3341 * `minetest.show_formspec(playername, formname, formspec)`
3342 * `playername`: name of player to show formspec
3343 * `formname`: name passed to `on_player_receive_fields` callbacks.
3344 It should follow the `"modname:<whatever>"` naming convention
3345 * `formspec`: formspec to display
3346 * `minetest.close_formspec(playername, formname)`
3347 * `playername`: name of player to close formspec
3348 * `formname`: has to exactly match the one given in `show_formspec`, or the
3349 formspec will not close.
3350 * calling `show_formspec(playername, formname, "")` is equal to this
3352 * to close a formspec regardless of the formname, call
3353 `minetest.close_formspec(playername, "")`.
3354 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
3355 * `minetest.formspec_escape(string)`: returns a string
3356 * escapes the characters "[", "]", "\", "," and ";", which can not be used
3358 * `minetest.explode_table_event(string)`: returns a table
3359 * returns e.g. `{type="CHG", row=1, column=2}`
3361 * `"INV"`: no row selected)
3362 * `"CHG"`: selected)
3363 * `"DCL"`: double-click
3364 * `minetest.explode_textlist_event(string)`: returns a table
3365 * returns e.g. `{type="CHG", index=1}`
3367 * `"INV"`: no row selected)
3368 * `"CHG"`: selected)
3369 * `"DCL"`: double-click
3370 * `minetest.explode_scrollbar_event(string)`: returns a table
3371 * returns e.g. `{type="CHG", value=500}`
3373 * `"INV"`: something failed
3374 * `"CHG"`: has been changed
3375 * `"VAL"`: not changed
3378 * `minetest.inventorycube(img1, img2, img3)`
3379 * Returns a string for making an image of a cube (useful as an item image)
3380 * `minetest.get_pointed_thing_position(pointed_thing, above)`
3381 * Get position of a `pointed_thing` (that you can get from somewhere)
3382 * `minetest.dir_to_facedir(dir, is6d)`
3383 * Convert a vector to a facedir value, used in `param2` for
3384 `paramtype2="facedir"`.
3385 * passing something non-`nil`/`false` for the optional second parameter
3386 causes it to take the y component into account.
3387 * `minetest.facedir_to_dir(facedir)`
3388 * Convert a facedir back into a vector aimed directly out the "back" of a
3390 * `minetest.dir_to_wallmounted(dir)`
3391 * Convert a vector to a wallmounted value, used for
3392 `paramtype2="wallmounted"`.
3393 * `minetest.wallmounted_to_dir(wallmounted)`
3394 * Convert a wallmounted value back into a vector aimed directly out the
3396 * `minetest.dir_to_yaw(dir)`
3397 * Convert a vector into a yaw (angle)
3398 * `minetest.yaw_to_dir(yaw)`
3399 * Convert yaw (angle) to a vector
3400 * `minetest.is_colored_paramtype(ptype)`
3401 * Returns a boolean. Returns `true` if the given `paramtype2` contains
3402 color information (`color`, `colorwallmounted` or `colorfacedir`).
3403 * `minetest.strip_param2_color(param2, paramtype2)`
3404 * Removes everything but the color information from the
3405 given `param2` value.
3406 * Returns `nil` if the given `paramtype2` does not contain color
3408 * `minetest.get_node_drops(nodename, toolname)`
3409 * Returns list of item names.
3410 * **Note**: This will be removed or modified in a future version.
3411 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
3412 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
3413 * `input.width` = for example `3`
3414 * `input.items` = for example
3415 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
3416 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
3417 * `output.time` = a number, if unsuccessful: `0`
3418 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
3419 `decremented_input.items`
3420 * `decremented_input` = like `input`
3421 * `minetest.get_craft_recipe(output)`: returns input
3422 * returns last registered recipe for output item (node)
3423 * `output` is a node or item type such as `"default:torch"`
3424 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
3425 * `input.width` = for example `3`
3426 * `input.items` = for example
3427 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
3428 * `input.items` = `nil` if no recipe found
3429 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
3430 * returns indexed table with all registered recipes for query item (node)
3431 or `nil` if no recipe was found.
3432 * recipe entry table:
3435 method = 'normal' or 'cooking' or 'fuel'
3436 width = 0-3, 0 means shapeless recipe
3437 items = indexed [1-9] table with recipe items
3438 output = string with item name and quantity
3440 * Example query for `"default:gold_ingot"` will return table:
3443 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
3444 items = {1 = "default:gold_lump"}},
3445 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
3446 items = {1 = "default:goldblock"}}
3448 * `minetest.handle_node_drops(pos, drops, digger)`
3449 * `drops`: list of itemstrings
3450 * Handles drops from nodes after digging: Default action is to put them
3451 into digger's inventory.
3452 * Can be overridden to get different functionality (e.g. dropping items on
3454 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
3456 * Creates an item string which contains palette index information
3457 for hardware colorization. You can use the returned string
3458 as an output in a craft recipe.
3459 * `item`: the item stack which becomes colored. Can be in string,
3460 table and native form.
3461 * `palette_index`: this index is added to the item stack
3462 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
3463 * Creates an item string which contains static color information
3464 for hardware colorization. Use this method if you wish to colorize
3465 an item that does not own a palette. You can use the returned string
3466 as an output in a craft recipe.
3467 * `item`: the item stack which becomes colored. Can be in string,
3468 table and native form.
3469 * `colorstring`: the new color of the item stack
3472 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
3473 returns `{{actor, pos, time, oldnode, newnode}, ...}`
3474 * Find who has done something to a node, or near a node
3475 * `actor`: `"player:<name>"`, also `"liquid"`.
3476 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
3477 `boolean, log_messages`.
3478 * Revert latest actions of someone
3479 * `actor`: `"player:<name>"`, also `"liquid"`.
3481 ### Defaults for the `on_*` item definition functions
3482 These functions return the leftover itemstack.
3484 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
3485 * Place item as a node
3486 * `param2` overrides `facedir` and wallmounted `param2`
3487 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
3488 for the newly placed node to prevent a callback and placement loop
3489 * returns `itemstack, success`
3490 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
3492 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
3493 * Use one of the above based on what the item is.
3494 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
3495 * **Note**: is not called when wielded item overrides `on_place`
3496 * `param2` overrides `facedir` and wallmounted `param2`
3497 * returns `itemstack, success`
3498 * `minetest.item_drop(itemstack, dropper, pos)`
3500 * `minetest.item_eat(hp_change, replace_with_item)`
3502 * `replace_with_item` is the itemstring which is added to the inventory.
3503 If the player is eating a stack, then replace_with_item goes to a
3504 different spot. Can be `nil`
3505 * See `minetest.do_item_eat`
3507 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
3508 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
3509 * Calls functions registered by `minetest.register_on_punchnode()`
3510 * `minetest.node_dig(pos, node, digger)`
3511 * Checks if node can be dug, puts item into inventory, removes node
3512 * Calls functions registered by `minetest.registered_on_dignodes()`
3515 * `minetest.sound_play(spec, parameters)`: returns a handle
3516 * `spec` is a `SimpleSoundSpec`
3517 * `parameters` is a sound parameter table
3518 * `minetest.sound_stop(handle)`
3519 * `minetest.sound_fade(handle, step, gain)`
3520 * `handle` is a handle returned by `minetest.sound_play`
3521 * `step` determines how fast a sound will fade.
3522 Negative step will lower the sound volume, positive step will increase
3524 * `gain` the target gain for the fade.
3527 * `minetest.after(time, func, ...)`
3528 * Call the function `func` after `time` seconds, may be fractional
3529 * Optional: Variable number of arguments that are passed to `func`
3532 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
3533 server shutdown. Will display `message` to clients.
3534 * `reconnect` == true displays a reconnect button
3535 * `delay` adds an optional delay (in seconds) before shutdown.
3536 Negative delay cancels the current active shutdown.
3537 Zero delay triggers an immediate shutdown.
3538 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
3539 * `minetest.get_server_status()`: returns server status string
3540 * `minetest.get_server_uptime()`: returns the server uptime in seconds
3541 * `minetest.remove_player(name)`: remove player from database (if they are not
3543 * As auth data is not removed, minetest.player_exists will continue to
3544 return true. Call the below method as well if you want to remove auth
3546 * Returns a code (0: successful, 1: no such player, 2: player is connected)
3547 * `minetest.remove_player_auth(name)`: remove player authentication data
3548 * Returns boolean indicating success (false if player nonexistant)
3551 * `minetest.get_ban_list()`: returns the ban list
3552 (same as `minetest.get_ban_description("")`).
3553 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
3554 * `minetest.ban_player(name)`: ban a player
3555 * `minetest.unban_player_or_ip(name)`: unban player or IP address
3556 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional
3560 * `minetest.add_particle(particle definition)`
3561 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
3562 expirationtime, size, collisiondetection, texture, playername)`
3564 * `minetest.add_particlespawner(particlespawner definition)`
3565 * Add a `ParticleSpawner`, an object that spawns an amount of particles
3566 over `time` seconds.
3567 * Returns an `id`, and -1 if adding didn't succeed
3568 * `Deprecated: minetest.add_particlespawner(amount, time,
3572 minexptime, maxexptime,
3574 collisiondetection, texture, playername)`
3576 * `minetest.delete_particlespawner(id, player)`
3577 * Delete `ParticleSpawner` with `id` (return value from
3578 `minetest.add_particlespawner`).
3579 * If playername is specified, only deletes on the player's client,
3580 otherwise on all clients.
3583 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
3584 * Create a schematic from the volume of map specified by the box formed by
3586 * Apply the specified probability and per-node force-place to the specified
3587 nodes according to the `probability_list`.
3588 * `probability_list` is an array of tables containing two fields, `pos`
3590 * `pos` is the 3D vector specifying the absolute coordinates of the
3591 node being modified,
3592 * `prob` is an integer value from `0` to `255` that encodes
3593 probability and per-node force-place. Probability has levels
3594 0-127, then 128 may be added to encode per-node force-place.
3595 For probability stated as 0-255, divide by 2 and round down to
3596 get values 0-127, then add 128 to apply per-node force-place.
3597 * If there are two or more entries with the same pos value, the
3599 * If `pos` is not inside the box formed by `p1` and `p2`, it is
3601 * If `probability_list` equals `nil`, no probabilities are applied.
3602 * Apply the specified probability to the specified horizontal slices
3603 according to the `slice_prob_list`.
3604 * `slice_prob_list` is an array of tables containing two fields, `ypos`
3606 * `ypos` indicates the y position of the slice with a probability
3607 applied, the lowest slice being `ypos = 0`.
3608 * If slice probability list equals `nil`, no slice probabilities
3610 * Saves schematic in the Minetest Schematic format to filename.
3612 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
3613 * Place the schematic specified by schematic (see: Schematic specifier) at
3615 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
3616 * If the `rotation` parameter is omitted, the schematic is not rotated.
3617 * `replacements` = `{["old_name"] = "convert_to", ...}`
3618 * `force_placement` is a boolean indicating whether nodes other than `air`
3619 and `ignore` are replaced by the schematic.
3620 * Returns nil if the schematic could not be loaded.
3621 * **Warning**: Once you have loaded a schematic from a file, it will be
3622 cached. Future calls will always use the cached version and the
3623 replacement list defined for it, regardless of whether the file or the
3624 replacement list parameter have changed. The only way to load the file
3625 anew is to restart the server.
3626 * `flags` is a flag field with the available flags:
3631 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
3632 * This function is analogous to minetest.place_schematic, but places a
3633 schematic onto the specified VoxelManip object `vmanip` instead of the
3635 * Returns false if any part of the schematic was cut-off due to the
3636 VoxelManip not containing the full area required, and true if the whole
3637 schematic was able to fit.
3638 * Returns nil if the schematic could not be loaded.
3639 * After execution, any external copies of the VoxelManip contents are
3641 * `flags` is a flag field with the available flags:
3646 * `minetest.serialize_schematic(schematic, format, options)`
3647 * Return the serialized schematic specified by schematic
3648 (see: Schematic specifier)
3649 * in the `format` of either "mts" or "lua".
3650 * "mts" - a string containing the binary MTS data used in the MTS file
3652 * "lua" - a string containing Lua code representing the schematic in table
3654 * `options` is a table containing the following optional parameters:
3655 * If `lua_use_comments` is true and `format` is "lua", the Lua code
3656 generated will have (X, Z) position comments for every X row
3657 generated in the schematic data for easier reading.
3658 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
3659 the Lua code generated will use that number of spaces as indentation
3660 instead of a tab character.
3663 * `minetest.request_http_api()`:
3664 * returns `HTTPApiTable` containing http functions if the calling mod has
3665 been granted access by being listed in the `secure.http_mods` or
3666 `secure.trusted_mods` setting, otherwise returns `nil`.
3667 * The returned table contains the functions `fetch`, `fetch_async` and
3668 `fetch_async_get` described below.
3669 * Only works at init time and must be called from the mod's main scope
3670 (not from a function).
3671 * Function only exists if minetest server was built with cURL support.
3672 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
3674 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
3675 * Performs given request asynchronously and calls callback upon completion
3676 * callback: `function(HTTPRequestResult res)`
3677 * Use this HTTP function if you are unsure, the others are for advanced use
3678 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
3679 * Performs given request asynchronously and returns handle for
3680 `HTTPApiTable.fetch_async_get`
3681 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
3682 * Return response data for given asynchronous HTTP request
3685 * `minetest.get_mod_storage()`:
3686 * returns reference to mod private `StorageRef`
3687 * must be called during mod load time
3690 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
3691 * `minetest.is_player(o)`: boolean, whether `o` is a player
3692 * `minetest.player_exists(name)`: boolean, whether player exists
3693 (regardless of online status)
3694 * `minetest.hud_replace_builtin(name, hud_definition)`
3695 * Replaces definition of a builtin hud element
3696 * `name`: `"breath"` or `"health"`
3697 * `hud_definition`: definition to replace builtin definition
3698 * `minetest.send_join_message(player_name)`
3699 * This function can be overridden by mods to change the join message.
3700 * `minetest.send_leave_message(player_name, timed_out)`
3701 * This function can be overridden by mods to change the leave message.
3702 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
3703 * `pos`: table {x=number, y=number, z=number},
3704 * Gives a unique hash number for a node position (16+16+16=48bit)
3705 * `minetest.get_position_from_hash(hash)`: returns a position
3706 * Inverse transform of `minetest.hash_node_position`
3707 * `minetest.get_item_group(name, group)`: returns a rating
3708 * Get rating of a group of an item. (`0` means: not in group)
3709 * `minetest.get_node_group(name, group)`: returns a rating
3710 * Deprecated: An alias for the former.
3711 * `minetest.raillike_group(name)`: returns a rating
3712 * Returns rating of the connect_to_raillike group corresponding to name
3713 * If name is not yet the name of a connect_to_raillike group, a new group
3714 id is created, with that name.
3715 * `minetest.get_content_id(name)`: returns an integer
3716 * Gets the internal content ID of `name`
3717 * `minetest.get_name_from_content_id(content_id)`: returns a string
3718 * Gets the name of the content with that content ID
3719 * `minetest.parse_json(string[, nullvalue])`: returns something
3720 * Convert a string containing JSON data into the Lua equivalent
3721 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
3722 * On success returns a table, a string, a number, a boolean or `nullvalue`
3723 * On failure outputs an error message and returns `nil`
3724 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
3725 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
3727 * Convert a Lua table into a JSON string
3728 * styled: Outputs in a human-readable format if this is set, defaults to
3730 * Unserializable things like functions and userdata will cause an error.
3731 * **Warning**: JSON is more strict than the Lua table format.
3732 1. You can only use strings and positive integers of at least one as
3734 2. You can not mix string and integer keys.
3735 This is due to the fact that JSON has two distinct array and object
3737 * Example: `write_json({10, {a = false}})`,
3738 returns `"[10, {\"a\": false}]"`
3739 * `minetest.serialize(table)`: returns a string
3740 * Convert a table containing tables, strings, numbers, booleans and `nil`s
3741 into string form readable by `minetest.deserialize`
3742 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
3743 * `minetest.deserialize(string)`: returns a table
3744 * Convert a string returned by `minetest.deserialize` into a table
3745 * `string` is loaded in an empty sandbox environment.
3746 * Will load functions, but they cannot access the global environment.
3747 * Example: `deserialize('return { ["foo"] = "bar" }')`,
3748 returns `{foo='bar'}`
3749 * Example: `deserialize('print("foo")')`, returns `nil`
3750 (function call fails), returns
3751 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
3752 * `minetest.compress(data, method, ...)`: returns `compressed_data`
3753 * Compress a string of data.
3754 * `method` is a string identifying the compression method to be used.
3755 * Supported compression methods:
3756 * Deflate (zlib): `"deflate"`
3757 * `...` indicates method-specific arguments. Currently defined arguments
3759 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
3760 * `minetest.decompress(compressed_data, method, ...)`: returns data
3761 * Decompress a string of data (using ZLib).
3762 * See documentation on `minetest.compress()` for supported compression
3764 * `...` indicates method-specific arguments. Currently, no methods use this
3765 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
3766 * Each argument is a 8 Bit unsigned integer
3767 * Returns the ColorString from rgb or rgba values
3768 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
3769 * `minetest.encode_base64(string)`: returns string encoded in base64
3770 * Encodes a string in base64.
3771 * `minetest.decode_base64(string)`: returns string
3772 * Decodes a string encoded in base64.
3773 * `minetest.is_protected(pos, name)`: returns boolean
3774 * Returns true, if player `name` shouldn't be able to dig at `pos` or do
3775 other actions, definable by mods, due to some mod-defined ownership-like
3777 * Returns false or nil, if the player is allowed to do such actions.
3778 * `name` will be "" for non-players or unknown players.
3779 * This function should be overridden by protection mods and should be used
3780 to check if a player can interact at a position.
3781 * This function should call the old version of itself if the position is
3782 not protected by the mod.
3785 local old_is_protected = minetest.is_protected
3786 function minetest.is_protected(pos, name)
3787 if mymod:position_protected_from(pos, name) then
3790 return old_is_protected(pos, name)
3792 * `minetest.record_protection_violation(pos, name)`
3793 * This function calls functions registered with
3794 `minetest.register_on_protection_violation`.
3795 * `minetest.is_area_protected(pos1, pos2, player_name, interval)
3796 * Returns the position of the first node that `player_name` may not modify
3797 in the specified cuboid between `pos1` and `pos2`.
3798 * Returns `false` if no protections were found.
3799 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
3800 The points are spaced evenly throughout the volume and have a spacing
3801 similar to, but no larger than, `interval`.
3802 * All corners and edges of the defined volume are checked.
3803 * `interval` defaults to 4.
3804 * `interval` should be carefully chosen and maximised to avoid an excessive
3805 number of points being checked.
3806 * Like `minetest.is_protected`, this function may be extended or
3807 overwritten by mods to provide a faster implementation to check the
3808 cuboid for intersections.
3809 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
3810 orient_flags, prevent_after_place])`
3811 * Attempt to predict the desired orientation of the facedir-capable node
3812 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
3813 or hanging from the ceiling).
3814 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
3815 stacks are handled normally.
3816 * `orient_flags`: Optional table containing extra tweaks to the placement code:
3817 * `invert_wall`: if `true`, place wall-orientation on the ground and
3818 ground-orientation on the wall.
3819 * `force_wall` : if `true`, always place the node in wall orientation.
3820 * `force_ceiling`: if `true`, always place on the ceiling.
3821 * `force_floor`: if `true`, always place the node on the floor.
3822 * `force_facedir`: if `true`, forcefully reset the facedir to north
3823 when placing on the floor or ceiling.
3824 * The first four options are mutually-exclusive; the last in the list
3825 takes precedence over the first.
3826 * `prevent_after_place` is directly passed to `minetest.item_place_node`
3827 * Returns the new itemstack after placement
3828 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
3829 * calls `rotate_and_place()` with `infinitestacks` set according to the state
3830 of the creative mode setting, checks for "sneak" to set the `invert_wall`
3831 parameter and `prevent_after_place` set to `true`.
3833 * `minetest.forceload_block(pos[, transient])`
3834 * forceloads the position `pos`.
3835 * returns `true` if area could be forceloaded
3836 * If `transient` is `false` or absent, the forceload will be persistent
3837 (saved between server runs). If `true`, the forceload will be transient
3838 (not saved between server runs).
3840 * `minetest.forceload_free_block(pos[, transient])`
3841 * stops forceloading the position `pos`
3842 * If `transient` is `false` or absent, frees a persistent forceload.
3843 If `true`, frees a transient forceload.
3845 * `minetest.request_insecure_environment()`: returns an environment containing
3846 insecure functions if the calling mod has been listed as trusted in the
3847 `secure.trusted_mods` setting or security is disabled, otherwise returns
3849 * Only works at init time and must be called from the mod's main scope (not
3851 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
3852 IT IN A LOCAL VARIABLE!**
3854 * `minetest.global_exists(name)`
3855 * Checks if a global variable has been set, without triggering a warning.
3858 * `minetest.env`: `EnvRef` of the server environment and world.
3859 * Any function in the minetest namespace can be called using the syntax
3860 `minetest.env:somefunction(somearguments)`
3861 instead of `minetest.somefunction(somearguments)`
3862 * Deprecated, but support is not to be dropped soon
3865 * `minetest.registered_items`
3866 * Map of registered items, indexed by name
3867 * `minetest.registered_nodes`
3868 * Map of registered node definitions, indexed by name
3869 * `minetest.registered_craftitems`
3870 * Map of registered craft item definitions, indexed by name
3871 * `minetest.registered_tools`
3872 * Map of registered tool definitions, indexed by name
3873 * `minetest.registered_entities`
3874 * Map of registered entity prototypes, indexed by name
3875 * `minetest.object_refs`
3876 * Map of object references, indexed by active object id
3877 * `minetest.luaentities`
3878 * Map of Lua entities, indexed by active object id
3879 * `minetest.registered_chatcommands`
3880 * Map of registered chat command definitions, indexed by name
3881 * `minetest.registered_ores`
3882 * List of registered ore definitions.
3883 * `minetest.registered_biomes`
3884 * List of registered biome definitions.
3885 * `minetest.registered_decorations`
3886 * List of registered decoration definitions.
3893 An interface to use mod channels on client and server
3896 * `leave()`: leave the mod channel.
3897 * Server leaves channel `channel_name`.
3898 * No more incoming or outgoing messages can be sent to this channel from
3900 * This invalidate all future object usage.
3901 * Ensure your set mod_channel to nil after that to free Lua resources.
3902 * `is_writeable()`: returns true if channel is writeable and mod can send over
3904 * `send_all(message)`: Send `message` though the mod channel.
3905 * If mod channel is not writeable or invalid, message will be dropped.
3906 * Message size is limited to 65535 characters by protocol.
3909 See `StorageRef`, `NodeMetaRef`, `ItemStackMetaRef`, and `PlayerMetaRef`.
3912 * `contains(key)`: Returns true if key present, otherwise false.
3913 * Returns `nil` when the MetaData is inexistent.
3914 * `get(key)`: Returns `nil` if key not present, else the stored string.
3915 * `set_string(key, value)`: Value of `""` will delete the key.
3916 * `get_string(key)`: Returns `""` if key not present.
3917 * `set_int(key, value)`
3918 * `get_int(key)`: Returns `0` if key not present.
3919 * `set_float(key, value)`
3920 * `get_float(key)`: Returns `0` if key not present.
3921 * `to_table()`: returns `nil` or a table with keys:
3922 * `fields`: key-value storage
3923 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
3924 * `from_table(nil or {})`
3925 * Any non-table value will clear the metadata
3926 * See "Node Metadata" for an example
3927 * returns `true` on success
3929 * returns `true` if this metadata has the same key-value pairs as `other`
3932 Node metadata: reference extra data and functionality stored in a node.
3933 Can be obtained via `minetest.get_meta(pos)`.
3936 * All methods in MetaDataRef
3937 * `get_inventory()`: returns `InvRef`
3938 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
3939 This will prevent them from being sent to the client. Note that the "private"
3940 status will only be remembered if an associated key-value pair exists,
3941 meaning it's best to call this when initializing all other meta (e.g.
3944 ### `ItemStackMetaRef`
3945 ItemStack metadata: reference extra data and functionality stored in a stack.
3946 Can be obtained via `item:get_meta()`.
3949 * All methods in MetaDataRef
3950 * `set_tool_capabilities([tool_capabilities])`
3951 * Overrides the item's tool capabilities
3952 * A nil value will clear the override data and restore the original
3956 Mod metadata: per mod metadata, saved automatically.
3957 Can be obtained via `minetest.get_mod_storage()` during load time.
3960 * All methods in MetaDataRef
3964 Uses the same method of storage as the deprecated player attribute API, so
3965 data there will also be in player meta.
3966 Can be obtained using `player:get_meta()`.
3969 * All methods in MetaDataRef
3972 Node Timers: a high resolution persistent per-node timer.
3973 Can be gotten via `minetest.get_node_timer(pos)`.
3976 * `set(timeout,elapsed)`
3977 * set a timer's state
3978 * `timeout` is in seconds, and supports fractional values (0.1 etc)
3979 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
3980 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
3984 * equivalent to `set(timeout,0)`
3987 * `get_timeout()`: returns current timeout in seconds
3988 * if `timeout` equals `0`, timer is inactive
3989 * `get_elapsed()`: returns current elapsed time in seconds
3990 * the node's `on_timer` function will be called after `(timeout - elapsed)`
3992 * `is_started()`: returns boolean state of timer
3993 * returns `true` if timer is started, otherwise `false`
3996 Moving things in the game are generally these.
3998 This is basically a reference to a C++ `ServerActiveObject`
4001 * `remove()`: remove object (after returning from Lua)
4002 * Note: Doesn't work on players, use `minetest.kick_player` instead
4003 * `get_pos()`: returns `{x=num, y=num, z=num}`
4004 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
4005 * `move_to(pos, continuous=false)`: interpolated move
4006 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
4007 * `puncher` = another `ObjectRef`,
4008 * `time_from_last_punch` = time since last punch action of the puncher
4009 * `direction`: can be `nil`
4010 * `right_click(clicker)`; `clicker` is another `ObjectRef`
4011 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
4012 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
4013 * See reason in register_on_player_hpchange
4014 * `get_inventory()`: returns an `InvRef`
4015 * `get_wield_list()`: returns the name of the inventory list the wielded item
4017 * `get_wield_index()`: returns the index of the wielded item
4018 * `get_wielded_item()`: returns an `ItemStack`
4019 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
4021 * `set_armor_groups({group1=rating, group2=rating, ...})`
4022 * `get_armor_groups()`: returns a table with the armor group ratings
4023 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
4024 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
4025 * `frame_speed`: number, default: `15.0`
4026 * `frame_blend`: number, default: `0.0`
4027 * `frame_loop`: boolean, default: `true`
4028 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
4030 * `set_animation_frame_speed(frame_speed)`
4031 * `frame_speed`: number, default: `15.0`
4032 * `set_attach(parent, bone, position, rotation)`
4034 * `position`: `{x=num, y=num, z=num}` (relative)
4035 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
4036 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
4039 * `set_bone_position(bone, position, rotation)`
4041 * `position`: `{x=num, y=num, z=num}` (relative)
4042 * `rotation`: `{x=num, y=num, z=num}`
4043 * `get_bone_position(bone)`: returns position and rotation of the bone
4044 * `set_properties(object property table)`
4045 * `get_properties()`: returns object property table
4046 * `is_player()`: returns true for players, false otherwise
4047 * `get_nametag_attributes()`
4048 * returns a table with the attributes of the nametag of an object
4050 color = {a=0..255, r=0..255, g=0..255, b=0..255},
4053 * `set_nametag_attributes(attributes)`
4054 * sets the attributes of the nametag of an object
4058 text = "My Nametag",
4061 ##### LuaEntitySAO-only (no-op for other objects)
4062 * `set_velocity(vel)`
4063 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
4064 * `add_velocity(vel)`
4065 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
4066 * In comparison to using get_velocity, adding the velocity and then using
4067 set_velocity, add_velocity is supposed to avoid synchronization problems.
4068 * `get_velocity()`: returns the velocity, a vector
4069 * `set_acceleration(acc)`
4071 * `get_acceleration()`: returns the acceleration, a vector
4072 * `set_yaw(radians)`
4073 * `get_yaw()`: returns number in radians
4074 * `set_texture_mod(mod)`
4075 * `get_texture_mod()` returns current texture modifier
4076 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
4077 * Select sprite from spritesheet with optional animation and Dungeon Master
4078 style texture selection based on yaw relative to camera
4079 * `p`: {x=number, y=number}, the coordinate of the first frame
4080 (x: column, y: row), default: `{x=0, y=0}`
4081 * `num_frames`: number, default: `1`
4082 * `framelength`: number, default: `0.2`
4083 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
4084 Master mob, default: `false`
4085 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
4088 ##### Player-only (no-op for other objects)
4089 * `get_player_name()`: returns `""` if is not a player
4090 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
4091 table {x, y, z} representing the player's instantaneous velocity in nodes/s
4092 * `get_look_dir()`: get camera direction as a unit vector
4093 * `get_look_vertical()`: pitch in radians
4094 * Angle ranges between -pi/2 and pi/2, which are straight up and down
4096 * `get_look_horizontal()`: yaw in radians
4097 * Angle is counter-clockwise from the +z direction.
4098 * `set_look_vertical(radians)`: sets look pitch
4099 * radians - Angle from looking forward, where positive is downwards.
4100 * `set_look_horizontal(radians)`: sets look yaw
4101 * radians - Angle from the +z direction, where positive is
4103 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
4104 `get_look_vertical`.
4105 * Angle ranges between -pi/2 and pi/2, which are straight down and up
4107 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
4108 `get_look_horizontal`.
4109 * Angle is counter-clockwise from the +x direction.
4110 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
4111 `set_look_vertical`.
4112 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
4113 `set_look_horizontal`.
4114 * `get_breath()`: returns players breath
4115 * `set_breath(value)`: sets players breath
4117 * `0`: player is drowning
4118 * max: bubbles bar is not shown
4119 * See Object Properties for more information
4120 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
4121 * Sets an extra attribute with value on player.
4122 * `value` must be a string, or a number which will be converted to a
4124 * If `value` is `nil`, remove attribute from player.
4125 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
4126 * Returns value (a string) for extra attribute.
4127 * Returns `nil` if no attribute found.
4128 * `get_meta()`: Returns a PlayerMetaRef.
4129 * `set_inventory_formspec(formspec)`
4130 * Redefine player's inventory form
4131 * Should usually be called in `on_joinplayer`
4132 * `get_inventory_formspec()`: returns a formspec string
4133 * `set_formspec_prepend(formspec)`:
4134 * the formspec string will be added to every formspec shown to the user,
4135 except for those with a no_prepend[] tag.
4136 * This should be used to set style elements such as background[] and
4137 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
4138 * Only affects formspecs shown after this is called.
4139 * `get_formspec_prepend(formspec)`: returns a formspec string.
4140 * `get_player_control()`: returns table with player pressed keys
4141 * The table consists of fields with boolean value representing the pressed
4142 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
4143 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
4144 sneak=true, aux1=false, down=false, up=false}`
4145 * `get_player_control_bits()`: returns integer with bit packed player pressed
4147 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
4149 * `set_physics_override(override_table)`
4150 * `override_table` is a table with the following fields:
4151 * `speed`: multiplier to default walking speed value (default: `1`)
4152 * `jump`: multiplier to default jump value (default: `1`)
4153 * `gravity`: multiplier to default gravity value (default: `1`)
4154 * `sneak`: whether player can sneak (default: `true`)
4155 * `sneak_glitch`: whether player can use the new move code replications
4156 of the old sneak side-effects: sneak ladders and 2 node sneak jump
4158 * `new_move`: use new move/sneak code. When `false` the exact old code
4159 is used for the specific old sneak behaviour (default: `true`)
4160 * `get_physics_override()`: returns the table given to `set_physics_override`
4161 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
4163 * `hud_remove(id)`: remove the HUD element of the specified id
4164 * `hud_change(id, stat, value)`: change a value of a previously added HUD
4166 * element `stat` values:
4167 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
4168 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
4169 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
4170 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`,
4171 `breathbar`, `minimap`, `minimap_radar`
4172 * pass a table containing a `true`/`false` value of each flag to be set or
4174 * if a flag equals `nil`, the flag is not modified
4175 * note that setting `minimap` modifies the client's permission to view the
4176 minimap - the client may locally elect to not view the minimap.
4177 * minimap `radar` is only usable when `minimap` is true
4178 * `hud_get_flags()`: returns a table containing status of hud flags
4179 * returns `{hotbar=true, healthbar=true, crosshair=true, wielditem=true,
4180 breathbar=true, minimap=true, minimap_radar=true}`
4181 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
4182 * `count`: number of items, must be between `1` and `23`
4183 * `hud_get_hotbar_itemcount`: returns number of visible items
4184 * `hud_set_hotbar_image(texturename)`
4185 * sets background image for hotbar
4186 * `hud_get_hotbar_image`: returns texturename
4187 * `hud_set_hotbar_selected_image(texturename)`
4188 * sets image for selected item of hotbar
4189 * `hud_get_hotbar_selected_image`: returns texturename
4190 * `set_sky(bgcolor, type, {texture names}, clouds)`
4191 * `bgcolor`: ColorSpec, defaults to white
4192 * `type`: Available types:
4193 * `"regular"`: Uses 0 textures, `bgcolor` ignored
4194 * `"skybox"`: Uses 6 textures, `bgcolor` used
4195 * `"plain"`: Uses 0 textures, `bgcolor` used
4196 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
4197 `"plain"` custom skyboxes (default: `true`)
4198 * `get_sky()`: returns bgcolor, type, table of textures, clouds
4199 * `set_clouds(parameters)`: set cloud parameters
4200 * `parameters` is a table with the following optional fields:
4201 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
4202 * `color`: basic cloud color with alpha channel, ColorSpec
4203 (default `#fff0f0e5`).
4204 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
4205 ColorSpec (alpha ignored, default `#000000`)
4206 * `height`: cloud height, i.e. y of cloud base (default per conf,
4208 * `thickness`: cloud thickness in nodes (default `16`)
4209 * `speed`: 2D cloud speed + direction in nodes per second
4210 (default `{x=0, z=-2}`).
4211 * `get_clouds()`: returns a table with the current cloud parameters as in
4213 * `override_day_night_ratio(ratio or nil)`
4214 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
4216 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
4217 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
4218 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
4219 set animation for player model in third person view
4221 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
4222 {x=168, y=187}, -- < walk animation key frames
4223 {x=189, y=198}, -- < dig animation key frames
4224 {x=200, y=219}, -- < walk+dig animation key frames
4225 frame_speed=30): -- < animation frame speed
4226 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
4228 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
4230 * in first person view
4231 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
4232 * `get_eye_offset()`: returns `offset_first` and `offset_third`
4235 An `InvRef` is a reference to an inventory.
4238 * `is_empty(listname)`: return `true` if list is empty
4239 * `get_size(listname)`: get size of a list
4240 * `set_size(listname, size)`: set size of a list
4241 * returns `false` on error (e.g. invalid `listname` or `size`)
4242 * `get_width(listname)`: get width of a list
4243 * `set_width(listname, width)`: set width of list; currently used for crafting
4244 * `get_stack(listname, i)`: get a copy of stack index `i` in list
4245 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
4246 * `get_list(listname)`: return full list
4247 * `set_list(listname, list)`: set full list (size will not change)
4248 * `get_lists()`: returns list of inventory lists
4249 * `set_lists(lists)`: sets inventory lists (size will not change)
4250 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
4252 * `room_for_item(listname, stack):` returns `true` if the stack of items
4253 can be fully added to the list
4254 * `contains_item(listname, stack, [match_meta])`: returns `true` if
4255 the stack of items can be fully taken from the list.
4256 If `match_meta` is false, only the items' names are compared
4258 * `remove_item(listname, stack)`: take as many items as specified from the
4259 list, returns the items that were actually removed (as an `ItemStack`)
4260 -- note that any item metadata is ignored, so attempting to remove a specific
4261 unique item this way will likely remove the wrong one -- to do that use
4262 `set_stack` with an empty `ItemStack`.
4263 * `get_location()`: returns a location compatible to
4264 `minetest.get_inventory(location)`.
4265 * returns `{type="undefined"}` in case location is not known
4268 A fast access data structure to store areas, and find areas near a given
4270 Every area has a `data` string attribute to store additional information.
4271 You can create an empty `AreaStore` by calling `AreaStore()`, or
4272 `AreaStore(type_name)`.
4273 If you chose the parameter-less constructor, a fast implementation will be
4274 automatically chosen for you.
4277 * `get_area(id, include_borders, include_data)`: returns the area with the id
4279 (optional) Boolean values `include_borders` and `include_data` control what's
4281 Returns nil if specified area id does not exist.
4282 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas
4283 that contain the position `pos`.
4284 (optional) Boolean values `include_borders` and `include_data` control what's
4286 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
4287 returns all areas that contain all nodes inside the area specified by `edge1`
4288 and `edge2` (inclusive).
4289 If `accept_overlap` is true, also areas are returned that have nodes in
4290 common with the specified area.
4291 (optional) Boolean values `include_borders` and `include_data` control what's
4293 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
4294 Returns the new area's ID, or nil if the insertion failed.
4295 The (inclusive) positions `edge1` and `edge2` describe the area.
4296 `data` is a string stored with the area. If passed, `id` will be used as the
4297 internal area ID, it must be a unique number between 0 and 2^32-2. If you use
4298 the `id` parameter you must always use it, or insertions are likely to fail
4300 * `reserve(count)`: reserves resources for at most `count` many contained
4302 Only needed for efficiency, and only some implementations profit.
4303 * `remove_area(id)`: removes the area with the given id from the store, returns
4305 * `set_cache_params(params)`: sets params for the included prefiltering cache.
4306 Calling invalidates the cache, so that its elements have to be newly
4310 enabled = boolean, -- whether to enable, default true
4311 block_radius = number, -- the radius (in nodes) of the areas the cache
4312 generates prefiltered lists for, minimum 16,
4314 limit = number, -- the cache's size, minimum 20, default 1000
4316 * `to_string()`: Experimental. Returns area store serialized as a (binary)
4318 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
4320 * `from_string(str)`: Experimental. Deserializes string and loads it into the
4322 Returns success and, optionally, an error message.
4323 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
4327 An `ItemStack` is a stack of items.
4329 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
4330 an itemstring, a table or `nil`.
4333 * `is_empty()`: returns `true` if stack is empty.
4334 * `get_name()`: returns item name (e.g. `"default:stone"`).
4335 * `set_name(item_name)`: returns a boolean indicating whether the item was
4337 * `get_count()`: Returns number of items on the stack.
4338 * `set_count(count)`: returns a boolean indicating whether the item was cleared
4339 * `count`: number, unsigned 16 bit integer
4340 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
4341 * `set_wear(wear)`: returns boolean indicating whether item was cleared
4342 * `wear`: number, unsigned 16 bit integer
4343 * `get_meta()`: returns ItemStackMetaRef. See section for more details
4344 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
4346 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
4347 * `clear()`: removes all items from the stack, making it empty.
4348 * `replace(item)`: replace the contents of this stack.
4349 * `item` can also be an itemstring or table.
4350 * `to_string()`: returns the stack in itemstring form.
4351 * `to_table()`: returns the stack in Lua table form.
4352 * `get_stack_max()`: returns the maximum size of the stack (depends on the
4354 * `get_free_space()`: returns `get_stack_max() - get_count()`.
4355 * `is_known()`: returns `true` if the item name refers to a defined item type.
4356 * `get_definition()`: returns the item definition table.
4357 * `get_tool_capabilities()`: returns the digging properties of the item,
4358 or those of the hand if none are defined for this item type
4359 * `add_wear(amount)`
4360 * Increases wear by `amount` if the item is a tool
4361 * `amount`: number, integer
4362 * `add_item(item)`: returns leftover `ItemStack`
4363 * Put some item or stack onto this stack
4364 * `item_fits(item)`: returns `true` if item or stack can be fully added to
4366 * `take_item(n)`: returns taken `ItemStack`
4367 * Take (and remove) up to `n` items from this stack
4368 * `n`: number, default: `1`
4369 * `peek_item(n)`: returns taken `ItemStack`
4370 * Copy (don't remove) up to `n` items from this stack
4371 * `n`: number, default: `1`
4374 A 16-bit pseudorandom number generator.
4375 Uses a well-known LCG algorithm introduced by K&R.
4377 It can be created via `PseudoRandom(seed)`.
4380 * `next()`: return next integer random number [`0`...`32767`]
4381 * `next(min, max)`: return next integer random number [`min`...`max`]
4382 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
4383 due to the simple implementation making bad distribution otherwise.
4386 A 32-bit pseudorandom number generator.
4387 Uses PCG32, an algorithm of the permuted congruential generator family,
4388 offering very strong randomness.
4390 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
4393 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
4394 * `next(min, max)`: return next integer random number [`min`...`max`]
4395 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
4396 random number [`min`...`max`].
4397 * This is only a rough approximation of a normal distribution with:
4398 * `mean = (max - min) / 2`, and
4399 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
4400 * Increasing `num_trials` improves accuracy of the approximation
4403 Interface for the operating system's crypto-secure PRNG.
4405 It can be created via `SecureRandom()`. The constructor returns nil if a
4406 secure random device cannot be found on the system.
4409 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
4410 random bytes, as a string.
4413 A perlin noise generator.
4414 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
4415 or `PerlinNoise(noiseparams)`.
4416 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
4417 or `minetest.get_perlin(noiseparams)`.
4420 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
4421 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
4423 ### `PerlinNoiseMap`
4424 A fast, bulk perlin noise generator.
4426 It can be created via `PerlinNoiseMap(noiseparams, size)` or
4427 `minetest.get_perlin_map(noiseparams, size)`.
4429 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
4430 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
4433 For each of the functions with an optional `buffer` parameter: If `buffer` is
4434 not nil, this table will be used to store the result instead of creating a new
4438 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
4439 with values starting at `pos={x=,y=}`
4440 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
4441 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
4442 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
4443 array of 2D noise with values starting at `pos={x=,y=}`
4444 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
4445 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
4446 is stored internally.
4447 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
4448 is stored internally.
4449 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
4450 returns a slice of the most recently computed noise results. The result slice
4451 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
4452 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
4454 `noisevals = noise:get_map_slice({y=20}, {y=2})`
4455 It is important to note that `slice_offset` offset coordinates begin at 1,
4456 and are relative to the starting position of the most recently calculated
4458 To grab a single vertical column of noise starting at map coordinates
4459 x = 1023, y=1000, z = 1000:
4460 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
4461 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
4465 #### About VoxelManip
4466 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
4467 facility. The purpose of this object is for fast, low-level, bulk access to
4468 reading and writing Map content. As such, setting map nodes through VoxelManip
4469 will lack many of the higher level features and concepts you may be used to
4470 with other methods of setting nodes. For example, nodes will not have their
4471 construction and destruction callbacks run, and no rollback information is
4474 It is important to note that VoxelManip is designed for speed, and *not* ease
4475 of use or flexibility. If your mod requires a map manipulation facility that
4476 will handle 100% of all edge cases, or the use of high level node placement
4477 features, perhaps `minetest.set_node()` is better suited for the job.
4479 In addition, VoxelManip might not be faster, or could even be slower, for your
4480 specific use case. VoxelManip is most effective when setting large areas of map
4481 at once - for example, if only setting a 3x3x3 node area, a
4482 `minetest.set_node()` loop may be more optimal. Always profile code using both
4483 methods of map manipulation to determine which is most appropriate for your
4486 A recent simple test of setting cubic areas showed that `minetest.set_node()`
4487 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
4489 #### Using VoxelManip
4490 A VoxelManip object can be created any time using either:
4491 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
4493 If the optional position parameters are present for either of these routines,
4494 the specified region will be pre-loaded into the VoxelManip object on creation.
4495 Otherwise, the area of map you wish to manipulate must first be loaded into the
4496 VoxelManip object using `VoxelManip:read_from_map()`.
4498 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
4499 formed by these positions indicate the minimum and maximum (respectively)
4500 positions of the area actually loaded in the VoxelManip, which may be larger
4501 than the area requested. For convenience, the loaded area coordinates can also
4502 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
4504 Now that the VoxelManip object is populated with map data, your mod can fetch a
4505 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
4506 which retrieves an individual node in a MapNode formatted table at the position
4507 requested is the simplest method to use, but also the slowest.
4509 Nodes in a VoxelManip object may also be read in bulk to a flat array table
4512 * `VoxelManip:get_data()` for node content (in Content ID form, see section
4514 * `VoxelManip:get_light_data()` for node light levels, and
4515 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
4517 See section 'Flat array format' for more details.
4519 It is very important to understand that the tables returned by any of the above
4520 three functions represent a snapshot of the VoxelManip's internal state at the
4521 time of the call. This copy of the data will not magically update itself if
4522 another function modifies the internal VoxelManip state.
4523 Any functions that modify a VoxelManip's contents work on the VoxelManip's
4524 internal state unless otherwise explicitly stated.
4526 Once the bulk data has been edited to your liking, the internal VoxelManip
4527 state can be set using:
4529 * `VoxelManip:set_data()` for node content (in Content ID form, see section
4531 * `VoxelManip:set_light_data()` for node light levels, and
4532 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
4534 The parameter to each of the above three functions can use any table at all in
4535 the same flat array format as produced by `get_data()` etc. and is not required
4536 to be a table retrieved from `get_data()`.
4538 Once the internal VoxelManip state has been modified to your liking, the
4539 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
4542 ##### Flat array format
4544 `Nx = p2.X - p1.X + 1`,
4545 `Ny = p2.Y - p1.Y + 1`, and
4546 `Nz = p2.Z - p1.Z + 1`.
4548 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
4549 including the value of the expression `Nx * Ny * Nz`.
4551 Positions offset from p1 are present in the array with the format of:
4555 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
4556 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
4558 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
4559 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
4561 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
4563 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
4567 and the array index for a position p contained completely in p1..p2 is:
4569 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
4571 Note that this is the same "flat 3D array" format as
4572 `PerlinNoiseMap:get3dMap_flat()`.
4573 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation
4574 of the index for a single point in a flat VoxelManip array.
4577 A Content ID is a unique integer identifier for a specific node type.
4578 These IDs are used by VoxelManip in place of the node name string for
4579 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
4580 `minetest.get_content_id()` to look up the Content ID for the specified node
4581 name, and `minetest.get_name_from_content_id()` to look up the node name string
4582 for a given Content ID.
4583 After registration of a node, its Content ID will remain the same throughout
4584 execution of the mod.
4585 Note that the node being queried needs to have already been been registered.
4587 The following builtin node types have their Content IDs defined as constants:
4589 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
4590 * `minetest.CONTENT_AIR`: ID for "air" nodes
4591 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
4593 ##### Mapgen VoxelManip objects
4594 Inside of `on_generated()` callbacks, it is possible to retrieve the same
4595 VoxelManip object used by the core's Map Generator (commonly abbreviated
4596 Mapgen). Most of the rules previously described still apply but with a few
4599 * The Mapgen VoxelManip object is retrieved using:
4600 `minetest.get_mapgen_object("voxelmanip")`
4601 * This VoxelManip object already has the region of map just generated loaded
4602 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
4603 a Mapgen VoxelManip.
4604 * The `on_generated()` callbacks of some mods may place individual nodes in the
4605 generated area using non-VoxelManip map modification methods. Because the
4606 same Mapgen VoxelManip object is passed through each `on_generated()`
4607 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
4608 consistency with the current map state. For this reason, calling any of the
4609 following functions:
4610 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
4611 will also update the Mapgen VoxelManip object's internal state active on the
4613 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
4614 necessary to update lighting information using either:
4615 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
4617 ##### Other API functions operating on a VoxelManip
4618 If any VoxelManip contents were set to a liquid node,
4619 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
4620 flowing. It is recommended to call this function only after having written all
4621 buffered data back to the VoxelManip object, save for special situations where
4622 the modder desires to only have certain liquid nodes begin flowing.
4624 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
4625 will generate all registered decorations and ores throughout the full area
4626 inside of the specified VoxelManip object.
4628 `minetest.place_schematic_on_vmanip()` is otherwise identical to
4629 `minetest.place_schematic()`, except instead of placing the specified schematic
4630 directly on the map at the specified position, it will place the schematic
4631 inside the VoxelManip.
4634 * Attempting to read data from a VoxelManip object before map is read will
4635 result in a zero-length array table for `VoxelManip:get_data()`, and an
4636 "ignore" node at any position for `VoxelManip:get_node_at()`.
4637 * If either a region of map has not yet been generated or is out-of-bounds of
4638 the map, that region is filled with "ignore" nodes.
4639 * Other mods, or the core itself, could possibly modify the area of map
4640 currently loaded into a VoxelManip object. With the exception of Mapgen
4641 VoxelManips (see above section), the internal buffers are not updated. For
4642 this reason, it is strongly encouraged to complete the usage of a particular
4643 VoxelManip object in the same callback it had been created.
4644 * If a VoxelManip object will be used often, such as in an `on_generated()`
4645 callback, consider passing a file-scoped table as the optional parameter to
4646 `VoxelManip:get_data()`, which serves as a static buffer the function can use
4647 to write map data to instead of returning a new table each call. This greatly
4648 enhances performance by avoiding unnecessary memory allocations.
4651 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
4652 containing the region formed by `p1` and `p2`.
4653 * returns actual emerged `pmin`, actual emerged `pmax`
4654 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
4656 * **important**: data must be set using `VoxelManip:set_data()` before
4658 * if `light` is true, then lighting is automatically recalculated.
4659 The default value is true.
4660 If `light` is false, no light calculations happen, and you should correct
4661 all modified blocks with `minetest.fix_light()` as soon as possible.
4662 Keep in mind that modifying the map where light is incorrect can cause
4664 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4665 the `VoxelManip` at that position
4666 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
4668 * `get_data([buffer])`: Retrieves the node content data loaded into the
4669 `VoxelManip` object.
4670 * returns raw node data in the form of an array of node content IDs
4671 * if the param `buffer` is present, this table will be used to store the
4673 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4674 * `update_map()`: Does nothing, kept for compatibility.
4675 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
4677 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4678 * To be used only by a `VoxelManip` object from
4679 `minetest.get_mapgen_object`.
4680 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4682 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
4683 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4685 * Each value is the bitwise combination of day and night light values
4687 * `light = day + (night * 16)`
4688 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4689 in the `VoxelManip`.
4690 * expects lighting data in the same format that `get_light_data()` returns
4691 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
4692 `VoxelManip` object.
4693 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4695 * If the param `buffer` is present, this table will be used to store the
4697 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
4699 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
4701 * To be used only by a `VoxelManip` object from
4702 `minetest.get_mapgen_object`.
4703 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4704 area if left out or nil.
4705 * `propagate_shadow` is an optional boolean deciding whether shadows in a
4706 generated mapchunk above are propagated down into the mapchunk, defaults
4707 to `true` if left out.
4708 * `update_liquids()`: Update liquid flow
4709 * `was_modified()`: Returns `true` or `false` if the data in the voxel
4710 manipulator had been modified since the last read from map, due to a call to
4711 `minetest.set_data()` on the loaded area elsewhere.
4712 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4715 A helper class for voxel areas.
4716 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
4717 The coordinates are *inclusive*, like most other things in Minetest.
4720 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4721 `MinEdge` and `MaxEdge`.
4722 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
4724 * `index(x, y, z)`: returns the index of an absolute position in a flat array
4726 * useful for things like `VoxelManip`, raw Schematic specifiers,
4727 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
4728 * `indexp(p)`: same as above, except takes a vector
4729 * `position(i)`: returns the absolute position vector corresponding to index
4731 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
4732 `MinEdge` and `MaxEdge`.
4733 * `containsp(p)`: same as above, except takes a vector
4734 * `containsi(i)`: same as above, except takes an index `i`
4735 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
4737 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
4739 * `iterp(minp, maxp)`: same as above, except takes a vector
4742 An interface to read config files in the format of `minetest.conf`.
4744 It can be created via `Settings(filename)`.
4747 * `get(key)`: returns a value
4748 * `get_bool(key, [default])`: returns a boolean
4749 * `default` is the value returned if `key` is not found.
4750 * Returns `nil` if `key` is not found and `default` not specified.
4751 * `get_np_group(key)`: returns a NoiseParams table
4753 * Setting names can't contain whitespace or any of `="{}#`.
4754 * Setting values can't contain the sequence `\n"""`.
4755 * Setting names starting with "secure." can't be set on the main settings
4756 object (`minetest.settings`).
4757 * `set_bool(key, value)`
4758 * See documentation for set() above.
4759 * `set_np_group(key, value)`
4760 * `value` is a NoiseParams table.
4761 * Also, see documentation for set() above.
4762 * `remove(key)`: returns a boolean (`true` for success)
4763 * `get_names()`: returns `{key1,...}`
4764 * `write()`: returns a boolean (`true` for success)
4765 * Writes changes to file.
4766 * `to_table()`: returns `{[key1]=value1,...}`
4769 A raycast on the map. It works with selection boxes.
4770 Can be used as an iterator in a for loop.
4772 The map is loaded as the ray advances. If the
4773 map is modified after the `Raycast` is created,
4774 the changes may or may not have an effect on
4777 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
4778 `minetest.raycast(pos1, pos2, objects, liquids)` where:
4779 * `pos1`: start of the ray
4780 * `pos2`: end of the ray
4781 * `objects` : if false, only nodes will be returned. Default is true.
4782 * `liquids' : if false, liquid nodes won't be returned. Default is false.
4785 * `next()`: returns a `pointed_thing`
4786 * Returns the next thing pointed by the ray or nil.
4790 A mapgen object is a construct used in map generation. Mapgen objects can be
4791 used by an `on_generate` callback to speed up operations by avoiding
4792 unnecessary recalculations, these can be retrieved using the
4793 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
4794 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
4795 callback, `nil` is returned.
4797 The following Mapgen objects are currently available:
4800 This returns three values; the `VoxelManip` object to be used, minimum and
4801 maximum emerged position, in that order. All mapgens support this object.
4804 Returns an array containing the y coordinates of the ground levels of nodes in
4805 the most recently generated chunk by the current mapgen.
4808 Returns an array containing the biome IDs of nodes in the most recently
4809 generated chunk by the current mapgen.
4812 Returns an array containing the temperature values of nodes in the most
4813 recently generated chunk by the current mapgen.
4816 Returns an array containing the humidity values of nodes in the most recently
4817 generated chunk by the current mapgen.
4820 Returns a table mapping requested generation notification types to arrays of
4821 positions at which the corresponding generated structures are located within
4822 the current chunk. To set the capture of positions of interest to be recorded
4823 on generate, use `minetest.set_gen_notify()`.
4824 For decorations, the returned positions are the ground surface 'place_on'
4825 nodes, not the decorations themselves. A 'simple' type decoration is often 1
4826 node above the returned position and possibly displaced by 'place_offset_y'.
4828 Possible fields of the table returned are:
4834 * `large_cave_begin`
4838 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4839 numeric unique decoration ID.
4843 * Functions receive a "luaentity" as `self`:
4844 * It has the member `.name`, which is the registered name `("mod:thing")`
4845 * It has the member `.object`, which is an `ObjectRef` pointing to the
4847 * The original prototype stuff is visible directly via a metatable
4849 * `on_activate(self, staticdata, dtime_s)`
4850 * Called when the object is instantiated.
4851 * `dtime_s` is the time passed since the object was unloaded, which can
4852 be used for updating the entity state.
4853 * `on_step(self, dtime)`
4854 * Called on every server tick, after movement and collision processing.
4855 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step`
4856 setting `in minetest.conf`.
4857 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
4858 * Called when somebody punches the object.
4859 * Note that you probably want to handle most punches using the
4860 automatic armor group system.
4861 * `puncher`: an `ObjectRef` (can be `nil`)
4862 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4864 * `tool_capabilities`: capability table of used tool (can be `nil`)
4865 * `dir`: unit vector of direction of punch. Always defined. Points from
4866 the puncher to the punched.
4867 * `on_death(self, killer)`
4868 * Called when the object dies.
4869 * `killer`: an `ObjectRef` (can be `nil`)
4870 * `on_rightclick(self, clicker)`
4871 * `on_attach_child(self, child)`
4872 * `child`: an `ObjectRef` of the child that attaches
4873 * `on_detach_child(self, child)`
4874 * `child`: an `ObjectRef` of the child that detaches
4875 * `on_detach(self, parent)`
4876 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
4877 * This happens before the parent object is removed from the world
4878 * `get_staticdata(self)`
4879 * Should return a string that will be passed to `on_activate` when
4880 the object is instantiated the next time.
4888 axiom, --string initial tree axiom
4889 rules_a, --string rules set A
4890 rules_b, --string rules set B
4891 rules_c, --string rules set C
4892 rules_d, --string rules set D
4893 trunk, --string trunk node name
4894 leaves, --string leaves node name
4895 leaves2, --string secondary leaves node name
4896 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4897 angle, --num angle in deg
4898 iterations, --num max # of iterations, usually 2 -5
4899 random_level, --num factor to lower nr of iterations, usually 0 - 3
4900 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4901 -- 2x2 nodes or 3x3 in cross shape
4902 thin_branches, --boolean true -> use thin (1 node) branches
4903 fruit, --string fruit node name
4904 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4905 seed, --num random seed, if no seed is provided, the engine
4909 ### Key for Special L-System Symbols used in Axioms
4911 * `G`: move forward one unit with the pen up
4912 * `F`: move forward one unit with the pen down drawing trunks and branches
4913 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4914 * `T`: move forward one unit with the pen down drawing trunks only
4915 * `R`: move forward one unit with the pen down placing fruit
4916 * `A`: replace with rules set A
4917 * `B`: replace with rules set B
4918 * `C`: replace with rules set C
4919 * `D`: replace with rules set D
4920 * `a`: replace with rules set A, chance 90%
4921 * `b`: replace with rules set B, chance 80%
4922 * `c`: replace with rules set C, chance 70%
4923 * `d`: replace with rules set D, chance 60%
4924 * `+`: yaw the turtle right by `angle` parameter
4925 * `-`: yaw the turtle left by `angle` parameter
4926 * `&`: pitch the turtle down by `angle` parameter
4927 * `^`: pitch the turtle up by `angle` parameter
4928 * `/`: roll the turtle to the right by `angle` parameter
4929 * `*`: roll the turtle to the left by `angle` parameter
4930 * `[`: save in stack current state info
4931 * `]`: recover from stack state info
4934 Spawn a small apple tree:
4936 pos = {x=230,y=20,z=4}
4939 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4940 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4941 trunk="default:tree",
4942 leaves="default:leaves",
4946 trunk_type="single",
4949 fruit="default:apple"
4951 minetest.spawn_tree(pos,apple_tree)
4956 ### Object Properties
4960 -- ^ For players: Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`
4962 -- ^ For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`
4964 -- ^ For players only. Zoom FOV in degrees.
4965 -- Note that zoom loads and/or generates world beyond the server's
4966 -- maximum send and generate distances, so acts like a telescope.
4967 -- Smaller zoomFOV values increase the distance loaded and/or generated.
4968 -- Defaults to 15 in creative mode, 0 in survival mode.
4969 -- zoom_fov = 0 disables zooming for the player.
4971 -- ^ For players only. Camera height above feet position in nodes.
4972 -- Defaults to 1.625.
4974 collide_with_objects = true,
4975 -- ^ Collide with other objects if physical = true.
4977 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4978 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4979 -- ^ Default, uses collision box dimensions when not set.
4980 -- ^ For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
4983 -- ^ Overrides selection box when false.
4984 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
4985 -- ^ "cube" is a node-sized cube.
4986 -- ^ "sprite" is a flat texture always facing the player.
4987 -- ^ "upright_sprite" is a vertical flat texture.
4988 -- ^ "mesh" uses the defined mesh model.
4989 -- ^ "wielditem" is used for dropped items
4990 -- (see builtin/game/item_entity.lua).
4991 -- For this use 'textures = {itemname}'.
4992 -- If the item has a 'wield_image' the object will be an extrusion of
4994 -- If 'itemname' is a cubic node or nodebox the object will appear
4995 -- identical to 'itemname'.
4996 -- If 'itemname' is a plantlike node the object will be an extrusion of
4998 -- Otherwise for non-node items, the object will be an extrusion of
4999 -- 'inventory_image'.
5000 visual_size = {x = 1, y = 1},
5001 -- ^ `x` multiplies horizontal (X and Z) visual size.
5002 -- ^ `y` multiplies vertical (Y) visual size.
5005 -- ^ Number of required textures depends on visual.
5006 -- ^ "cube" uses 6 textures in the way a node does.
5007 -- ^ "sprite" uses 1 texture.
5008 -- ^ "upright_sprite" uses 2 textures: {front, back}.
5009 -- ^ "wielditem" expects 'textures = {itemname}' (see 'visual' above).
5011 -- ^ Number of required colors depends on visual.
5012 use_texture_alpha = false,
5013 -- ^ Use texture's alpha channel, excludes "upright_sprite" and "wielditem"
5014 -- ^ Note: currently causes visual issues when viewed through other
5015 -- ^ semi-transparent materials such as water.
5016 spritediv = {x = 1, y = 1},
5017 -- ^ Used with spritesheet textures for animation and/or frame selection
5018 -- according to position relative to player.
5019 -- ^ Defines the number of columns and rows in the spritesheet:
5021 initial_sprite_basepos = {x = 0, y = 0},
5022 -- ^ Used with spritesheet textures.
5023 -- ^ Defines the {column, row} position of the initially used frame in the
5026 makes_footstep_sound = false,
5027 automatic_rotate = 0,
5028 -- ^ Set constant rotation in radians per second, positive or negative.
5029 -- ^ Set to 0 to disable constant rotation.
5031 automatic_face_movement_dir = 0.0,
5032 -- ^ Automatically set yaw to movement direction, offset in degrees,
5033 -- 'false' to disable.
5034 automatic_face_movement_max_rotation_per_sec = -1,
5035 -- ^ Limit automatic rotation to this value in degrees per second,
5036 -- value < 0 no limit.
5037 backface_culling = true,
5038 -- ^ Set to false to disable backface_culling for model.
5040 -- ^ Add this much extra lighting when calculating texture color.
5041 -- Value < 0 disables light's effect on texture color.
5042 -- For faking self-lighting, UI style entities, or programmatic coloring
5045 -- ^ By default empty, for players their name is shown if empty.
5046 nametag_color = <color>,
5047 -- ^ Sets color of nametag as ColorSpec.
5049 -- ^ By default empty, text to be shown when pointed at object.
5051 -- ^ If false, never save this object statically. It will simply be
5052 -- deleted when the block gets unloaded.
5053 -- The get_staticdata() callback is never called then.
5054 -- Defaults to 'true'
5057 ### Entity definition (`register_entity`)
5060 -- Deprecated: Everything in object properties is read directly from here
5062 initial_properties = --[[<initial object properties>]],
5064 on_activate = function(self, staticdata, dtime_s),
5065 on_step = function(self, dtime),
5066 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
5067 on_rightclick = function(self, clicker),
5068 get_staticdata = function(self),
5069 -- ^ Called sometimes; the string returned is passed to on_activate when
5070 -- the entity is re-activated from static state
5072 _custom_field = whatever,
5073 -- ^ You can define arbitrary member variables here (see item definition
5074 -- for more info) by using a '_' prefix.
5077 ### ABM (ActiveBlockModifier) definition (`register_abm`)
5080 label = "Lava cooling",
5081 ^ Descriptive label for profiling purposes (optional).
5082 Definitions with identical labels will be listed as one.
5083 nodenames = {"default:lava_source"},
5084 ^ Apply `action` function to these nodes.
5085 ^ `group:groupname` can also be used here.
5086 neighbors = {"default:water_source", "default:water_flowing"},
5087 ^ Only apply `action` to nodes that have one of, or any
5088 combination of, these neighbors.
5089 ^ If left out or empty, any neighbor will do.
5090 ^ `group:groupname` can also be used here.
5092 ^ Operation interval in seconds.
5094 ^ Chance of triggering `action` per-node per-interval is 1.0 / this
5097 ^ If true, catch-up behaviour is enabled: The `chance` value is
5098 temporarily reduced when returning to an area to simulate time lost
5099 by the area being unattended. Note that the `chance` value can often
5101 action = function(pos, node, active_object_count, active_object_count_wider),
5102 ^ Function triggered for each qualifying node.
5103 ^ `active_object_count` is number of active objects in the node's
5105 ^ `active_object_count_wider` is number of active objects in the node's
5106 mapblock plus all 26 neighboring mapblocks. If any neighboring
5107 mapblocks are unloaded an estmate is calculated for them based on
5111 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
5114 label = "Upgrade legacy doors",
5115 -- ^ Descriptive label for profiling purposes (optional).
5116 -- Definitions with identical labels will be listed as one.
5117 name = "modname:replace_legacy_door",
5118 nodenames = {"default:lava_source"},
5119 -- ^ List of node names to trigger the LBM on.
5120 -- Also non-registered nodes will work.
5121 -- Groups (as of group:groupname) will work as well.
5122 run_at_every_load = false,
5123 -- ^ Whether to run the LBM's action every time a block gets loaded,
5124 -- and not just for blocks that were saved last time before LBMs were
5125 -- introduced to the world.
5126 action = func(pos, node),
5129 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
5132 description = "Steel Axe",
5133 groups = {}, -- key = name, value = rating; rating = 1..3.
5134 if rating not applicable, use 1.
5135 e.g. {wool = 1, fluffy = 3}
5136 {soil = 2, outerspace = 1, crumbly = 1}
5137 {bendy = 2, snappy = 1},
5138 {hard = 1, metal = 1, spikes = 1}
5139 inventory_image = "default_tool_steelaxe.png",
5140 inventory_overlay = "overlay.png",
5141 ^ An overlay which does not get colorized.
5146 ^ An image file containing the palette of a node.
5147 ^ You can set the currently used color as the
5148 ^ "palette_index" field of the item stack metadata.
5149 ^ The palette is always stretched to fit indices
5150 ^ between 0 and 255, to ensure compatibility with
5151 ^ "colorfacedir" and "colorwallmounted" nodes.
5153 color = "0xFFFFFFFF",
5154 ^ The color of the item. The palette overrides this.
5155 wield_scale = {x = 1, y = 1, z = 1},
5158 liquids_pointable = false,
5159 tool_capabilities = {
5160 full_punch_interval = 1.0,
5164 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
5165 uses = 20, maxlevel = 2},
5167 damage_groups = {groupname = damage},
5169 node_placement_prediction = nil,
5171 ^ If nil and item is node, prediction is made automatically
5172 ^ If nil and item is not a node, no prediction is made
5173 ^ If "" and item is anything, no prediction is made
5174 ^ Otherwise should be name of node which the client immediately places
5175 on ground when the player places the item. Server will always update
5176 actual result to client in a short moment.
5178 node_dig_prediction = "air",
5180 ^ if "", no prediction is made
5181 ^ if "air", node is removed
5182 ^ Otherwise should be name of node which the client immediately places
5183 upon digging. Server will always update actual result shortly.
5186 breaks = "default_tool_break", -- tools only
5187 place = --[[<SimpleSoundSpec>]],
5190 on_place = func(itemstack, placer, pointed_thing),
5192 ^ Shall place item and return the leftover itemstack
5193 ^ The placer may be any ObjectRef or nil.
5194 ^ default: minetest.item_place ]]
5195 on_secondary_use = func(itemstack, user, pointed_thing),
5197 ^ Same as on_place but called when pointing at nothing.
5198 ^ The user may be any ObjectRef or nil.
5199 ^ pointed_thing : always { type = "nothing" }
5201 on_drop = func(itemstack, dropper, pos),
5203 ^ Shall drop item and return the leftover itemstack
5204 ^ The dropper may be any ObjectRef or nil.
5205 ^ default: minetest.item_drop ]]
5206 on_use = func(itemstack, user, pointed_thing),
5209 ^ Function must return either nil if no item shall be removed from
5210 inventory, or an itemstack to replace the original itemstack.
5211 e.g. itemstack:take_item(); return itemstack
5212 ^ Otherwise, the function is free to do what it wants.
5213 ^ The user may be any ObjectRef or nil.
5214 ^ The default functions handle regular use cases.
5216 after_use = func(itemstack, user, node, digparams),
5219 ^ If defined, should return an itemstack and will be called instead of
5220 wearing out the tool. If returns nil, does nothing.
5221 If after_use doesn't exist, it is the same as:
5222 function(itemstack, user, node, digparams)
5223 itemstack:add_wear(digparams.wear)
5226 ^ The user may be any ObjectRef or nil.
5228 _custom_field = whatever,
5230 ^ Add your own custom fields. By convention, all custom field names
5231 should start with `_` to avoid naming collisions with future engine
5238 * `{name="image.png", animation={Tile Animation definition}}`
5239 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
5240 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
5241 * backface culling enabled by default for most nodes
5242 * tileable flags are info for shaders, how they should treat texture
5243 when displacement mapping is used
5244 Directions are from the point of view of the tile texture,
5245 not the node it's on
5246 * align style determines whether the texture will be rotated with the node
5247 or kept aligned with its surroundings. "user" means that client
5248 setting will be used, similar to `glasslike_framed_optional`.
5249 Note: supported by solid nodes and nodeboxes only.
5250 * scale is used to make texture span several (exactly `scale`) nodes,
5251 instead of just one, in each direction. Works for world-aligned
5253 Note that as the effect is applied on per-mapblock basis, `16` should
5254 be equally divisible by `scale` or you may get wrong results.
5255 * `{name="image.png", color=ColorSpec}`
5256 * the texture's color will be multiplied with this color.
5257 * the tile's color overrides the owning node's color in all cases.
5258 * deprecated, yet still supported field names:
5261 ### Tile animation definition
5264 type = "vertical_frames",
5266 -- ^ specify width of a frame in pixels
5268 -- ^ specify height of a frame in pixels
5270 -- ^ specify full loop length
5276 -- ^ specify width in number of frames
5278 -- ^ specify height in number of frames
5280 -- ^ specify length of a single frame
5283 ### Node definition (`register_node`)
5286 -- <all fields allowed in item definitions>,
5288 drawtype = "normal", -- See "Node drawtypes"
5289 visual_scale = 1.0, --[[
5290 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
5291 ^ "firelike", "mesh".
5292 ^ For plantlike and firelike, the image will start at the bottom of the
5293 ^ node, for the other drawtypes the image will be centered on the node.
5294 ^ Note that positioning for "torchlike" may still change. ]]
5295 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
5296 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z
5297 ^ Old field name was 'tile_images'.
5298 ^ List can be shortened to needed length ]]
5299 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
5300 ^ Same as `tiles`, but these textures are drawn on top of the
5301 ^ base tiles. You can use this to colorize only specific parts of
5302 ^ your texture. If the texture name is an empty string, that
5303 ^ overlay is not drawn. Since such tiles are drawn twice, it
5304 ^ is not recommended to use overlays on very common nodes. ]]
5305 special_tiles = {tile definition 1, Tile definition 2}, --[[
5306 ^ Special textures of node; used rarely
5307 ^ Old field name was 'special_materials'.
5308 ^ List can be shortened to needed length ]]
5309 color = ColorSpec, --[[
5310 ^ The node's original color will be multiplied with this color.
5311 ^ If the node has a palette, then this setting only has an effect
5312 ^ in the inventory and on the wield item. ]]
5313 use_texture_alpha = false,
5314 ^ Use texture's alpha channel.
5315 palette = "palette.png", --[[
5316 ^ The node's `param2` is used to select a pixel from the image
5317 ^ (pixels are arranged from left to right and from top to bottom).
5318 ^ The node's color will be multiplied with the selected pixel's
5319 ^ color. Tiles can override this behavior.
5320 ^ Only when `paramtype2` supports palettes. ]]
5321 post_effect_color = "green#0F",
5322 ^ Screen tint if player is inside node, see "ColorSpec".
5323 paramtype = "none", --[[
5325 ^ paramtype = "light" allows light to propagate from or through the
5326 ^ node with light value falling by 1 per node. This line is essential
5327 ^ for a light source node to spread its light. ]]
5328 paramtype2 = "none", -- See "Nodes"
5329 place_param2 = nil, -- Force value for param2 when player places node
5330 is_ground_content = true,
5331 ^ If false, the cave generator will not carve through this node.
5332 sunlight_propagates = false,
5333 ^ If true, sunlight will go infinitely through this.
5334 walkable = true, -- If true, objects collide with node
5335 pointable = true, -- If true, can be pointed at
5336 diggable = true, -- If false, can never be dug
5337 climbable = false, -- If true, can be climbed on (ladder)
5338 buildable_to = false, -- If true, placed nodes can replace this node
5339 floodable = false, --[[
5340 ^ If true, liquids flow into and replace this node.
5341 ^ Warning: making a liquid node 'floodable' will cause problems. ]]
5342 liquidtype = "none", -- "none"/"source"/"flowing"
5343 liquid_alternative_flowing = "", -- Flowing version of source liquid
5344 liquid_alternative_source = "", -- Source version of flowing liquid
5345 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
5346 liquid_renewable = true, --[[
5347 ^ If true, a new liquid source can be created by placing two or more
5350 ^ Only valid for "nodebox" drawtype with 'type = "leveled"'.
5351 ^ Allows defining the nodebox height without using param2.
5352 ^ The nodebox height is 'leveled' / 64 nodes.
5353 ^ The maximum value of 'leveled' is 127. ]]
5354 liquid_range = 8, -- number of flowing nodes around source (max. 8)
5356 ^ Player will take this amount of damage if no bubbles are left.
5357 light_source = 0, --[[
5358 ^ Amount of light emitted by node.
5359 ^ To set the maximum (currently 14), use the value
5360 ^ 'minetest.LIGHT_MAX'.
5361 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined
5363 damage_per_second = 0,
5364 ^ If player is inside node, this damage is caused.
5365 node_box = {type="regular"}, -- See "Node boxes"
5366 connects_to = nodenames, --[[
5367 ^ Used for nodebox nodes with the type == "connected"
5368 ^ Specifies to what neighboring nodes connections will be drawn
5369 ^ e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
5370 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
5372 ^ Tells connected nodebox nodes to connect only to these sides of this
5375 selection_box = {type="regular"}, --[[
5377 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box
5379 legacy_facedir_simple = false,
5380 ^ Support maps made in and before January 2012.
5381 legacy_wallmounted = false,
5382 ^ Support maps made in and before January 2012.
5384 ^ Valid for mesh, nodebox, plantlike, allfaces_optional nodes.
5385 ^ 1 - wave node like plants (top of node moves, bottom is fixed)
5386 ^ 2 - wave node like leaves (whole node moves side-to-side)
5387 ^ caveats: not all models will properly wave.
5388 ^ plantlike drawtype nodes can only wave like plants.
5389 ^ allfaces_optional drawtype nodes can only wave like leaves. --]]
5391 footstep = <SimpleSoundSpec>,
5392 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
5393 dug = <SimpleSoundSpec>,
5394 place = <SimpleSoundSpec>,
5395 place_failed = <SimpleSoundSpec>,
5398 ^ Name of dropped node when dug. Default is the node itself.
5401 max_items = 1, -- Maximum number of items to drop.
5402 items = { -- Choose max_items randomly from this list.
5404 items = {"foo:bar", "baz:frob"}, -- Items to drop.
5405 rarity = 1, -- Probability of dropping is 1 / rarity.
5406 inherit_color = true, -- To inherit palette color from the
5412 on_construct = func(pos), --[[
5413 ^ Node constructor; called after adding node
5414 ^ Can set up metadata and stuff like that
5415 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
5418 on_destruct = func(pos), --[[
5419 ^ Node destructor; called before removing node
5420 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
5423 after_destruct = func(pos, oldnode), --[[
5424 ^ Node destructor; called after removing node
5425 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
5428 on_flood = func(pos, oldnode, newnode), --[[
5429 ^ Called when a liquid (newnode) is about to flood oldnode, if
5430 ^ it has `floodable = true` in the nodedef. Not called for bulk
5431 ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
5432 ^ return true the node is not flooded, but on_flood callback will
5433 ^ most likely be called over and over again every liquid update
5434 ^ interval. Default: nil.
5435 ^ Warning: making a liquid node 'floodable' will cause problems. ]]
5437 preserve_metadata = func(pos, oldnode, oldmeta, drops) --[[
5438 ^ Called when oldnode is about be converted to an item, but before the
5439 ^ node is deleted from the world or the drops are added. This is
5440 ^ generally the result of either the node being dug or an attached node
5441 ^ becoming detached.
5442 ^ drops is a table of ItemStacks, so any metadata to be preserved can
5443 ^ be added directly to one or more of the dropped items. See
5444 ^ "ItemStackMetaRef".
5447 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
5448 ^ Called after constructing node when node was placed using
5449 ^ minetest.item_place_node / minetest.place_node
5450 ^ If return true no item is taken from itemstack
5451 ^ `placer` may be any valid ObjectRef or nil
5454 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
5455 ^ oldmetadata is in table format
5456 ^ Called after destructing node when node was dug using
5457 ^ minetest.node_dig / minetest.dig_node
5460 can_dig = function(pos, [player]) --[[
5461 ^ returns true if node can be dug, or false if not
5464 on_punch = func(pos, node, puncher, pointed_thing), --[[
5465 ^ default: minetest.node_punch
5466 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
5468 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),
5471 ^ itemstack will hold clicker's wielded item
5472 ^ Shall return the leftover itemstack
5473 ^ Note: pointed_thing can be nil, if a mod calls this function
5474 ^ This function does not get triggered by clients <=0.4.16 if the
5475 ^ "formspec" node metadata field is set ]]
5477 on_dig = func(pos, node, digger), --[[
5478 ^ default: minetest.node_dig
5479 ^ By default: checks privileges, wears out tool and removes node ]]
5481 on_timer = function(pos,elapsed), --[[
5483 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
5484 ^ elapsed is the total time passed since the timer was started
5485 ^ return true to run the timer for another cycle with the same timeout
5488 on_receive_fields = func(pos, formname, fields, sender), --[[
5489 ^ fields = {name1 = value1, name2 = value2, ...}
5490 ^ Called when an UI form (e.g. sign text input) returns data
5493 allow_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player),
5495 ^ Called when a player wants to move items inside the inventory
5496 ^ Return value: number of items allowed to move ]]
5498 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
5500 ^ Called when a player wants to put something into the inventory
5501 ^ Return value: number of items allowed to put
5502 ^ Return value: -1: Allow and don't modify item count in inventory ]]
5504 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
5506 ^ Called when a player wants to take something out of the inventory
5507 ^ Return value: number of items allowed to take
5508 ^ Return value: -1: Allow and don't modify item count in inventory ]]
5510 on_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player),
5511 on_metadata_inventory_put = func(pos, listname, index, stack, player),
5512 on_metadata_inventory_take = func(pos, listname, index, stack, player),
5514 ^ Called after the actual action has happened, according to what was
5516 ^ No return value ]]
5518 on_blast = func(pos, intensity), --[[
5519 ^ intensity: 1.0 = mid range of regular TNT
5520 ^ If defined, called when an explosion touches the node, instead of
5521 removing the node ]]
5524 ### Recipe for `register_craft` (shaped)
5527 output = 'default:pick_stone',
5529 {'default:cobble', 'default:cobble', 'default:cobble'},
5530 {'', 'default:stick', ''},
5531 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
5533 replacements = --[[<optional list of item pairs,
5534 replace one input item with another item on crafting>]]
5537 ### Recipe for `register_craft` (shapeless)
5541 output = 'mushrooms:mushroom_stew',
5544 "mushrooms:mushroom_brown",
5545 "mushrooms:mushroom_red",
5547 replacements = --[[<optional list of item pairs,
5548 replace one input item with another item on crafting>]]
5551 ### Recipe for `register_craft` (tool repair)
5554 type = "toolrepair",
5555 additional_wear = -0.02,
5558 ### Recipe for `register_craft` (cooking)
5562 output = "default:glass",
5563 recipe = "default:sand",
5567 ### Recipe for `register_craft` (furnace fuel)
5571 recipe = "default:leaves",
5575 ### Ore definition (`register_ore`)
5577 See 'Ore types' section above for essential information.
5580 ore_type = "scatter",
5581 ore = "default:stone_with_coal",
5583 -- ^ Facedir rotation. Default is 0 (unchanged rotation)
5584 wherein = "default:stone",
5585 -- ^ a list of nodenames is supported too
5586 clust_scarcity = 8 * 8 * 8,
5587 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
5588 -- ^ If the desired average distance between ores is 'd', set this to
5591 -- ^ Number of ores in a cluster
5593 -- ^ Size of the bounding box of the cluster
5594 -- ^ In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
5595 -- ^ nodes are coal ore.
5598 -- ^ Lower and upper limits for ore.
5600 -- ^ Attributes for this ore generation, see 'Ore attributes' section
5602 noise_threshold = 0.5,
5603 -- ^ If noise is above this threshold, ore is placed. Not needed for a
5604 -- ^ uniform distribution.
5608 spread = {x = 100, y = 100, z = 100},
5613 -- ^ NoiseParams structure describing one of the perlin noises used for
5614 -- ^ ore distribution.
5615 -- ^ Needed by "sheet", "puff", "blob" and "vein" ores.
5616 -- ^ Omit from "scatter" ore for a uniform ore distribution.
5617 -- ^ Omit from "stratum ore for a simple horizontal strata from y_min to
5619 biomes = {"desert", "rainforest"}
5620 -- ^ List of biomes in which this decoration occurs.
5621 -- ^ Occurs in all biomes if this is omitted, and ignored if the Mapgen
5622 -- ^ being used does not support biomes.
5623 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
5624 column_height_min = 1,
5625 column_height_max = 16,
5626 column_midpoint_factor = 0.5,
5627 -- ^ See 'Ore types' section above.
5628 -- ^ The above 3 parameters are only valid for "sheet" ore.
5632 spread = {x = 100, y = 100, z = 100},
5640 spread = {x = 100, y = 100, z = 100},
5645 -- ^ See 'Ore types' section above.
5646 -- ^ The above 2 parameters are only valid for "puff" ore.
5647 random_factor = 1.0,
5648 -- ^ See 'Ore types' section above.
5649 -- ^ Only valid for "vein" ore.
5650 np_stratum_thickness = {
5653 spread = {x = 100, y = 100, z = 100},
5658 stratum_thickness = 8,
5659 -- ^ See 'Ore types' section above.
5660 -- ^ The above 2 parameters are only valid for "stratum" ore.
5663 ### Biome definition (`register_biome`)
5667 node_dust = "default:snow",
5668 -- ^ Node dropped onto upper surface after all else is generated.
5669 node_top = "default:dirt_with_snow",
5671 -- ^ Node forming surface layer of biome and thickness of this layer.
5672 node_filler = "default:permafrost",
5674 -- ^ Node forming lower layer of biome and thickness of this layer.
5675 node_stone = "default:bluestone",
5676 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
5677 node_water_top = "default:ice",
5678 depth_water_top = 10,
5679 -- ^ Node forming a surface layer in seawater with the defined thickness.
5681 -- ^ Node that replaces all seawater nodes not in the defined surface
5683 node_river_water = "default:ice",
5684 -- ^ Node that replaces river water in mapgens that use
5685 -- ^ default:river_water.
5686 node_riverbed = "default:gravel",
5688 -- ^ Node placed under river water and thickness of this layer.
5689 node_cave_liquid = "default:water_source",
5690 -- ^ Nodes placed as a blob of liquid in 50% of large caves.
5691 -- ^ If absent, cave liquids fall back to classic behaviour of lava or
5692 -- ^ water distributed according to a hardcoded 3D noise.
5693 node_dungeon = "default:cobble",
5694 -- ^ Node used for primary dungeon structure.
5695 -- ^ If absent, dungeon materials fall back to classic behaviour.
5696 -- ^ If present, the following two nodes are also used.
5697 node_dungeon_alt = "default:mossycobble",
5698 -- ^ Node used for randomly-distributed alternative structure nodes.
5699 -- ^ If alternative structure nodes are not wanted leave this absent for
5700 -- ^ performance reasons.
5701 node_dungeon_stair = "stairs:stair_cobble",
5702 -- ^ Node used for dungeon stairs.
5703 -- ^ If absent, stairs fall back to 'node_dungeon'.
5706 -- ^ Upper and lower limits for biome.
5707 -- ^ Alternatively you can use xyz limits as shown below.
5708 max_pos = {x = 31000, y = 128, z = 31000},
5709 min_pos = {x = -31000, y = 9, z = -31000},
5710 -- ^ xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
5711 -- ^ Biome is limited to a cuboid defined by these positions.
5712 -- ^ Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
5713 -- ^ 31000 in 'max_pos'.
5715 -- ^ Vertical distance in nodes above 'y_max' over which the biome will
5716 -- ^ blend with the biome above.
5717 -- ^ Set to 0 for no vertical blend. Defaults to 0.
5719 humidity_point = 50,
5720 -- ^ Characteristic temperature and humidity for the biome.
5721 -- ^ These values create 'biome points' on a voronoi diagram with heat and
5722 -- ^ humidity as axes. The resulting voronoi cells determine the
5723 -- ^ distribution of the biomes.
5724 -- ^ Heat and humidity have average values of 50, vary mostly between
5725 -- ^ 0 and 100 but can exceed these values.
5728 ### Decoration definition (`register_decoration`)
5731 deco_type = "simple", -- See "Decoration types"
5732 place_on = "default:dirt_with_grass",
5733 -- ^ Node (or list of nodes) that the decoration can be placed on
5735 -- ^ Size of the square divisions of the mapchunk being generated.
5736 -- ^ Determines the resolution of noise variation if used.
5737 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made
5738 -- ^ equal to the chunk size.
5740 -- ^ The value determines 'decorations per surface node'.
5741 -- ^ Used only if noise_params is not specified.
5745 spread = {x = 100, y = 100, z = 100},
5752 -- ^ NoiseParams structure describing the perlin noise used for decoration
5754 -- ^ A noise value is calculated for each square division and determines
5755 -- ^ 'decorations per surface node' within each division.
5756 biomes = {"Oceanside", "Hills", "Plains"},
5757 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes
5758 -- ^ if this is omitted, and ignored if the Mapgen being used does not
5759 -- ^ support biomes.
5760 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
5763 -- ^ Lower and upper limits for decoration.
5764 -- ^ These parameters refer to the Y co-ordinate of the 'place_on' node.
5765 spawn_by = "default:water",
5766 -- ^ Node (or list of nodes) that the decoration only spawns next to.
5767 -- ^ Checks two horizontal planes of 8 neighbouring nodes (including
5768 -- ^ diagonal neighbours), one plane level with the 'place_on' node and a
5769 -- ^ plane one node above that.
5771 -- ^ Number of spawn_by nodes that must be surrounding the decoration
5772 -- ^ position to occur.
5773 -- ^ If absent or -1, decorations occur next to any nodes.
5774 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
5775 -- ^ Flags for all decoration types.
5776 -- ^ "liquid_surface": Instead of placement on the highest solid surface
5777 -- ^ in a mapchunk column, placement is on the highest liquid surface.
5778 -- ^ Placement is disabled if solid nodes are found above the liquid
5780 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced
5781 -- ^ by the decoration.
5782 -- ^ "all_floors", "all_ceilings": Instead of placement on the highest
5783 -- ^ surface in a mapchunk the decoration is placed on all floor and/or
5784 -- ^ ceiling surfaces, for example in caves.
5785 -- ^ Ceiling decorations act as an inversion of floor decorations so the
5786 -- ^ effect of 'place_offset_y' is inverted.
5787 -- ^ If a single decoration registration has both flags the floor and
5788 -- ^ ceiling decorations will be aligned vertically and may sometimes
5789 -- ^ meet to form a column.
5791 ----- Simple-type parameters
5792 decoration = "default:grass",
5793 -- ^ The node name used as the decoration.
5794 -- ^ If instead a list of strings, a randomly selected node from the list
5795 -- ^ is placed as the decoration.
5797 -- ^ Decoration height in nodes.
5798 -- ^ If height_max is not 0, this is the lower limit of a randomly
5799 -- ^ selected height.
5801 -- ^ Upper limit of the randomly selected height.
5802 -- ^ If absent, the parameter 'height' is used as a constant.
5804 -- ^ Param2 value of decoration nodes.
5805 -- ^ If param2_max is not 0, this is the lower limit of a randomly
5806 -- ^ selected param2.
5808 -- ^ Upper limit of the randomly selected param2.
5809 -- ^ If absent, the parameter 'param2' is used as a constant.
5811 -- ^ Y offset of the decoration base node relative to the standard base
5813 -- ^ Can be positive or negative. Default is 0.
5814 -- ^ Effect is inverted for "all_ceilings" decorations.
5815 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
5816 -- ^ to the 'place_on' node.
5818 ----- Schematic-type parameters
5819 schematic = "foobar.mts",
5820 -- ^ If schematic is a string, it is the filepath relative to the current
5821 -- ^ working directory of the specified Minetest schematic file.
5822 -- ^ - OR -, could be the ID of a previously registered schematic
5823 -- ^ - OR -, could instead be a table containing two mandatory fields,
5824 -- ^ size and data, and an optional table yslice_prob:
5826 size = {x = 4, y = 6, z = 4},
5828 {name = "default:cobble", param1 = 255, param2 = 0},
5829 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
5830 {name = "air", param1 = 255, param2 = 0},
5834 {ypos = 2, prob = 128},
5835 {ypos = 5, prob = 64},
5839 -- ^ See 'Schematic specifier' for details.
5840 replacements = {["oldname"] = "convert_to", ...},
5841 flags = "place_center_x, place_center_y, place_center_z",
5842 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
5844 -- ^ Rotation can be "0", "90", "180", "270", or "random".
5846 -- ^ If the flag 'place_center_y' is set this parameter is ignored.
5847 -- ^ Y offset of the schematic base node layer relative to the 'place_on'
5849 -- ^ Can be positive or negative. Default is 0.
5850 -- ^ Effect is inverted for "all_ceilings" decorations.
5851 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
5852 -- ^ to the 'place_on' node.
5855 ### Chat command definition (`register_chatcommand`)
5858 params = "<name> <privilege>", -- Short parameter description
5859 description = "Remove privilege from player", -- Full description
5860 privs = {privs=true}, -- Require the "privs" privilege to run
5861 func = function(name, param), -- Called when command is run.
5862 -- Returns boolean success and text
5866 Note that in params, use of symbols is as follows:
5868 * `<>` signifies a placeholder to be replaced when the command is used. For
5869 example, when a player name is needed: `<name>`
5870 * `[]` signifies param is optional and not required when the command is used.
5871 For example, if you require param1 but param2 is optional:
5872 `<param1> [<param2>]`
5873 * `|` signifies exclusive or. The command requires one param from the options
5874 provided. For example: `<param1> | <param2>`
5875 * `()` signifies grouping. For example, when param1 and param2 are both
5876 required, or only param3 is required: `(<param1> <param2>) | <param3>`
5878 ### Detached inventory callbacks
5881 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
5882 -- ^ Called when a player wants to move items inside the inventory
5883 -- ^ Return value: number of items allowed to move
5885 allow_put = func(inv, listname, index, stack, player),
5886 -- ^ Called when a player wants to put something into the inventory
5887 -- ^ Return value: number of items allowed to put
5888 -- ^ Return value: -1: Allow and don't modify item count in inventory
5890 allow_take = func(inv, listname, index, stack, player),
5891 -- ^ Called when a player wants to take something out of the inventory
5892 -- ^ Return value: number of items allowed to take
5893 -- ^ Return value: -1: Allow and don't modify item count in inventory
5895 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
5896 on_put = func(inv, listname, index, stack, player),
5897 on_take = func(inv, listname, index, stack, player),
5898 -- ^ Called after the actual action has happened, according to what was
5900 -- ^ No return value
5903 ### HUD Definition (`hud_add`, `hud_get`)
5906 hud_elem_type = "image", -- see HUD element types
5907 -- ^ type of HUD element, can be either of "image", "text", "statbar",
5909 position = {x=0.5, y=0.5},
5910 -- ^ Left corner position of element
5912 scale = {x = 2, y = 2},
5916 -- ^ Selected item in inventory. 0 for no item selected.
5918 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
5919 alignment = {x=0, y=0},
5920 -- ^ See "HUD Element Types"
5921 offset = {x=0, y=0},
5922 -- ^ See "HUD Element Types"
5923 size = { x=100, y=100 },
5924 -- ^ Size of element in pixels
5927 ### Particle definition (`add_particle`)
5930 pos = {x=0, y=0, z=0},
5931 velocity = {x=0, y=0, z=0},
5932 acceleration = {x=0, y=0, z=0},
5933 -- ^ Spawn particle at pos with velocity and acceleration
5935 -- ^ Disappears after expirationtime seconds
5937 collisiondetection = false,
5938 -- ^ collisiondetection: if true collides with physical objects
5939 collision_removal = false,
5940 -- ^ collision_removal: if true then particle is removed when it collides,
5941 -- ^ requires collisiondetection = true to have any effect
5943 -- ^ vertical: if true faces player using y axis only
5944 texture = "image.png",
5945 -- ^ Uses texture (string)
5946 playername = "singleplayer",
5947 -- ^ optional, if specified spawns particle only on the player's client
5948 animation = {Tile Animation definition},
5949 -- ^ optional, specifies how to animate the particle texture
5951 -- ^ optional, specify particle self-luminescence in darkness
5955 ### `ParticleSpawner` definition (`add_particlespawner`)
5960 -- ^ If time is 0 has infinite lifespan and spawns the amount on a
5961 -- ^ per-second basis.
5962 minpos = {x=0, y=0, z=0},
5963 maxpos = {x=0, y=0, z=0},
5964 minvel = {x=0, y=0, z=0},
5965 maxvel = {x=0, y=0, z=0},
5966 minacc = {x=0, y=0, z=0},
5967 maxacc = {x=0, y=0, z=0},
5972 -- ^ The particle's properties are random values in between the bounds:
5973 -- ^ minpos/maxpos, minvel/maxvel (velocity),
5974 -- ^ minacc/maxacc (acceleration), minsize/maxsize,
5975 -- ^ minexptime/maxexptime (expirationtime).
5976 collisiondetection = false,
5977 -- ^ collisiondetection: if true uses collision detection
5978 collision_removal = false,
5979 -- ^ collision_removal: if true then particle is removed when it collides,
5980 -- ^ requires collisiondetection = true to have any effect
5981 attached = ObjectRef,
5982 -- ^ attached: if defined, particle positions, velocities and
5983 -- ^ accelerations are relative to this object's position and yaw.
5985 -- ^ vertical: if true faces player using y axis only
5986 texture = "image.png",
5987 -- ^ Uses texture (string)
5988 playername = "singleplayer"
5989 -- ^ Playername is optional, if specified spawns particle only on the
5990 -- ^ player's client.
5991 animation = {Tile Animation definition},
5992 -- ^ optional, specifies how to animate the particle texture
5994 -- ^ optional, specify particle self-luminescence in darkness
5997 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
6000 url = "http://example.org",
6002 -- ^ Timeout for connection in seconds. Default is 3 seconds.
6003 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
6004 -- ^ Optional, if specified a POST request with post_data is performed.
6005 -- ^ Accepts both a string and a table. If a table is specified, encodes
6006 -- ^ table as x-www-form-urlencoded key-value pairs.
6007 -- ^ If post_data ist not specified, a GET request is performed instead.
6008 user_agent = "ExampleUserAgent",
6009 -- ^ Optional, if specified replaces the default minetest user agent with
6011 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
6012 -- ^ Optional, if specified adds additional headers to the HTTP request.
6013 -- ^ You must make sure that the header strings follow HTTP specification
6014 -- ^ ("Key: Value").
6016 -- ^ Optional, if true performs a multipart HTTP request.
6017 -- ^ Default is false.
6020 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
6024 -- ^ If true, the request has finished (either succeeded, failed or timed
6027 -- ^ If true, the request was successful
6029 -- ^ If true, the request timed out
6031 -- ^ HTTP status code
6035 ### Authentication handler definition
6038 get_auth = func(name),
6039 -- ^ Get authentication data for existing player `name` (`nil` if player
6041 -- ^ returns following structure:
6042 -- ^ `{password=<string>, privileges=<table>, last_login=<number or nil>}`
6043 create_auth = func(name, password),
6044 -- ^ Create new auth data for player `name`
6045 -- ^ Note that `password` is not plain-text but an arbitrary
6046 -- ^ representation decided by the engine
6047 delete_auth = func(name),
6048 -- ^ Delete auth data of player `name`, returns boolean indicating success
6049 -- ^ (false if player nonexistant).
6050 set_password = func(name, password),
6051 -- ^ Set password of player `name` to `password`
6052 Auth data should be created if not present
6053 set_privileges = func(name, privileges),
6054 -- ^ Set privileges of player `name`
6055 -- ^ `privileges` is in table form, auth data should be created if not
6058 -- ^ Reload authentication data from the storage location
6059 -- ^ Returns boolean indicating success
6060 record_login = func(name),
6061 -- ^ Called when player joins, used for keeping track of last_login
6063 -- ^ Returns an iterator (use with `for` loops) for all player names
6064 -- ^ currently in the auth database.