1 Minetest Lua Modding API Reference 0.4.12
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read [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 * `$path_user/games/gameid/`
54 where `gameid` is unique to each game.
56 The game directory contains the file `game.conf`, which contains these fields:
58 name = <Human-readable full name of the game>
64 The game directory can contain the file minetest.conf, which will be used
65 to set default settings when running the particular game.
71 * `$path_share/games/gameid/mods/`
73 * `$path_user/games/gameid/mods/`
74 * `$path_user/mods/` (User-installed mods)
75 * `$worldpath/worldmods/`
77 In a run-in-place version (e.g. the distributed windows version):
79 * `minetest-0.4.x/games/gameid/mods/`
80 * `minetest-0.4.x/mods/` (User-installed mods)
81 * `minetest-0.4.x/worlds/worldname/worldmods/`
83 On an installed version on Linux:
85 * `/usr/share/minetest/games/gameid/mods/`
86 * `$HOME/.minetest/mods/` (User-installed mods)
87 * `$HOME/.minetest/worlds/worldname/worldmods`
89 Mod load path for world-specific games
90 --------------------------------------
91 It is possible to include a game in a world; in this case, no mods or
92 games are loaded or checked from anywhere else.
94 This is useful for e.g. adventure worlds.
96 This happens if the following directory exists:
100 Mods should be then be placed in:
106 Mods can be put in a subdirectory, if the parent directory, which otherwise
107 should be a mod, contains a file named `modpack.txt`. This file shall be
108 empty, except for lines starting with `#`, which are comments.
110 Mod directory structure
111 ------------------------
117 | |-- description.txt
121 | | |-- modname_stuff.png
122 | | `-- modname_something_else.png
130 The location of this directory can be fetched by using
131 `minetest.get_modpath(modname)`.
134 List of mods that have to be loaded before loading this mod.
136 A single line contains a single modname.
138 Optional dependencies can be defined by appending a question mark
139 to a single modname. Their meaning is that if the specified mod
140 is missing, that does not prevent this mod from being loaded.
143 A screenshot shown in modmanager within mainmenu.
145 ### `description.txt`
146 A File containing description to be shown within mainmenu.
149 The main Lua script. Running this script should register everything it
150 wants to register. Subsequent execution depends on minetest calling the
151 registered callbacks.
153 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
154 to read custom or existing settings at load time, if necessary.
157 Models for entities or meshnodes.
159 ### `textures`, `sounds`, `media`
160 Media files (textures, sounds, whatever) that will be transferred to the
161 client and will be available for use by the mod.
163 Naming convention for registered textual names
164 ----------------------------------------------
165 Registered names should generally be in this format:
167 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
169 This is to prevent conflicting names from corrupting maps and is
170 enforced by the mod loader.
173 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
174 So the name should be `experimental:tnt`.
176 Enforcement can be overridden by prefixing the name with `:`. This can
177 be used for overriding the registrations of some other mod.
179 Example: Any mod can redefine `experimental:tnt` by using the name
184 (also that mod is required to have `experimental` as a dependency)
186 The `:` prefix can also be used for maintaining backwards compatibility.
189 Aliases can be added by using `minetest.register_alias(name, convert_to)`.
191 This will make Minetest to convert things called name to things called
194 This can be used for maintaining backwards compatibility.
196 This can be also used for setting quick access names for things, e.g. if
197 you have an item called `epiclylongmodname:stuff`, you could do
199 minetest.register_alias("stuff", "epiclylongmodname:stuff")
201 and be able to use `/giveme stuff`.
205 Mods should generally prefix their textures with `modname_`, e.g. given
206 the mod name `foomod`, a texture could be called:
210 Textures are referred to by their complete name, or alternatively by
211 stripping out the file extension:
213 * e.g. `foomod_foothing.png`
214 * e.g. `foomod_foothing`
218 There are various texture modifiers that can be used
219 to generate textures on-the-fly.
221 ### Texture overlaying
222 Textures can be overlaid by putting a `^` between them.
226 default_dirt.png^default_grass_side.png
228 `default_grass_side.png` is overlayed over `default_dirt.png`.
231 Textures can be grouped together by enclosing them in `(` and `)`.
233 Example: `cobble.png^(thing1.png^thing2.png)`
235 A texture for `thing1.png^thing2.png` is created and the resulting
236 texture is overlaid over `cobble.png`.
238 ### Advanced texture modifiers
240 #### `[crack:<n>:<p>`
241 * `<n>` = animation frame count
242 * `<p>` = current animation frame
244 Draw a step of the crack animation on the texture.
248 default_cobble.png^[crack:10:1
250 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>`
253 * `<x1>`/`<x2>` = x positions
254 * `<y1>`/`<y1>` = y positions
255 * `<file1>`/`<file2>` = textures to combine
257 Create a texture of size `<w>` times `<h>` and blit `<file1>` to (`<x1>`,`<y1>`)
258 and blit `<file2>` to (`<x2>`,`<y2>`).
262 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
265 Brightens the texture.
269 tnt_tnt_side.png^[brighten
272 Makes the texture completely opaque.
276 default_leaves.png^[noalpha
278 #### `[makealpha:<r>,<g>,<b>`
279 Convert one color to transparency.
283 default_cobble.png^[makealpha:128,128,128
286 * `<t>` = transformation(s) to apply
288 Rotates and/or flips the image.
290 `<t>` can be a number (between 0 and 7) or a transform name.
291 Rotations are counter-clockwise.
294 1 R90 rotate by 90 degrees
295 2 R180 rotate by 180 degrees
296 3 R270 rotate by 270 degrees
298 5 FXR90 flip X then rotate by 90 degrees
300 7 FYR90 flip Y then rotate by 90 degrees
304 default_stone.png^[transformFXR90
306 #### `[inventorycube{<top>{<left>{<right>`
307 `^` is replaced by `&` in texture names.
309 Create an inventory cube texture using the side textures.
313 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
315 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
316 `dirt.png^grass_side.png` textures
318 #### `[lowpart:<percent>:<file>`
319 Blit the lower `<percent>`% part of `<file>` on the texture.
323 base.png^[lowpart:25:overlay.png
325 #### `[verticalframe:<t>:<n>`
326 * `<t>` = animation frame count
327 * `<n>` = current animation frame
329 Crops the texture to a frame of a vertical animation.
333 default_torch_animated.png^[verticalframe:16:8
336 Apply a mask to the base image.
338 The mask is applied using binary AND.
340 #### `[colorize:<color>:<ratio>`
341 Colorize the textures with the given color.
342 `<color>` is specified as a `ColorString`.
343 `<ratio>` is an int ranging from 0 to 255, and specifies how much of the
344 color to apply. If ommitted, the alpha will be used.
348 Only Ogg Vorbis files are supported.
350 For positional playing of sounds, only single-channel (mono) files are
351 supported. Otherwise OpenAL will play them non-positionally.
353 Mods should generally prefix their sounds with `modname_`, e.g. given
354 the mod name "`foomod`", a sound could be called:
358 Sounds are referred to by their name with a dot, a single digit and the
359 file extension stripped out. When a sound is played, the actual sound file
360 is chosen randomly from the matching sounds.
362 When playing the sound `foomod_foosound`, the sound is chosen randomly
363 from the available ones of the following files:
365 * `foomod_foosound.ogg`
366 * `foomod_foosound.0.ogg`
367 * `foomod_foosound.1.ogg`
369 * `foomod_foosound.9.ogg`
371 Examples of sound parameter tables:
373 -- Play location-less on all clients
375 gain = 1.0, -- default
377 -- Play location-less to a player
380 gain = 1.0, -- default
382 -- Play in a location
385 gain = 1.0, -- default
386 max_hear_distance = 32, -- default
388 -- Play connected to an object, looped
390 object = <an ObjectRef>,
391 gain = 1.0, -- default
392 max_hear_distance = 32, -- default
393 loop = true, -- only sounds connected to objects can be looped
396 ### `SimpleSoundSpec`
398 * e.g. `"default_place_node"`
400 * e.g. `{name="default_place_node"}`
401 * e.g. `{name="default_place_node", gain=1.0}`
403 Registered definitions of stuff
404 -------------------------------
405 Anything added using certain `minetest.register_*` functions get added to
406 the global `minetest.registered_*` tables.
408 * `minetest.register_entity(name, prototype table)`
409 * added to `minetest.registered_entities[name]`
411 * `minetest.register_node(name, node definition)`
412 * added to `minetest.registered_items[name]`
413 * added to `minetest.registered_nodes[name]`
415 * `minetest.register_tool(name, item definition)`
416 * added to `minetest.registered_items[name]`
418 * `minetest.register_craftitem(name, item definition)`
419 * added to `minetest.registered_items[name]`
421 * `minetest.register_ore(ore definition)`
422 * returns an integer uniquely identifying the registered ore
423 * added to `minetest.registered_ores` with the key of `ore.name`
424 * if `ore.name` is nil, the key is the returned ID
426 * `minetest.register_decoration(decoration definition)`
427 * returns an integer uniquely identifying the registered decoration
428 * added to `minetest.registered_decorations` with the key of `decoration.name`
429 * if `decoration.name` is nil, the key is the returned ID
431 * `minetest.clear_registered_ores()`
432 * clears all ores currently registered
434 * `minetest.clear_registered_decorations()`
435 * clears all decorations currently registered
437 Note that in some cases you will stumble upon things that are not contained
438 in these tables (e.g. when a mod has been removed). Always check for
439 existence before trying to access the fields.
441 Example: If you want to check the drawtype of a node, you could do:
443 local function get_nodedef_field(nodename, fieldname)
444 if not minetest.registered_nodes[nodename] then
447 return minetest.registered_nodes[nodename][fieldname]
449 local drawtype = get_nodedef_field(nodename, "drawtype")
451 Example: `minetest.get_item_group(name, group)` has been implemented as:
453 function minetest.get_item_group(name, group)
454 if not minetest.registered_items[name] or not
455 minetest.registered_items[name].groups[group] then
458 return minetest.registered_items[name].groups[group]
463 Nodes are the bulk data of the world: cubes and other things that take the
464 space of a cube. Huge amounts of them are handled efficiently, but they
467 The definition of a node is stored and can be accessed by name in
469 minetest.registered_nodes[node.name]
471 See "Registered definitions of stuff".
473 Nodes are passed by value between Lua and the engine.
474 They are represented by a table:
476 {name="name", param1=num, param2=num}
478 `param1` and `param2` are 8-bit integers. The engine uses them for certain
479 automated functions. If you don't use these functions, you can use them to
480 store arbitrary values.
482 The functions of `param1` and `param2` are determined by certain fields in the
485 `param1` is reserved for the engine when `paramtype != "none"`:
488 ^ The value stores light with and without sun in its upper and lower 4 bits
489 respectively. Allows light to propagate from or through the node with
490 light value falling by 1 per node. This is essential for a light source
491 node to spread its light.
493 `param2` is reserved for the engine when any of these are used:
495 liquidtype == "flowing"
496 ^ The level and some flags of the liquid is stored in param2
497 drawtype == "flowingliquid"
498 ^ The drawn liquid level is read from param2
499 drawtype == "torchlike"
500 drawtype == "signlike"
501 paramtype2 == "wallmounted"
502 ^ The rotation of the node is stored in param2. You can make this value
503 by using minetest.dir_to_wallmounted().
504 paramtype2 == "facedir"
505 ^ The rotation of the node is stored in param2. Furnaces and chests are
506 rotated this way. Can be made by using minetest.dir_to_facedir().
508 facedir modulo 4 = axisdir
509 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
510 facedir's two less significant bits are rotation around the axis
511 paramtype2 == "leveled"
515 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
518 ^ defines list of collision boxes for the node. If empty, collision boxes
519 will be the same as nodeboxes, in case of any other nodes will be full cube
520 as in the example above.
522 Nodes can also contain extra data. See "Node Metadata".
526 There are a bunch of different looking node types.
528 Look for examples in `games/minimal` or `games/minetest_game`.
536 * `glasslike_framed_optional`
538 * `allfaces_optional`
545 * `nodebox` -- See below. (**Experimental!**)
546 * `mesh` -- use models for nodes
548 `*_optional` drawtypes need less rendering time if deactivated (always client side).
552 Node selection boxes are defined using "node boxes"
554 The `nodebox` node drawtype allows defining visual of nodes consisting of
555 arbitrary number of boxes. It allows defining stuff like stairs. Only the
556 `fixed` and `leveled` box type is supported for these.
558 Please note that this is still experimental, and may be incompatibly
559 changed in the future.
561 A nodebox is defined as any of:
564 -- A normal cube; the default in most things
568 -- A fixed box (facedir param2 is used, if applicable)
570 fixed = box OR {box1, box2, ...}
573 -- A box like the selection box for torches
574 -- (wallmounted param2 is used, if applicable)
575 type = "wallmounted",
581 A `box` is defined as:
583 {x1, y1, z1, x2, y2, z2}
585 A box of a regular node would look like:
587 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
589 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
590 set to level from `param2`.
595 If drawtype `mesh` is used, tiles should hold model materials textures.
596 Only static meshes are implemented.
597 For supported model formats see Irrlicht engine documentation.
602 Noise Parameters, or commonly called "`NoiseParams`", define the properties of perlin noise.
605 Offset that the noise is translated by (i.e. added) after calculation.
608 Factor that the noise is scaled by (i.e. multiplied) after calculation.
611 Vector containing values by which each coordinate is divided by before calculation.
612 Higher spread values result in larger noise features.
614 A value of `{x=250, y=250, z=250}` is common.
617 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
618 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
621 Number of times the noise gradient is accumulated into the noise.
623 Increase this number to increase the amount of detail in the resulting noise.
625 A value of `6` is common.
628 Factor by which the effect of the noise gradient function changes with each successive octave.
630 Values less than `1` make the details of successive octaves' noise diminish, while values
631 greater than `1` make successive octaves stronger.
633 A value of `0.6` is common.
636 Factor by which the noise feature sizes change with each successive octave.
638 A value of `2.0` is common.
641 Leave this field unset for no special handling.
643 Currently supported are `defaults`, `eased` and `absvalue`.
646 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
650 Maps noise gradient values onto a quintic S-curve before performing interpolation.
651 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
652 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
655 Accumulates the absolute value of each noise gradient result.
657 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
661 spread = {x=500, y=500, z=500},
666 flags = "defaults, absvalue"
668 ^ A single noise parameter table can be used to get 2D or 3D noise,
669 when getting 2D noise spread.z is ignored.
674 These tell in what manner the ore is generated.
676 All default ores are of the uniformly-distributed scatter type.
679 Randomly chooses a location and generates a cluster of ore.
681 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
682 that point is greater than the `noise_threshold`, giving the ability to create a non-equal
686 Creates a sheet of ore in a blob shape according to the 2D perlin noise described by `noise_params`.
687 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
688 a non-zero `scale` parameter in `noise_params`.
690 **IMPORTANT**: The noise is not transformed by `offset` or `scale` when comparing against the noise
691 threshold, but scale is used to determine relative height.
692 The height of the blob is randomly scattered, with a maximum height of `clust_size`.
694 `clust_scarcity` and `clust_num_ores` are ignored.
696 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
699 Creates a deformed sphere of ore according to 3d perlin noise described by
700 `noise_params`. The maximum size of the blob is `clust_size`, and
701 `clust_scarcity` has the same meaning as with the `scatter` type.
703 Creates veins of ore varying in density by according to the intersection of two
704 instances of 3d perlin noise with diffferent seeds, both described by
705 `noise_params`. `random_factor` varies the influence random chance has on
706 placement of an ore inside the vein, which is `1` by default. Note that
707 modifying this parameter may require adjusting `noise_threshhold`.
708 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
709 by this ore type. This ore type is difficult to control since it is sensitive
710 to small changes. The following is a decent set of parameters to work from:
715 spread = {x=200, y=200, z=200},
721 noise_threshhold = 1.6
723 WARNING: Use this ore type *very* sparingly since it is ~200x more
724 computationally expensive than any other ore.
728 See section "Flag Specifier Format".
730 Currently supported flags: `absheight`
733 Also produce this same ore between the height range of `-y_max` and `-y_min`.
735 Useful for having ore in sky realms without having to duplicate ore entries.
739 The varying types of decorations that can be placed.
741 The default value is `simple`, and is currently the only type supported.
744 Creates a 1 times `H` times 1 column of a specified node (or a random node from a list, if a
745 decoration list is specified). Can specify a certain node it must spawn next to, such as water or
746 lava, for example. Can also generate a decoration of random height between a specified lower and
747 upper bound. This type of decoration is intended for placement of grass, flowers, cacti, papyri,
751 Copies a box of `MapNodes` from a specified schematic file (or raw description). Can specify a
752 probability of a node randomly appearing when placed. This decoration type is intended to be used
753 for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
758 A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (`.mts`)
759 or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
761 * The `size` field is a 3D vector containing the dimensions of the provided schematic.
762 * The `data` field is a flat table of MapNodes making up the schematic, in the order of `[z [y [x]]]`.
764 **Important**: The default value for `param1` in MapNodes here is `255`, which represents "always place".
766 In the bulk `MapNode` data, `param1`, instead of the typical light values, instead represents the
767 probability of that node appearing in the structure.
769 When passed to `minetest.create_schematic`, probability is an integer value ranging from `0` to `255`:
771 * A probability value of `0` means that node will never appear (0% chance).
772 * A probability value of `255` means the node will always appear (100% chance).
773 * If the probability value `p` is greater than `0`, then there is a `(p / 256 * 100)`% chance that node
774 will appear when the schematic is placed on the map.
776 **Important note**: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
781 See section "Flag Specifier Format".
783 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`.
785 * `place_center_x`: Placement of this decoration is centered along the X axis.
786 * `place_center_y`: Placement of this decoration is centered along the Y axis.
787 * `place_center_z`: Placement of this decoration is centered along the Z axis.
792 The position field is used for all element types.
794 To account for differing resolutions, the position coordinates are the percentage of the screen,
795 ranging in value from `0` to `1`.
797 The name field is not yet used, but should contain a description of what the HUD element represents.
798 The direction field is the direction in which something is drawn.
800 `0` draws from left to right, `1` draws from right to left, `2` draws from top to bottom,
801 and `3` draws from bottom to top.
803 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
804 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
805 Fractional values can be used.
807 The `offset` field specifies a pixel offset from the position. Contrary to position,
808 the offset is not scaled to screen size. This allows for some precisely-positioned
811 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
813 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
815 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
818 Displays an image on the HUD.
820 * `scale`: The scale of the image, with 1 being the original texture size.
821 Only the X coordinate scale is used (positive values).
822 Negative values represent that percentage of the screen it
823 should take; e.g. `x=-100` means 100% (width).
824 * `text`: The name of the texture that is displayed.
825 * `alignment`: The alignment of the image.
826 * `offset`: offset in pixels from position.
829 Displays text on the HUD.
831 * `scale`: Defines the bounding rectangle of the text.
832 A value such as `{x=100, y=100}` should work.
833 * `text`: The text to be displayed in the HUD element.
834 * `number`: An integer containing the RGB value of the color used to draw the text.
835 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
836 * `alignment`: The alignment of the text.
837 * `offset`: offset in pixels from position.
840 Displays a horizontal bar made up of half-images.
842 * `text`: The name of the texture that is used.
843 * `number`: The number of half-textures that are displayed.
844 If odd, will end with a vertically center-split texture.
846 * `offset`: offset in pixels from position.
847 * `size`: If used, will force full-image size to this value (override texture pack image size)
850 * `text`: The name of the inventory list to be displayed.
851 * `number`: Number of items in the inventory to be displayed.
852 * `item`: Position of item that is selected.
856 Displays distance to selected world position.
858 * `name`: The name of the waypoint.
859 * `text`: Distance suffix. Can be blank.
860 * `number:` An integer containing the RGB value of the color used to draw the text.
861 * `world_pos`: World position of the waypoint.
863 Representations of simple things
864 --------------------------------
868 {x=num, y=num, z=num}
870 For helper functions see "Vector helpers".
874 * `{type="node", under=pos, above=pos}`
875 * `{type="object", ref=ObjectRef}`
877 Flag Specifier Format
878 ---------------------
879 Flags using the standardized flag specifier format can be specified in either of two ways, by string or table.
881 The string format is a comma-delimited set of flag names; whitespace and unrecognized flag fields are ignored.
882 Specifying a flag in the string sets the flag, and specifying a flag prefixed by the string `"no"` explicitly
883 clears the flag from whatever the default may be.
885 In addition to the standard string flag format, the schematic flags field can also be a table of flag names
886 to boolean values representing whether or not the flag is set. Additionally, if a field with the flag name
887 prefixed with `"no"` is present, mapped to a boolean of any value, the specified flag is unset.
889 E.g. A flag field of value
891 {place_center_x = true, place_center_y=false, place_center_z=true}
895 {place_center_x = true, noplace_center_y=true, place_center_z=true}
897 which is equivalent to
899 "place_center_x, noplace_center_y, place_center_z"
903 "place_center_x, place_center_z"
905 since, by default, no schematic attributes are set.
911 There are three kinds of items: nodes, tools and craftitems.
913 * Node (`register_node`): A node from the world.
914 * Tool (`register_tool`): A tool/weapon that can dig and damage
915 things according to `tool_capabilities`.
916 * Craftitem (`register_craftitem`): A miscellaneous item.
919 Items and item stacks can exist in three formats: Serializes, table format
923 This is called "stackstring" or "itemstring":
925 * e.g. `'default:dirt 5'`
926 * e.g. `'default:pick_wood 21323'`
927 * e.g. `'default:apple'`
934 {name="default:dirt", count=5, wear=0, metadata=""}
936 A wooden pick about 1/3 worn out:
938 {name="default:pick_wood", count=1, wear=21323, metadata=""}
942 {name="default:apple", count=1, wear=0, metadata=""}
945 A native C++ format with many helper methods. Useful for converting
946 between formats. See the Class reference section for details.
948 When an item must be passed to a function, it can usually be in any of
954 In a number of places, there is a group table. Groups define the
955 properties of a thing (item, node, armor of entity, capabilities of
956 tool) in such a way that the engine and other mods can can interact with
957 the thing without actually knowing what the thing is.
960 Groups are stored in a table, having the group names with keys and the
961 group ratings as values. For example:
963 groups = {crumbly=3, soil=1}
966 groups = {crumbly=2, soil=1, level=2, outerspace=1}
967 -- ^ A more special dirt-kind of thing
969 Groups always have a rating associated with them. If there is no
970 useful meaning for a rating for an enabled group, it shall be `1`.
972 When not defined, the rating of a group defaults to `0`. Thus when you
973 read groups, you must interpret `nil` and `0` as the same value, `0`.
975 You can read the rating of a group for an item or a node by using
977 minetest.get_item_group(itemname, groupname)
980 Groups of items can define what kind of an item it is (e.g. wool).
983 In addition to the general item things, groups are used to define whether
984 a node is destroyable and how long it takes to destroy by a tool.
986 ### Groups of entities
987 For entities, groups are, as of now, used only for calculating damage.
988 The rating is the percentage of damage caused by tools with this damage group.
989 See "Entity damage mechanism".
991 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
992 object.set_armor_groups({fleshy=30, cracky=80})
995 Groups in tools define which groups of nodes and entities they are
998 ### Groups in crafting recipes
999 An example: Make meat soup from any meat, any water and any bowl:
1002 output = 'food:meat_soup_raw',
1008 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1011 Another example: Make red wool from white wool and red dye:
1015 output = 'wool:red',
1016 recipe = {'wool:white', 'group:dye,basecolor_red'},
1020 * `immortal`: Disables the group damage system for an entity
1021 * `level`: Can be used to give an additional sense of progression in the game.
1022 * A larger level will cause e.g. a weapon of a lower level make much less
1023 damage, and get worn out much faster, or not be able to get drops
1024 from destroyed nodes.
1025 * `0` is something that is directly accessible at the start of gameplay
1026 * There is no upper limit
1027 * `dig_immediate`: (player can always pick up node without tool wear)
1028 * `2`: node is removed without tool wear after 0.5 seconds or so
1030 * `3`: node is removed without tool wear immediately (torch)
1031 * `disable_jump`: Player (and possibly other things) cannot jump from node
1032 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1033 * `bouncy`: value is bounce speed in percent
1034 * `falling_node`: if there is no walkable block under the node it will fall
1035 * `attached_node`: if the node under it is not a walkable block the node will be
1036 dropped as an item. If the node is wallmounted the wallmounted direction is
1038 * `soil`: saplings will grow on nodes in this group
1039 * `connect_to_raillike`: makes nodes of raillike drawtype connect to
1040 other group members with same drawtype
1042 ### Known damage and digging time defining groups
1043 * `crumbly`: dirt, sand
1044 * `cracky`: tough but crackable stuff like stone.
1045 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1046 plants, wire, sheets of metal
1047 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1048 * `fleshy`: Living things like animals and the player. This could imply
1049 some blood effects when hitting.
1050 * `explody`: Especially prone to explosions
1051 * `oddly_breakable_by_hand`:
1052 Can be added to nodes that shouldn't logically be breakable by the
1053 hand but are. Somewhat similar to `dig_immediate`, but times are more
1054 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1055 speed of a tool if the tool can dig at a faster speed than this
1056 suggests for the hand.
1058 ### Examples of custom groups
1059 Item groups are often used for defining, well, _groups of items_.
1060 * `meat`: any meat-kind of a thing (rating might define the size or healing
1061 ability or be irrelevant -- it is not defined as of yet)
1062 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1064 * `flammable`: can be set on fire. Rating might define the intensity of the
1065 fire, affecting e.g. the speed of the spreading of an open fire.
1066 * `wool`: any wool (any origin, any color)
1067 * `metal`: any metal
1068 * `weapon`: any weapon
1069 * `heavy`: anything considerably heavy
1071 ### Digging time calculation specifics
1072 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1073 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1074 faster digging time.
1076 The `level` group is used to limit the toughness of nodes a tool can dig
1077 and to scale the digging times / damage to a greater extent.
1079 **Please do understand this**, otherwise you cannot use the system to it's
1082 Tools define their properties by a list of parameters for groups. They
1083 cannot dig other groups; thus it is important to use a standard bunch of
1084 groups to enable interaction with tools.
1086 #### Tools definition
1089 * Full punch interval
1090 * Maximum drop level
1091 * For an arbitrary list of groups:
1092 * Uses (until the tool breaks)
1093 * Maximum level (usually `0`, `1`, `2` or `3`)
1097 #### Full punch interval
1098 When used as a weapon, the tool will do full damage if this time is spent
1099 between punches. If e.g. half the time is spent, the tool will do half
1102 #### Maximum drop level
1103 Suggests the maximum level of node, when dug with the tool, that will drop
1104 it's useful item. (e.g. iron ore to drop a lump of iron).
1106 This is not automated; it is the responsibility of the node definition
1110 Determines how many uses the tool has when it is used for digging a node,
1111 of this group, of the maximum level. For lower leveled nodes, the use count
1112 is multiplied by `3^leveldiff`.
1114 * `uses=10, leveldiff=0`: actual uses: 10
1115 * `uses=10, leveldiff=1`: actual uses: 30
1116 * `uses=10, leveldiff=2`: actual uses: 90
1119 Tells what is the maximum level of a node of this group that the tool will
1123 List of digging times for different ratings of the group, for nodes of the
1126 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1127 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1128 for this group, and unable to dig the rating `1`, which is the toughest.
1129 Unless there is a matching group that enables digging otherwise.
1132 List of damage for groups of entities. See "Entity damage mechanism".
1134 #### Example definition of the capabilities of a tool
1136 tool_capabilities = {
1137 full_punch_interval=1.5,
1140 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1142 damage_groups = {fleshy=2},
1145 This makes the tool be able to dig nodes that fulfil both of these:
1147 * Have the `crumbly` group
1148 * Have a `level` group less or equal to `2`
1150 Table of resulting digging times:
1152 crumbly 0 1 2 3 4 <- level
1154 1 0.80 1.60 1.60 - -
1155 2 0.60 1.20 1.20 - -
1156 3 0.40 0.80 0.80 - -
1158 level diff: 2 1 0 -1 -2
1160 Table of resulting tool uses:
1169 * At `crumbly==0`, the node is not diggable.
1170 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1171 easy nodes to be quickly breakable.
1172 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1174 Entity damage mechanism
1175 -----------------------
1179 foreach group in cap.damage_groups:
1180 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1181 * (object.armor_groups[group] / 100.0)
1182 -- Where object.armor_groups[group] is 0 for inexistent values
1185 Client predicts damage based on damage groups. Because of this, it is able to
1186 give an immediate response when an entity is damaged or dies; the response is
1187 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1189 Currently a smoke puff will appear when an entity dies.
1191 The group `immortal` completely disables normal damage.
1193 Entities can define a special armor group, which is `punch_operable`. This
1194 group disables the regular damage mechanism for players punching it by hand or
1195 a non-tool item, so that it can do something else than take damage.
1197 On the Lua side, every punch calls:
1199 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
1201 This should never be called directly, because damage is usually not handled by the entity
1204 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1205 accessed unless absolutely required, to encourage interoperability.
1206 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1207 * `tool_capabilities` can be `nil`.
1208 * `direction` is a unit vector, pointing from the source of the punch to
1211 To punch an entity/object in Lua, call:
1213 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1215 * Return value is tool wear.
1216 * Parameters are equal to the above callback.
1217 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1218 `direction` will be automatically filled in based on the location of `puncher`.
1222 The instance of a node in the world normally only contains the three values
1223 mentioned in "Nodes". However, it is possible to insert extra data into a
1224 node. It is called "node metadata"; See "`NodeMetaRef`".
1226 Metadata contains two things:
1230 Some of the values in the key-value store are handled specially:
1231 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1232 * `infotext`: Text shown on the screen when the node is pointed at
1236 local meta = minetest.get_meta(pos)
1237 meta:set_string("formspec",
1239 "list[context;main;0,0;8,4;]"..
1240 "list[current_player;main;0,5;8,4;]")
1241 meta:set_string("infotext", "Chest");
1242 local inv = meta:get_inventory()
1243 inv:set_size("main", 8*4)
1244 print(dump(meta:to_table()))
1247 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "",
1248 [7] = "", [8] = "", [9] = "", [10] = "", [11] = "", [12] = "", [13] = "",
1249 [14] = "default:cobble", [15] = "", [16] = "", [17] = "", [18] = "",
1250 [19] = "", [20] = "default:cobble", [21] = "", [22] = "", [23] = "",
1251 [24] = "", [25] = "", [26] = "", [27] = "", [28] = "", [29] = "", [30] = "",
1252 [31] = "", [32] = ""}
1255 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1262 Formspec defines a menu. Currently not much else than inventories are
1263 supported. It is a string, with a somewhat strange format.
1265 Spaces and newlines can be inserted between the blocks, as is used in the
1273 list[context;main;0,0;8,4;]
1274 list[current_player;main;0,5;8,4;]
1279 list[context;fuel;2,3;1,1;]
1280 list[context;src;2,1;1,1;]
1281 list[context;dst;5,1;2,2;]
1282 list[current_player;main;0,5;8,4;]
1284 #### Minecraft-like player inventory
1287 image[1,0.6;1,2;player.png]
1288 list[current_player;main;0,3.5;8,4;]
1289 list[current_player;craft;3,0;3,3;]
1290 list[current_player;craftpreview;7,1;1,1;]
1294 #### `size[<W>,<H>,<fixed_size>]`
1295 * Define the size of the menu in inventory slots
1296 * `fixed_size`: `true`/`false` (optional)
1297 * deprecated: `invsize[<W>,<H>;]`
1299 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1300 * Show an inventory list
1302 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1303 * Show an inventory list
1305 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1306 * Sets background color of slots as `ColorString`
1307 * Sets background color of slots on mouse hovering
1309 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1310 * Sets background color of slots as `ColorString`
1311 * Sets background color of slots on mouse hovering
1312 * Sets color of slots border
1314 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1315 * Sets background color of slots as `ColorString`
1316 * Sets background color of slots on mouse hovering
1317 * Sets color of slots border
1318 * Sets default background color of tooltips
1319 * Sets default font color of tooltips
1321 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1322 * Adds tooltip for an element
1323 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1324 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1326 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1328 * Position and size units are inventory slots
1330 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1331 * Show an inventory image of registered item/node
1332 * Position and size units are inventory slots
1334 #### `bgcolor[<color>;<fullscreen>]`
1335 * Sets background color of formspec as `ColorString`
1336 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1338 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1339 * Use a background. Inventory rectangles are not drawn then.
1340 * Position and size units are inventory slots
1341 * Example for formspec 8x4 in 16x resolution: image shall be sized
1342 8 times 16px times 4 times 16px.
1344 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1345 * Use a background. Inventory rectangles are not drawn then.
1346 * Position and size units are inventory slots
1347 * Example for formspec 8x4 in 16x resolution:
1348 image shall be sized 8 times 16px times 4 times 16px
1349 * If `true` the background is clipped to formspec size
1350 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1352 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1353 * Textual password style field; will be sent to server when a button is clicked
1354 * `x` and `y` position the field relative to the top left of the menu
1355 * `w` and `h` are the size of the field
1356 * fields are a set height, but will be vertically centred on `h`
1357 * Position and size units are inventory slots
1358 * `name` is the name of the field as returned in fields to `on_receive_fields`
1359 * `label`, if not blank, will be text printed on the top left above the field
1361 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1362 * Textual field; will be sent to server when a button is clicked
1363 * `x` and `y` position the field relative to the top left of the menu
1364 * `w` and `h` are the size of the field
1365 * fields are a set height, but will be vertically centred on `h`
1366 * Position and size units are inventory slots
1367 * `name` is the name of the field as returned in fields to `on_receive_fields`
1368 * `label`, if not blank, will be text printed on the top left above the field
1369 * `default` is the default value of the field
1370 * `default` may contain variable references such as `${text}'` which
1371 will fill the value from the metadata value `text`
1372 * **Note**: no extra text or more than a single variable is supported ATM.
1374 #### `field[<name>;<label>;<default>]`
1375 * as above, but without position/size units
1376 * special field for creating simple forms, such as sign text input
1377 * must be used without a `size[]` element
1378 * a "Proceed" button will be added automatically
1380 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1381 * same as fields above, but with multi-line input
1383 #### `label[<X>,<Y>;<label>]`
1384 * `x` and `y` work as per field
1385 * `label` is the text on the label
1386 * Position and size units are inventory slots
1388 #### `vertlabel[<X>,<Y>;<label>]`
1389 * Textual label drawn vertically
1390 * `x` and `y` work as per field
1391 * `label` is the text on the label
1392 * Position and size units are inventory slots
1394 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1395 * Clickable button. When clicked, fields will be sent.
1396 * `x`, `y` and `name` work as per field
1397 * `w` and `h` are the size of the button
1398 * `label` is the text on the button
1399 * Position and size units are inventory slots
1401 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1402 * `x`, `y`, `w`, `h`, and `name` work as per button
1403 * `texture name` is the filename of an image
1404 * Position and size units are inventory slots
1406 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1407 * `x`, `y`, `w`, `h`, and `name` work as per button
1408 * `texture name` is the filename of an image
1409 * Position and size units are inventory slots
1410 * `noclip=true` means the image button doesn't need to be within specified formsize
1411 * `drawborder`: draw button border or not
1412 * `pressed texture name` is the filename of an image on pressed state
1414 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1415 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1416 * `item name` is the registered name of an item/node,
1417 tooltip will be made out of its description
1418 to override it use tooltip element
1419 * Position and size units are inventory slots
1421 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1422 * When clicked, fields will be sent and the form will quit.
1424 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1425 * When clicked, fields will be sent and the form will quit.
1427 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1428 * Scrollable item list showing arbitrary text elements
1429 * `x` and `y` position the itemlist relative to the top left of the menu
1430 * `w` and `h` are the size of the itemlist
1431 * `name` fieldname sent to server on doubleclick value is current selected element
1432 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1433 * if you want a listelement to start with "#" write "##".
1435 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1436 * Scrollable itemlist showing arbitrary text elements
1437 * `x` and `y` position the item list relative to the top left of the menu
1438 * `w` and `h` are the size of the item list
1439 * `name` fieldname sent to server on doubleclick value is current selected element
1440 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1441 * if you want a listelement to start with "#" write "##"
1442 * index to be selected within textlist
1443 * `true`/`false`: draw transparent background
1444 * see also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1446 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1447 * show a tab**header** at specific position (ignores formsize)
1448 * `x` and `y` position the itemlist relative to the top left of the menu
1449 * `name` fieldname data is transferred to Lua
1450 * `caption 1`...: name shown on top of tab
1451 * `current_tab`: index of selected tab 1...
1452 * `transparent` (optional): show transparent
1453 * `draw_border` (optional): draw border
1455 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1456 * simple colored semitransparent box
1457 * `x` and `y` position the box relative to the top left of the menu
1458 * `w` and `h` are the size of box
1459 * `color` is color specified as a `ColorString`
1461 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1462 * show a dropdown field
1463 * **Important note**: There are two different operation modes:
1464 1. handle directly on change (only changed dropdown is submitted)
1465 2. read the value on pressing a button (all dropdown values are available)
1466 * `x` and `y` position of dropdown
1468 * fieldname data is transferred to Lua
1469 * items to be shown in dropdown
1470 * index of currently selected dropdown item
1472 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]`
1474 * `x` and `y`: position of checkbox
1475 * `name` fieldname data is transferred to Lua
1476 * `label` to be shown left of checkbox
1477 * `selected` (optional): `true`/`false`
1478 * `tooltip` (optional)
1480 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1482 * there are two ways to use it:
1483 1. handle the changed event (only changed scrollbar is available)
1484 2. read the value on pressing a button (all scrollbars are available)
1485 * `x` and `y`: position of trackbar
1486 * `w` and `h`: width and height
1487 * `orientation`: `vertical`/`horizontal`
1488 * fieldname data is transferred to Lua
1489 * value this trackbar is set to (`0`-`1000`)
1490 * see also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1492 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1493 * show scrollable table using options defined by the previous `tableoptions[]`
1494 * displays cells as defined by the previous `tablecolumns[]`
1495 * `x` and `y`: position the itemlist relative to the top left of the menu
1496 * `w` and `h` are the size of the itemlist
1497 * `name`: fieldname sent to server on row select or doubleclick
1498 * `cell 1`...`cell n`: cell contents given in row-major order
1499 * `selected idx`: index of row to be selected within table (first row = `1`)
1500 * see also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1502 #### `tableoptions[<opt 1>;<opt 2>;...]`
1503 * sets options for `table[]`
1505 * default text color (`ColorString`), defaults to `#FFFFFF`
1506 * `background=#RRGGBB`
1507 * table background color (`ColorString`), defaults to `#000000`
1508 * `border=<true/false>`
1509 * should the table be drawn with a border? (default: `true`)
1510 * `highlight=#RRGGBB`
1511 * highlight background color (`ColorString`), defaults to `#466432`
1512 * `highlight_text=#RRGGBB`
1513 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1514 * `opendepth=<value>`
1515 * all subtrees up to `depth < value` are open (default value = `0`)
1516 * only useful when there is a column of type "tree"
1518 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1519 * sets columns for `table[]`
1520 * types: `text`, `image`, `color`, `indent`, `tree`
1521 * `text`: show cell contents as text
1522 * `image`: cell contents are an image index, use column options to define images
1523 * `colo`: cell contents are a ColorString and define color of following cell
1524 * `indent`: cell contents are a number and define indentation of following cell
1525 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1528 * for `text` and `image`: content alignment within cells.
1529 Available values: `left` (default), `center`, `right`, `inline`
1531 * for `text` and `image`: minimum width in em (default: `0`)
1532 * for `indent` and `tree`: indent width in em (default: `1.5`)
1533 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1534 Exception: defaults to 0 for indent columns
1535 * `tooltip=<value>`: tooltip text (default: empty)
1536 * `image` column options:
1537 * `0=<value>` sets image for image index 0
1538 * `1=<value>` sets image for image index 1
1539 * `2=<value>` sets image for image index 2
1540 * and so on; defined indices need not be contiguous empty or
1541 non-numeric cells are treated as `0`.
1542 * `color` column options:
1543 * `span=<value>`: number of following columns to affect (default: infinite)
1545 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1546 pass key press events to formspec!
1550 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1551 * `"current_player"`: Player to whom the menu is shown
1552 * `"player:<name>"`: Any player
1553 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1554 * `"detached:<name>"`: A detached inventory
1558 `#RGB` defines a color in hexadecimal format.
1560 `#RGBA` defines a color in hexadecimal format and alpha channel.
1562 `#RRGGBB` defines a color in hexadecimal format.
1564 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1566 Named colors are also supported and are equivalent to
1567 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1568 To specify the value of the alpha channel, append `#AA` to the end of the color name
1569 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1570 value must (always) be two hexadecimal digits.
1575 * `vector.new([x[, y, z]])`: returns a vector.
1576 * `x` is a table or the `x` position.
1578 * `vector.direction(p1, p2)`: returns a vector
1579 * `vector.distance(p1, p2)`: returns a number
1580 * `vector.length(v)`: returns a number
1581 * `vector.normalize(v)`: returns a vector
1582 * `vector.round(v)`: returns a vector
1583 * `vector.apply(v, func)`: returns a vector
1584 * `vector.equals(v1, v2)`: returns a boolean
1586 For the following functions `x` can be either a vector or a number:
1588 * `vector.add(v, x)`: returns a vector
1589 * `vector.subtract(v, x)`: returns a vector
1590 * `vector.multiply(v, x)`: returns a vector
1591 * `vector.divide(v, x)`: returns a vector
1595 * `dump2(obj, name="_", dumped={})`
1596 * Return object serialized as a string, handles reference loops
1597 * `dump(obj, dumped={})`
1598 * Return object serialized as a string
1599 * `math.hypot(x, y)`
1600 * Get the hypotenuse of a triangle with legs x and y.
1601 Useful for distance calculation.
1602 * `math.sign(x, tolerance)`
1603 * Get the sign of a number.
1604 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1605 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1606 * sep_is_pattern=false)`
1607 * If `max_splits` is negative, do not limit splits.
1608 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1609 * e.g. `string:split("a,b", ",") == {"a","b"}`
1611 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1612 * `minetest.pos_to_string({x=X,y=Y,z=Z})`: returns `"(X,Y,Z)"`
1613 * Convert position to a printable string
1614 * `minetest.string_to_pos(string)`: returns a position
1615 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1616 * `minetest.formspec_escape(string)`: returns a string
1617 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1618 * `minetest.is_yes(arg)`
1619 * returns whether `arg` can be interpreted as yes
1620 * `minetest.get_us_time()`
1621 * returns time with microsecond precision
1622 * `table.copy(table)`: returns a table
1623 * returns a deep copy of `table`
1625 `minetest` namespace reference
1626 ------------------------------
1630 * `minetest.get_current_modname()`: returns a string
1631 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1632 * Useful for loading additional `.lua` modules or static data from mod
1633 * `minetest.get_modnames()`: returns a list of installed mods
1634 * Return a list of installed mods, sorted alphabetically
1635 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1636 * Useful for storing custom data
1637 * `minetest.is_singleplayer()`
1638 * `minetest.features`
1639 * table containing API feature flags: `{foo=true, bar=true}`
1640 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1641 * `arg`: string or table in format `{foo=true, bar=true}`
1642 * `missing_features`: `{foo=true, bar=true}`
1643 * `minetest.get_player_information(playername)`
1644 * table containing information about player peer.
1646 Example of `minetest.get_player_information` return value:
1649 address = "127.0.0.1", -- IP address of client
1650 ip_version = 4, -- IPv4 / IPv6
1651 min_rtt = 0.01, -- minimum round trip time
1652 max_rtt = 0.2, -- maximum round trip time
1653 avg_rtt = 0.02, -- average round trip time
1654 min_jitter = 0.01, -- minimum packet time jitter
1655 max_jitter = 0.5, -- maximum packet time jitter
1656 avg_jitter = 0.03, -- average packet time jitter
1657 connection_uptime = 200, -- seconds since client connected
1659 -- following information is available on debug build only!!!
1660 -- DO NOT USE IN MODS
1661 --ser_vers = 26, -- serialization version used by client
1662 --prot_vers = 23, -- protocol version used by client
1663 --major = 0, -- major version number
1664 --minor = 4, -- minor version number
1665 --patch = 10, -- patch version number
1666 --vers_string = "0.4.9-git", -- full version string
1667 --state = "Active" -- current client state
1671 * `minetest.debug(line)`
1672 * Always printed to `stderr` and logfile (`print()` is redirected here)
1673 * `minetest.log(line)`
1674 * `minetest.log(loglevel, line)`
1675 * `loglevel` is one of `"error"`, `"action"`, `"info"`, `"verbose"`
1677 ### Registration functions
1678 Call these functions only at load time!
1680 * `minetest.register_entity(name, prototype table)`
1681 * `minetest.register_abm(abm definition)`
1682 * `minetest.register_node(name, node definition)`
1683 * `minetest.register_tool(name, item definition)`
1684 * `minetest.register_craftitem(name, item definition)`
1685 * `minetest.register_alias(name, convert_to)`
1686 * `minetest.register_craft(recipe)`
1687 * `minetest.register_ore(ore definition)`
1688 * `minetest.register_decoration(decoration definition)`
1689 * `minetest.override_item(name, redefinition)`
1690 * Overrides fields of an item registered with register_node/tool/craftitem.
1691 * Note: Item must already be defined, (opt)depend on the mod defining it.
1692 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
1694 * `minetest.clear_registered_ores()`
1695 * `minetest.clear_registered_decorations()`
1697 ### Global callback registration functions
1698 Call these functions only at load time!
1700 * `minetest.register_globalstep(func(dtime))`
1701 * Called every server step, usually interval of 0.1s
1702 * `minetest.register_on_shutdown(func())`
1703 * Called before server shutdown
1704 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
1705 callbacks **will likely not be run**. Data should be saved at
1706 semi-frequent intervals as well as on server shutdown.
1707 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
1708 * Called when a node has been placed
1709 * If return `true` no item is taken from `itemstack`
1710 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
1712 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
1713 * Called when a node has been dug.
1714 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
1716 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
1717 * Called when a node is punched
1718 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
1719 * Called after generating a piece of world. Modifying nodes inside the area
1720 is a bit faster than usually.
1721 * `minetest.register_on_newplayer(func(ObjectRef))`
1722 * Called after a new player has been created
1723 * `minetest.register_on_dieplayer(func(ObjectRef))`
1724 * Called when a player dies
1725 * `minetest.register_on_respawnplayer(func(ObjectRef))`
1726 * Called when player is to be respawned
1727 * Called _before_ repositioning of player occurs
1728 * return true in func to disable regular player placement
1729 * `minetest.register_on_prejoinplayer(func(name, ip))`
1730 * Called before a player joins the game
1731 * If it returns a string, the player is disconnected with that string as reason
1732 * `minetest.register_on_joinplayer(func(ObjectRef))`
1733 * Called when a player joins the game
1734 * `minetest.register_on_leaveplayer(func(ObjectRef))`
1735 * Called when a player leaves the game
1736 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
1737 * Called when a player cheats
1738 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
1739 * `"moved_too_fast"`
1740 * `"interacted_too_far"`
1741 * `"finished_unknown_dig"`
1744 * `minetest.register_on_chat_message(func(name, message))`
1745 * Called always when a player says something
1746 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
1747 * Called when a button is pressed in player's inventory form
1748 * Newest functions are called first
1749 * If function returns `true`, remaining functions are not called
1750 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
1751 * Called when `player` crafts something
1752 * `itemstack` is the output
1753 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
1754 * `craft_inv` is the inventory with the crafting grid
1755 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
1756 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
1757 * The same as before, except that it is called before the player crafts, to make
1758 craft prediction, and it should not change anything.
1759 * `minetest.register_on_protection_violation(func(pos, name))`
1760 * Called by `builtin` and mods when a player violates protection at a position
1761 (eg, digs a node or punches a protected entity).
1762 * The registered functions can be called using `minetest.record_protection_violation`
1763 * The provided function should check that the position is protected by the mod
1764 calling this function before it prints a message, if it does, to allow for
1765 multiple protection mods.
1766 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
1767 * Called when an item is eaten, by `minetest.item_eat`
1768 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
1770 ### Other registration functions
1771 * `minetest.register_chatcommand(cmd, chatcommand definition)`
1772 * `minetest.register_privilege(name, definition)`
1773 * `definition`: `"description text"`
1774 * `definition`: `{ description = "description text", give_to_singleplayer = boolean, -- default: true }`
1775 * `minetest.register_authentication_handler(handler)`
1776 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
1779 * `minetest.setting_set(name, value)`
1780 * `minetest.setting_get(name)`: returns string or `nil`
1781 * `minetest.setting_setbool(name, value)`
1782 * `minetest.setting_getbool(name)`: returns boolean or `nil`
1783 * `minetest.setting_get_pos(name)`: returns position or nil
1784 * `minetest.setting_save()`, returns `nil`, save all settings to config file
1787 * `minetest.notify_authentication_modified(name)`
1788 * Should be called by the authentication handler if privileges changes.
1789 * To report everybody, set `name=nil`.
1790 * `minetest.get_password_hash(name, raw_password)`
1791 * Convert a name-password pair to a password hash that Minetest can use
1792 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
1793 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
1794 * Convert between two privilege representations
1795 * `minetest.set_player_password(name, password_hash)`
1796 * `minetest.set_player_privs(name, {priv1=true,...})`
1797 * `minetest.get_player_privs(name) -> {priv1=true,...}`
1798 * `minetest.auth_reload()`
1799 * `minetest.check_player_privs(name, {priv1=true,...})`: returns `bool, missing_privs`
1800 * A quickhand for checking privileges
1801 * `minetest.get_player_ip(name)`: returns an IP address string
1803 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
1804 and `minetest.auth_reload` call the authetification handler.
1807 * `minetest.chat_send_all(text)`
1808 * `minetest.chat_send_player(name, text)`
1810 ### Environment access
1811 * `minetest.set_node(pos, node)`
1812 * `minetest.add_node(pos, node): alias set_node(pos, node)`
1813 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
1814 * `minetest.swap_node(pos, node`
1815 * Set node at position, but don't remove metadata
1816 * `minetest.remove_node(pos)`
1817 * Equivalent to `set_node(pos, "air")`
1818 * `minetest.get_node(pos)`
1819 * Returns `{name="ignore", ...}` for unloaded area
1820 * `minetest.get_node_or_nil(pos)`
1821 * Returns `nil` for unloaded area
1822 * `minetest.get_node_light(pos, timeofday)` returns a number between `0` and `15` or `nil`
1823 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
1825 * `minetest.place_node(pos, node)`
1826 * Place node with the same effects that a player would cause
1827 * `minetest.dig_node(pos)`
1828 * Dig node with the same effects that a player would cause
1829 * Returns `true` if successful, `false` on failure (e.g. protected location)
1830 * `minetest.punch_node(pos)`
1831 * Punch node with the same effects that a player would cause
1833 * `minetest.get_meta(pos)`
1834 * Get a `NodeMetaRef` at that position
1835 * `minetest.get_node_timer(pos)`
1836 * Get `NodeTimerRef`
1838 * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
1839 * Returns `ObjectRef`, or `nil` if failed
1840 * `minetest.add_item(pos, item)`: Spawn item
1841 * Returns `ObjectRef`, or `nil` if failed
1842 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
1843 * `minetest.get_objects_inside_radius(pos, radius)`
1844 * `minetest.set_timeofday(val)`
1845 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
1846 * `minetest.get_timeofday()`
1847 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
1848 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
1849 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1850 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
1851 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1852 * `minetest.get_perlin(noiseparams)`
1853 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
1854 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
1855 * `minetest.get_voxel_manip([pos1, pos2])`
1856 * Return voxel manipulator object.
1857 * Loads the manipulator from the map if positions are passed.
1858 * `minetest.set_gen_notify(flags, {deco_ids})`
1859 * Set the types of on-generate notifications that should be collected
1860 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
1861 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
1862 * The second parameter is a list of IDS of decorations which notification is requested for
1863 * `minetest.get_mapgen_object(objectname)`
1864 * Return requested mapgen object if available (see "Mapgen objects")
1865 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
1866 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
1867 * `minetest.set_mapgen_params(MapgenParams)`
1868 * Set map generation parameters
1869 * Function cannot be called after the registration period; only initialization and `on_mapgen_init`
1870 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`, and `flags`.
1871 * Leave field unset to leave that parameter unchanged
1872 * `flags` contains a comma-delimited string of flags to set,
1873 or if the prefix `"no"` is attached, clears instead.
1874 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
1875 * `minetest.set_noiseparams(name, noiseparams, set_default)`
1876 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
1877 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
1878 should be applied to the default config or current active config
1879 * `minetest.generate_ores(vm)`
1880 * Generate all registered ores within the VoxelManip specified by `vm`.
1881 * `minetest.generate_decorations(vm)`
1882 * Generate all registered decorations within the VoxelManip specified by `vm`.
1883 * `minetest.clear_objects()`
1884 * clear all objects in the environments
1885 * `minetest.delete_area(pos1, pos2)`
1886 * delete all mapblocks in the area from pos1 to pos2, inclusive
1887 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
1888 * Check if there is a direct line of sight between `pos1` and `pos2`
1889 * Returns the position of the blocking node when `false`
1890 * `pos1`: First position
1891 * `pos2`: Second position
1892 * `stepsize`: smaller gives more accurate results but requires more computing
1893 time. Default is `1`.
1894 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
1895 * returns table containing path
1896 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
1897 * `pos1`: start position
1898 * `pos2`: end position
1899 * `searchdistance`: number of blocks to search in each direction
1900 * `max_jump`: maximum height difference to consider walkable
1901 * `max_drop`: maximum height difference to consider droppable
1902 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
1903 * `minetest.spawn_tree (pos, {treedef})`
1904 * spawns L-System tree at given `pos` with definition in `treedef` table
1905 * `minetest.transforming_liquid_add(pos)`
1906 * add node to liquid update queue
1907 * `minetest.get_node_max_level(pos)`
1908 * get max available level for leveled node
1909 * `minetest.get_node_level(pos)`
1910 * get level of leveled node (water, snow)
1911 * `minetest.set_node_level(pos, level)`
1912 * set level of leveled node, default `level` equals `1`
1913 * if `totallevel > maxlevel`, returns rest (`total-max`).
1914 * `minetest.add_node_level(pos, level)`
1915 * increase level of leveled node by level, default `level` equals `1`
1916 * if `totallevel > maxlevel`, returns rest (`total-max`)
1917 * can be negative for decreasing
1920 `minetest.get_inventory(location)`: returns an `InvRef`
1923 * `{type="player", name="celeron55"}`
1924 * `{type="node", pos={x=, y=, z=}}`
1925 * `{type="detached", name="creative"}`
1926 * `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
1927 * callbacks: See "Detached inventory callbacks"
1928 * Creates a detached inventory. If it already exists, it is cleared.
1929 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`: returns left over ItemStack
1930 * See `minetest.item_eat` and `minetest.register_on_item_eat`
1933 * `minetest.show_formspec(playername, formname, formspec)`
1934 * `playername`: name of player to show formspec
1935 * `formname`: name passed to `on_player_receive_fields` callbacks.
1936 It should follow the `"modname:<whatever>"` naming convention
1937 * `formspec`: formspec to display
1938 * `minetest.formspec_escape(string)`: returns a string
1939 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1940 * `minetest.explode_table_event(string)`: returns a table
1941 * returns e.g. `{type="CHG", row=1, column=2}`
1943 * `"INV"`: no row selected)
1944 * `"CHG"`: selected)
1945 * `"DCL"`: double-click
1946 * `minetest.explode_textlist_event(string)`: returns a table
1947 * returns e.g. `{type="CHG", index=1}`
1949 * `"INV"`: no row selected)
1950 * `"CHG"`: selected)
1951 * `"DCL"`: double-click
1952 * `minetest.explode_scrollbar_event(string)`: returns a table
1953 * returns e.g. `{type="CHG", value=500}`
1955 * `"INV"`: something failed
1956 * `"CHG"`: has been changed
1957 * `"VAL"`: not changed
1960 * `minetest.inventorycube(img1, img2, img3)`
1961 * Returns a string for making an image of a cube (useful as an item image)
1962 * `minetest.get_pointed_thing_position(pointed_thing, above)`
1963 * Get position of a `pointed_thing` (that you can get from somewhere)
1964 * `minetest.dir_to_facedir(dir, is6d)`
1965 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
1966 * passing something non-`nil`/`false` for the optional second parameter causes it to
1967 take the y component into account
1968 * `minetest.facedir_to_dir(facedir)`
1969 * Convert a facedir back into a vector aimed directly out the "back" of a node
1970 * `minetest.dir_to_wallmounted(dir)`
1971 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
1972 * `minetest.get_node_drops(nodename, toolname)`
1973 * Returns list of item names.
1974 * **Note**: This will be removed or modified in a future version.
1975 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
1976 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
1977 * `input.width` = for example `3`
1978 * `input.items` = for example
1979 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
1980 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
1981 * `output.time` = a number, if unsuccessful: `0`
1982 * `decremented_input` = like `input`
1983 * `minetest.get_craft_recipe(output)`: returns input
1984 * returns last registered recipe for output item (node)
1985 * `output` is a node or item type such as `"default:torch"`
1986 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
1987 * `input.width` = for example `3`
1988 * `input.items` = for example
1989 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
1990 * `input.items` = `nil` if no recipe found
1991 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
1992 * returns indexed table with all registered recipes for query item (node)
1993 or `nil` if no recipe was found
1994 * recipe entry table:
1996 method = 'normal' or 'cooking' or 'fuel'
1997 width = 0-3, 0 means shapeless recipe
1998 items = indexed [1-9] table with recipe items
1999 output = string with item name and quantity
2001 * Example query for `"default:gold_ingot"` will return table:
2003 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2004 items = {1 = "default:gold_lump"}},
2005 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2006 items = {1 = "default:goldblock"}}
2008 * `minetest.handle_node_drops(pos, drops, digger)`
2009 * `drops`: list of itemstrings
2010 * Handles drops from nodes after digging: Default action is to put them into
2012 * Can be overridden to get different functionality (e.g. dropping items on
2016 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2017 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2018 * Find who has done something to a node, or near a node
2019 * `actor`: `"player:<name>"`, also `"liquid"`.
2020 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2021 * Revert latest actions of someone
2022 * `actor`: `"player:<name>"`, also `"liquid"`.
2024 ### Defaults for the `on_*` item definition functions
2025 These functions return the leftover itemstack.
2027 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2028 * Place item as a node
2029 * `param2` overrides `facedir` and wallmounted `param2`
2030 * returns `itemstack, success`
2031 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2033 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2034 * Use one of the above based on what the item is.
2035 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2036 * **Note**: is not called when wielded item overrides `on_place`
2037 * `param2` overrides `facedir` and wallmounted `param2`
2038 * returns `itemstack, success`
2039 * `minetest.item_drop(itemstack, dropper, pos)`
2041 * `minetest.item_eat(hp_change, replace_with_item)`
2043 * `replace_with_item` is the itemstring which is added to the inventory.
2044 If the player is eating a stack, then replace_with_item goes to a
2045 different spot. Can be `nil`
2046 * See `minetest.do_item_eat`
2048 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2049 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2050 * Calls functions registered by `minetest.register_on_punchnode()`
2051 * `minetest.node_dig(pos, node, digger)`
2052 * Checks if node can be dug, puts item into inventory, removes node
2053 * Calls functions registered by `minetest.registered_on_dignodes()`
2056 * `minetest.sound_play(spec, parameters)`: returns a handle
2057 * `spec` is a `SimpleSoundSpec`
2058 * `parameters` is a sound parameter table
2059 * `minetest.sound_stop(handle)`
2062 * `minetest.after(time, func, ...)`
2063 * Call the function `func` after `time` seconds
2064 * Optional: Variable number of arguments that are passed to `func`
2067 * `minetest.request_shutdown()`: request for server shutdown
2068 * `minetest.get_server_status()`: returns server status string
2071 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2072 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2073 * `minetest.ban_player(name)`: ban a player
2074 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2075 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2078 * `minetest.add_particle(particle definition)`
2079 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2080 size, collisiondetection, texture, playername)`
2082 * `minetest.add_particlespawner(particlespawner definition)`
2083 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2085 * `Deprecated: minetest.add_particlespawner(amount, time,
2089 minexptime, maxexptime,
2091 collisiondetection, texture, playername)`
2093 * `minetest.delete_particlespawner(id, player)``
2094 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2095 * If playername is specified, only deletes on the player's client,
2096 * otherwise on all clients
2099 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2100 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2101 * Apply the specified probability values to the specified nodes in `probability_list`.
2102 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2103 * `pos` is the 3D vector specifying the absolute coordinates of the node being modified,
2104 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2105 * If there are two or more entries with the same pos value, the last entry is used.
2106 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2107 * If `probability_list` equals `nil`, no probabilities are applied.
2108 * Slice probability works in the same manner, except takes a field called `ypos` instead which
2109 indicates the y position of the slice with a probability applied.
2110 * If slice probability list equals `nil`, no slice probabilities are applied.
2111 * Saves schematic in the Minetest Schematic format to filename.
2113 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2114 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2115 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2116 * If the `rotation` parameter is omitted, the schematic is not rotated.
2117 * `replacements` = `{["old_name"] = "convert_to", ...}`
2118 * `force_placement` is a boolean indicating whether nodes other than `air` and
2119 `ignore` are replaced by the schematic
2122 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2123 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2124 * Gives a unique hash number for a node position (16+16+16=48bit)
2125 * `minetest.get_position_from_hash(hash)`: returns a position
2126 * Inverse transform of `minetest.hash_node_position`
2127 * `minetest.get_item_group(name, group)`: returns a rating
2128 * Get rating of a group of an item. (`0` means: not in group)
2129 * `minetest.get_node_group(name, group)`: returns a rating
2130 * Deprecated: An alias for the former.
2131 * `minetest.get_content_id(name)`: returns an integer
2132 * Gets the internal content ID of `name`
2133 * `minetest.get_name_from_content_id(content_id)`: returns a string
2134 * Gets the name of the content with that content ID
2135 * `minetest.parse_json(string[, nullvalue])`: returns something
2136 * Convert a string containing JSON data into the Lua equivalent
2137 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2138 * On success returns a table, a string, a number, a boolean or `nullvalue`
2139 * On failure outputs an error message and returns `nil`
2140 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2141 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2142 * Convert a Lua table into a JSON string
2143 * styled: Outputs in a human-readable format if this is set, defaults to false
2144 * Unserializable things like functions and userdata are saved as null.
2145 * **Warning**: JSON is more strict than the Lua table format.
2146 1. You can only use strings and positive integers of at least one as keys.
2147 2. You can not mix string and integer keys.
2148 This is due to the fact that JSON has two distinct array and object values.
2149 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2150 * `minetest.serialize(table)`: returns a string
2151 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2152 into string form readable by `minetest.deserialize`
2153 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2154 * `minetest.deserialize(string)`: returns a table
2155 * Convert a string returned by `minetest.deserialize` into a table
2156 * `string` is loaded in an empty sandbox environment.
2157 * Will load functions, but they cannot access the global environment.
2158 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2159 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2160 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2161 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2162 * Compress a string of data.
2163 * `method` is a string identifying the compression method to be used.
2164 * Supported compression methods:
2165 * Deflate (zlib): `"deflate"`
2166 * `...` indicates method-specific arguments. Currently defined arguments are:
2167 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2168 * `minetest.decompress(compressed_data, method, ...)`: returns data
2169 * Decompress a string of data (using ZLib).
2170 * See documentation on `minetest.compress()` for supported compression methods.
2171 * currently supported.
2172 * `...` indicates method-specific arguments. Currently, no methods use this.
2173 * `minetest.is_protected(pos, name)`: returns boolean
2174 * This function should be overridden by protection mods and should be used to
2175 check if a player can interact at a position.
2176 * This function should call the old version of itself if the position is not
2177 protected by the mod.
2180 local old_is_protected = minetest.is_protected
2181 function minetest.is_protected(pos, name)
2182 if mymod:position_protected_from(pos, name) then
2185 return old_is_protected(pos, name)
2187 * `minetest.record_protection_violation(pos, name)`
2188 * This function calls functions registered with
2189 `minetest.register_on_protection_violation`.
2190 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2191 * Attempt to predict the desired orientation of the facedir-capable node
2192 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2193 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2194 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2195 is an optional table containing extra tweaks to the placement code:
2196 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2197 orientation on the wall.
2198 * `force_wall` : if `true`, always place the node in wall orientation.
2199 * `force_ceiling`: if `true`, always place on the ceiling.
2200 * `force_floor`: if `true`, always place the node on the floor.
2201 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2202 the floor or ceiling
2203 * The first four options are mutually-exclusive; the last in the list takes
2204 precedence over the first.
2208 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2209 * calls `rotate_and_place()` with infinitestacks set according to the state of
2210 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2213 * `minetest.forceload_block(pos)`
2214 * forceloads the position `pos`.
2215 * returns `true` if area could be forceloaded
2217 * `minetest.forceload_free_block(pos)`
2218 * stops forceloading the position `pos`
2220 Please note that forceloaded areas are saved when the server restarts.
2223 * `minetest.env`: `EnvRef` of the server environment and world.
2224 * Any function in the minetest namespace can be called using the syntax
2225 `minetest.env:somefunction(somearguments)`
2226 instead of `minetest.somefunction(somearguments)`
2227 * Deprecated, but support is not to be dropped soon
2230 * `minetest.registered_items`
2231 * Map of registered items, indexed by name
2232 * `minetest.registered_nodes`
2233 * Map of registered node definitions, indexed by name
2234 * `minetest.registered_craftitems`
2235 * Map of registered craft item definitions, indexed by name
2236 * `minetest.registered_tools`
2237 * Map of registered tool definitions, indexed by name
2238 * `minetest.registered_entities`
2239 * Map of registered entity prototypes, indexed by name
2240 * `minetest.object_refs`
2241 * Map of object references, indexed by active object id
2242 * `minetest.luaentities`
2243 * Map of Lua entities, indexed by active object id
2244 * `minetest.registered_ores`
2245 * List of registered ore definitions.
2246 * `minetest.registered_decorations`
2247 * List of registered decoration definitions.
2253 Node metadata: reference extra data and functionality stored in a node.
2254 Can be gotten via `minetest.get_meta(pos)`.
2257 * `set_string(name, value)`
2258 * `get_string(name)`
2259 * `set_int(name, value)`
2261 * `set_float(name, value)`
2263 * `get_inventory()`: returns `InvRef`
2264 * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
2265 * `from_table(nil or {})`
2266 * See "Node Metadata"
2269 Node Timers: a high resolution persistent per-node timer.
2270 Can be gotten via `minetest.get_node_timer(pos)`.
2273 * `set(timeout,elapsed)`
2274 * set a timer's state
2275 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2276 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2277 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2280 * equivalent to `set(timeout,0)`
2283 * `get_timeout()`: returns current timeout in seconds
2284 * if `timeout` equals `0`, timer is inactive
2285 * `get_elapsed()`: returns current elapsed time in seconds
2286 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2287 * `is_started()`: returns boolean state of timer
2288 * returns `true` if timer is started, otherwise `false`
2291 Moving things in the game are generally these.
2293 This is basically a reference to a C++ `ServerActiveObject`
2296 * `remove()`: remove object (after returning from Lua)
2297 * `getpos()`: returns `{x=num, y=num, z=num}`
2298 * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
2299 * `moveto(pos, continuous=false)`: interpolated move
2300 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2301 * `puncher` = another `ObjectRef`,
2302 * `time_from_last_punch` = time since last punch action of the puncher
2303 * `direction`: can be `nil`
2304 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2305 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2306 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2307 * `get_inventory()`: returns an `InvRef`
2308 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2309 * `get_wield_index()`: returns the index of the wielded item
2310 * `get_wielded_item()`: returns an `ItemStack`
2311 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2312 * `set_armor_groups({group1=rating, group2=rating, ...})`
2313 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)`
2314 * `set_attach(parent, bone, position, rotation)`
2316 * `position`: `{x=num, y=num, z=num}` (relative)
2317 * `rotation`: `{x=num, y=num, z=num}`
2319 * `set_bone_position(bone, position, rotation)`
2321 * `position`: `{x=num, y=num, z=num}` (relative)
2322 * `rotation`: `{x=num, y=num, z=num}`
2323 * `set_properties(object property table)`
2325 ##### LuaEntitySAO-only (no-op for other objects)
2326 * `setvelocity({x=num, y=num, z=num})`
2327 * `getvelocity()`: returns `{x=num, y=num, z=num}`
2328 * `setacceleration({x=num, y=num, z=num})`
2329 * `getacceleration()`: returns `{x=num, y=num, z=num}`
2331 * `getyaw()`: returns number in radians
2332 * `settexturemod(mod)`
2333 * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2334 select_horiz_by_yawpitch=false)`
2335 * Select sprite from spritesheet with optional animation and DM-style
2336 texture selection based on yaw relative to camera
2337 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2340 ##### Player-only (no-op for other objects)
2341 * `is_player()`: true for players, false for others
2342 * `get_player_name()`: returns `""` if is not a player
2343 * `get_look_dir()`: get camera direction as a unit vector
2344 * `get_look_pitch()`: pitch in radians
2345 * `get_look_yaw()`: yaw in radians (wraps around pretty randomly as of now)
2346 * `set_look_pitch(radians)`: sets look pitch
2347 * `set_look_yaw(radians)`: sets look yaw
2348 * `get_breath()`: returns players breath
2349 * `set_breath(value)`: sets players breath
2351 * `0`: player is drowning,
2352 * `1`-`10`: remaining number of bubbles
2353 * `11`: bubbles bar is not shown
2354 * `set_inventory_formspec(formspec)`
2355 * Redefine player's inventory form
2356 * Should usually be called in on_joinplayer
2357 * `get_inventory_formspec()`: returns a formspec string
2358 * `get_player_control()`: returns table with player pressed keys
2359 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2360 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2361 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2362 * `set_physics_override(override_table)`
2363 * `override_table` is a table with the following fields:
2364 * `speed`: multiplier to default walking speed value (default: `1`)
2365 * `jump`: multiplier to default jump value (default: `1`)
2366 * `gravity`: multiplier to default gravity value (default: `1`)
2367 * `sneak`: whether player can sneak (default: `true`)
2368 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2369 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID number on success
2370 * `hud_remove(id)`: remove the HUD element of the specified id
2371 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2372 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2373 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2374 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2375 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`
2376 * pass a table containing a `true`/`false` value of each flag to be set or unset
2377 * if a flag equals `nil`, the flag is not modified
2378 * `hud_get_flags()`: returns a table containing status of hud flags
2379 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true }`
2380 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2381 * `count`: number of items, must be between `1` and `23`
2382 * `hud_set_hotbar_image(texturename)`
2383 * sets background image for hotbar
2384 * `hud_set_hotbar_selected_image(texturename)`
2385 * sets image for selected item of hotbar
2386 * `hud_replace_builtin(name, hud_definition)`
2387 * replace definition of a builtin hud element
2388 * `name`: `"breath"` or `"health"`
2389 * `hud_definition`: definition to replace builtin definition
2390 * `set_sky(bgcolor, type, {texture names})`
2391 * `bgcolor`: `{r=0...255, g=0...255, b=0...255}` or `nil`, defaults to white
2393 * `"regular"`: Uses 0 textures, `bgcolor` ignored
2394 * `"skybox"`: Uses 6 textures, `bgcolor` used
2395 * `"plain"`: Uses 0 textures, `bgcolor` used
2396 * **Note**: currently does not work directly in `on_joinplayer`; use
2397 `minetest.after(0)` in there.
2398 * `override_day_night_ratio(ratio or nil)`
2399 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
2400 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
2401 * `set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, frame_speed=30)`:
2402 set animation for player model in third person view
2403 * stand/idle animation key frames
2404 * walk animation key frames
2405 * dig animation key frames
2406 * walk+dig animation key frames
2407 * animation frame speed
2408 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
2409 * in first person view
2410 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
2413 An `InvRef` is a reference to an inventory.
2416 * `is_empty(listname)`: return `true` if list is empty
2417 * `get_size(listname)`: get size of a list
2418 * `set_size(listname, size)`: set size of a list
2419 * returns `false` on error (e.g. invalid `listname` or `size`)
2420 * `get_width(listname)`: get width of a list
2421 * `set_width(listname, width)`: set width of list; currently used for crafting
2422 * `get_stack(listname, i)`: get a copy of stack index `i` in list
2423 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
2424 * `get_list(listname)`: return full list
2425 * `set_list(listname, list)`: set full list (size will not change)
2426 * `get_lists()`: returns list of inventory lists
2427 * `set_lists(lists)`: sets inventory lists (size will not change)
2428 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
2429 * `room_for_item(listname, stack):` returns `true` if the stack of items
2430 can be fully added to the list
2431 * `contains_item(listname, stack)`: returns `true` if the stack of items
2432 can be fully taken from the list
2433 * `remove_item(listname, stack)`: take as many items as specified from the list,
2434 returns the items that were actually removed (as an `ItemStack`) -- note that
2435 any item metadata is ignored, so attempting to remove a specific unique
2436 item this way will likely remove the wrong one -- to do that use `set_stack`
2437 with an empty `ItemStack`
2438 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
2439 * returns `{type="undefined"}` in case location is not known
2442 An `ItemStack` is a stack of items.
2444 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
2445 an itemstring, a table or `nil`.
2448 * `is_empty()`: Returns `true` if stack is empty.
2449 * `get_name()`: Returns item name (e.g. `"default:stone"`).
2450 * `set_name(item_name)`: Returns boolean success.
2451 Clears item on failure.
2452 * `get_count()`: Returns number of items on the stack.
2453 * `set_count(count)`
2454 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
2455 * `set_wear(wear)`: Returns boolean success.
2456 Clears item on failure.
2457 * `get_metadata()`: Returns metadata (a string attached to an item stack).
2458 * `set_metadata(metadata)`: Returns true.
2459 * `clear()`: removes all items from the stack, making it empty.
2460 * `replace(item)`: replace the contents of this stack.
2461 * `item` can also be an itemstring or table.
2462 * `to_string()`: Returns the stack in itemstring form.
2463 * `to_table()`: Returns the stack in Lua table form.
2464 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
2465 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
2466 * `is_known()`: Returns `true` if the item name refers to a defined item type.
2467 * `get_definition()`: Returns the item definition table.
2468 * `get_tool_capabilities()`: Returns the digging properties of the item,
2469 or those of the hand if none are defined for this item type
2470 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
2471 * `add_item(item)`: Put some item or stack onto this stack.
2472 Returns leftover `ItemStack`.
2473 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
2475 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
2476 Returns taken `ItemStack`.
2477 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
2478 Returns taken `ItemStack`.
2481 A pseudorandom number generator.
2483 It can be created via `PseudoRandom(seed)`.
2486 * `next()`: return next integer random number [`0`...`32767`]
2487 * `next(min, max)`: return next integer random number [`min`...`max`]
2488 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
2489 due to the simple implementation making bad distribution otherwise.
2492 A perlin noise generator.
2493 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
2494 or `PerlinNoise(noiseparams)`.
2495 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2496 or `minetest.get_perlin(noiseparams)`.
2499 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
2500 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
2502 ### `PerlinNoiseMap`
2503 A fast, bulk perlin noise generator.
2505 It can be created via `PerlinNoiseMap(noiseparams, size)` or
2506 `minetest.get_perlin_map(noiseparams, size)`.
2508 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
2509 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
2513 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
2514 with values starting at `pos={x=,y=}`
2515 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
2516 of 3D noise with values starting at `pos={x=,y=,z=}`
2517 * `get2dMap_flat(pos)`: returns a flat `<size.x * size.y>` element array of 2D noise
2518 with values starting at `pos={x=,y=}`
2519 * `get3dMap_flat(pos)`: Same as `get2dMap_flat`, but 3D noise
2522 An interface to the `MapVoxelManipulator` for Lua.
2524 It can be created via `VoxelManip()` or `minetest.get_voxel_manip()`.
2525 The map will be pre-loaded if two positions are passed to either.
2528 * `read_from_map(p1, p2)`: Reads a chunk of map from the map containing the region formed by `p1` and `p2`.
2529 * returns actual emerged `pmin`, actual emerged `pmax`
2530 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
2531 * **important**: data must be set using `VoxelManip:set_data` before calling this
2532 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in the `VoxelManip` at that position
2533 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
2534 * `get_data()`: Gets the data read into the `VoxelManip` object
2535 * returns raw node data is in the form of an array of node content IDs
2536 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
2537 * `update_map()`: Update map after writing chunk back to map.
2538 * To be used only by `VoxelManip` objects created by the mod itself; not a `VoxelManip` that was
2539 retrieved from `minetest.get_mapgen_object`
2540 * `set_lighting(light, p1, p2)`: Set the lighting within the `VoxelManip` to a uniform value
2541 * `light` is a table, `{day=<0...15>, night=<0...15>}`
2542 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
2543 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area if left out
2544 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
2545 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
2546 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
2547 * `light = day + (night * 16)`
2548 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node in the `VoxelManip`
2549 * expects lighting data in the same format that `get_light_data()` returns
2550 * `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
2551 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
2552 * `calc_lighting(p1, p2)`: Calculate lighting within the `VoxelManip`
2553 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
2554 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area if left out
2555 * `update_liquids()`: Update liquid flow
2556 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator had been modified since
2557 the last read from map, due to a call to `minetest.set_data()` on the loaded area elsewhere
2558 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
2561 A helper class for voxel areas.
2562 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
2563 The coordinates are *inclusive*, like most other things in Minetest.
2566 * `getExtent()`: returns a 3D vector containing the size of the area formed by `MinEdge` and `MaxEdge`
2567 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
2568 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
2569 * useful for things like `VoxelManip`, raw Schematic specifiers, `PerlinNoiseMap:get2d`/`3dMap`, and so on
2570 * `indexp(p)`: same as above, except takes a vector
2571 * `position(i)`: returns the absolute position vector corresponding to index `i`
2572 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
2573 * `containsp(p)`: same as above, except takes a vector
2574 * `containsi(i)`: same as above, except takes an index `i`
2575 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
2576 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
2577 * `iterp(minp, maxp)`: same as above, except takes a vector
2580 An interface to read config files in the format of `minetest.conf`.
2582 It can be created via `Settings(filename)`.
2585 * `get(key)`: returns a value
2586 * `get_bool(key)`: returns a boolean
2588 * `remove(key)`: returns a boolean (`true` for success)
2589 * `get_names()`: returns `{key1,...}`
2590 * `write()`: returns a boolean (`true` for success)
2591 * write changes to file
2592 * `to_table()`: returns `{[key1]=value1,...}`
2596 A mapgen object is a construct used in map generation. Mapgen objects can be used by an `on_generate`
2597 callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
2598 `minetest.get_mapgen_object()` function. If the requested Mapgen object is unavailable, or
2599 `get_mapgen_object()` was called outside of an `on_generate()` callback, `nil` is returned.
2601 The following Mapgen objects are currently available:
2604 This returns three values; the `VoxelManip` object to be used, minimum and maximum emerged position, in that
2605 order. All mapgens support this object.
2608 Returns an array containing the y coordinates of the ground levels of nodes in the most recently
2609 generated chunk by the current mapgen.
2612 Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
2616 Returns an array containing the temperature values of nodes in the most recently generated chunk by
2620 Returns an array containing the humidity values of nodes in the most recently generated chunk by the
2624 Returns a table mapping requested generation notification types to arrays of positions at which the
2625 corresponding generated structures are located at within the current chunk. To set the capture of positions
2626 of interest to be recorded on generate, use `minetest.set_gen_notify()`.
2628 Possible fields of the table returned are:
2634 * `large_cave_begin`
2638 Decorations have a key in the format of `"decoration#id"`, where `id` is the numeric unique decoration ID.
2642 * Functions receive a "luaentity" as `self`:
2643 * It has the member `.name`, which is the registered name `("mod:thing")`
2644 * It has the member `.object`, which is an `ObjectRef` pointing to the object
2645 * The original prototype stuff is visible directly via a metatable
2647 * `on_activate(self, staticdata)`
2648 * Called when the object is instantiated.
2649 * `on_step(self, dtime)`
2650 * Called on every server tick, after movement and collision processing.
2651 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
2653 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir`
2654 * Called when somebody punches the object.
2655 * Note that you probably want to handle most punches using the
2656 automatic armor group system.
2657 * `puncher`: an `ObjectRef` (can be `nil`)
2658 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
2659 * `tool_capabilities`: capability table of used tool (can be `nil`)
2660 * `dir`: unit vector of direction of punch. Always defined. Points from
2661 the puncher to the punched.
2662 * `on_rightclick(self, clicker)`
2663 * `get_staticdata(self)`
2664 * Should return a string that will be passed to `on_activate` when
2665 the object is instantiated the next time.
2673 axiom, --string initial tree axiom
2674 rules_a, --string rules set A
2675 rules_b, --string rules set B
2676 rules_c, --string rules set C
2677 rules_d, --string rules set D
2678 trunk, --string trunk node name
2679 leaves, --string leaves node name
2680 leaves2, --string secondary leaves node name
2681 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
2682 angle, --num angle in deg
2683 iterations, --num max # of iterations, usually 2 -5
2684 random_level, --num factor to lower nr of iterations, usually 0 - 3
2685 trunk_type, --string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
2686 thin_branches, --boolean true -> use thin (1 node) branches
2687 fruit, --string fruit node name
2688 fruit_chance, --num chance (0-100) to replace leaves with fruit node
2689 seed, --num random seed; if no seed is provided, the engine will create one
2692 ### Key for Special L-System Symbols used in Axioms
2694 * `G`: move forward one unit with the pen up
2695 * `F`: move forward one unit with the pen down drawing trunks and branches
2696 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
2697 * `T`: move forward one unit with the pen down drawing trunks only
2698 * `R`: move forward one unit with the pen down placing fruit
2699 * `A`: replace with rules set A
2700 * `B`: replace with rules set B
2701 * `C`: replace with rules set C
2702 * `D`: replace with rules set D
2703 * `a`: replace with rules set A, chance 90%
2704 * `b`: replace with rules set B, chance 80%
2705 * `c`: replace with rules set C, chance 70%
2706 * `d`: replace with rules set D, chance 60%
2707 * `+`: yaw the turtle right by `angle` parameter
2708 * `-`: yaw the turtle left by `angle` parameter
2709 * `&`: pitch the turtle down by `angle` parameter
2710 * `^`: pitch the turtle up by `angle` parameter
2711 * `/`: roll the turtle to the right by `angle` parameter
2712 * `*`: roll the turtle to the left by `angle` parameter
2713 * `[`: save in stack current state info
2714 * `]`: recover from stack state info
2717 Spawn a small apple tree:
2719 pos = {x=230,y=20,z=4}
2722 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
2723 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
2724 trunk="default:tree",
2725 leaves="default:leaves",
2729 trunk_type="single",
2732 fruit="default:apple"
2734 minetest.spawn_tree(pos,apple_tree)
2739 ### Object Properties
2744 collide_with_objects = true, -- collide with other objects if physical=true
2746 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
2747 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
2748 visual_size = {x=1, y=1},
2750 textures = {}, -- number of required textures depends on visual
2751 colors = {}, -- number of required colors depends on visual
2752 spritediv = {x=1, y=1},
2753 initial_sprite_basepos = {x=0, y=0},
2755 makes_footstep_sound = false,
2756 automatic_rotate = false,
2758 automatic_face_movement_dir = 0.0,
2759 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
2762 ### Entity definition (`register_entity`)
2765 -- Deprecated: Everything in object properties is read directly from here
2767 initial_properties = --[[<initial object properties>]],
2769 on_activate = function(self, staticdata, dtime_s),
2770 on_step = function(self, dtime),
2771 on_punch = function(self, hitter),
2772 on_rightclick = function(self, clicker),
2773 get_staticdata = function(self),
2774 -- ^ Called sometimes; the string returned is passed to on_activate when
2775 -- the entity is re-activated from static state
2777 -- Also you can define arbitrary member variables here
2778 myvariable = whatever,
2781 ### ABM (ActiveBlockModifier) definition (`register_abm`)
2784 -- In the following two fields, also group:groupname will work.
2785 nodenames = {"default:lava_source"},
2786 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
2787 -- ^ If left out or empty, any neighbor will do
2788 interval = 1.0, -- (operation interval)
2789 chance = 1, -- (chance of trigger is 1.0/this)
2790 action = func(pos, node, active_object_count, active_object_count_wider),
2793 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
2796 description = "Steel Axe",
2797 groups = {}, -- key=name, value=rating; rating=1..3.
2798 if rating not applicable, use 1.
2799 e.g. {wool=1, fluffy=3}
2800 {soil=2, outerspace=1, crumbly=1}
2801 {bendy=2, snappy=1},
2802 {hard=1, metal=1, spikes=1}
2803 inventory_image = "default_tool_steelaxe.png",
2805 wield_scale = {x=1,y=1,z=1},
2808 liquids_pointable = false,
2809 tool_capabilities = {
2810 full_punch_interval = 1.0,
2814 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
2815 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
2817 damage_groups = {groupname=damage},
2819 node_placement_prediction = nil,
2821 ^ If nil and item is node, prediction is made automatically
2822 ^ If nil and item is not a node, no prediction is made
2823 ^ If "" and item is anything, no prediction is made
2824 ^ Otherwise should be name of node which the client immediately places
2825 on ground when the player places the item. Server will always update
2826 actual result to client in a short moment.
2829 place = --[[<SimpleSoundSpec>]],
2832 on_place = func(itemstack, placer, pointed_thing),
2834 ^ Shall place item and return the leftover itemstack
2835 ^ default: minetest.item_place ]]
2836 on_drop = func(itemstack, dropper, pos),
2838 ^ Shall drop item and return the leftover itemstack
2839 ^ default: minetest.item_drop ]]
2840 on_use = func(itemstack, user, pointed_thing),
2843 ^ Function must return either nil if no item shall be removed from
2844 inventory, or an itemstack to replace the original itemstack.
2845 e.g. itemstack:take_item(); return itemstack
2846 ^ Otherwise, the function is free to do what it wants.
2847 ^ The default functions handle regular use cases.
2849 after_use = func(itemstack, user, node, digparams),
2852 ^ If defined, should return an itemstack and will be called instead of
2853 wearing out the tool. If returns nil, does nothing.
2854 If after_use doesn't exist, it is the same as:
2855 function(itemstack, user, node, digparams)
2856 itemstack:add_wear(digparams.wear)
2864 * `{name="image.png", animation={Tile Animation definition}}`
2865 * `{name="image.png", backface_culling=bool}`
2866 * backface culling only supported in special tiles
2867 * deprecated, yet still supported field names:
2870 ### Tile animation definition
2871 * `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
2873 ### Node definition (`register_node`)
2876 -- <all fields allowed in item definitions>,
2878 drawtype = "normal", -- See "Node drawtypes"
2879 visual_scale = 1.0, --[[
2880 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
2881 ^ For plantlike, the image will start at the bottom of the node; for the
2882 ^ other drawtypes, the image will be centered on the node.
2883 ^ Note that positioning for "torchlike" may still change. ]]
2884 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
2885 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
2886 ^ List can be shortened to needed length ]]
2887 special_tiles = {tile definition 1, Tile definition 2}, --[[
2888 ^ Special textures of node; used rarely (old field name: special_materials)
2889 ^ List can be shortened to needed length ]]
2891 use_texture_alpha = false, -- Use texture's alpha channel
2892 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
2893 paramtype = "none", -- See "Nodes" --[[
2894 ^ paramtype = "light" allows light to propagate from or through the node with light value
2895 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
2896 paramtype2 = "none", -- See "Nodes"
2897 is_ground_content = true, -- If false, the cave generator will not carve through this
2898 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
2899 walkable = true, -- If true, objects collide with node
2900 pointable = true, -- If true, can be pointed at
2901 diggable = true, -- If false, can never be dug
2902 climbable = false, -- If true, can be climbed on (ladder)
2903 buildable_to = false, -- If true, placed nodes can replace this node
2904 liquidtype = "none", -- "none"/"source"/"flowing"
2905 liquid_alternative_flowing = "", -- Flowing version of source liquid
2906 liquid_alternative_source = "", -- Source version of flowing liquid
2907 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
2908 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
2910 ^ Block contains level in param2. Value is default level, used for snow.
2911 ^ Don't forget to use "leveled" type nodebox. ]]
2912 liquid_range = 8, -- number of flowing nodes around source (max. 8)
2913 drowning = 0, -- Player will take this amount of damage if no bubbles are left
2914 light_source = 0, -- Amount of light emitted by node
2915 damage_per_second = 0, -- If player is inside node, this damage is caused
2916 node_box = {type="regular"}, -- See "Node boxes"
2918 selection_box = {type="regular"}, -- See "Node boxes" --[[
2919 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
2920 legacy_facedir_simple = false, -- Support maps made in and before January 2012
2921 legacy_wallmounted = false, -- Support maps made in and before January 2012
2923 footstep = <SimpleSoundSpec>,
2924 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
2925 dug = <SimpleSoundSpec>,
2926 place = <SimpleSoundSpec>,
2928 drop = "", -- Name of dropped node when dug. Default is the node itself.
2931 max_items = 1, -- Maximum number of items to drop.
2932 items = { -- Choose max_items randomly from this list.
2934 items = {"foo:bar", "baz:frob"}, -- Choose one item randomly from this list.
2935 rarity = 1, -- Probability of getting is 1 / rarity.
2940 on_construct = func(pos), --[[
2941 ^ Node constructor; always called after adding node
2942 ^ Can set up metadata and stuff like that
2944 on_destruct = func(pos), --[[
2945 ^ Node destructor; always called before removing node
2947 after_destruct = func(pos, oldnode), --[[
2948 ^ Node destructor; always called after removing node
2951 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
2952 ^ Called after constructing node when node was placed using
2953 minetest.item_place_node / minetest.place_node
2954 ^ If return true no item is taken from itemstack
2956 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
2957 ^ oldmetadata is in table format
2958 ^ Called after destructing node when node was dug using
2959 minetest.node_dig / minetest.dig_node
2961 can_dig = function(pos,player) --[[
2962 ^ returns true if node can be dug, or false if not
2965 on_punch = func(pos, node, puncher, pointed_thing), --[[
2966 ^ default: minetest.node_punch
2967 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
2968 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
2970 ^ if defined, itemstack will hold clicker's wielded item
2971 ^ Shall return the leftover itemstack
2972 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
2974 on_dig = func(pos, node, digger), --[[
2975 ^ default: minetest.node_dig
2976 ^ By default: checks privileges, wears out tool and removes node ]]
2978 on_timer = function(pos,elapsed), --[[
2980 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
2981 ^ elapsed is the total time passed since the timer was started
2982 ^ return true to run the timer for another cycle with the same timeout value ]]
2984 on_receive_fields = func(pos, formname, fields, sender), --[[
2985 ^ fields = {name1 = value1, name2 = value2, ...}
2986 ^ Called when an UI form (e.g. sign text input) returns data
2989 allow_metadata_inventory_move = func(pos, from_list, from_index,
2990 to_list, to_index, count, player), --[[
2991 ^ Called when a player wants to move items inside the inventory
2992 ^ Return value: number of items allowed to move ]]
2994 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
2995 ^ Called when a player wants to put something into the inventory
2996 ^ Return value: number of items allowed to put
2997 ^ Return value: -1: Allow and don't modify item count in inventory ]]
2999 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3000 ^ Called when a player wants to take something out of the inventory
3001 ^ Return value: number of items allowed to take
3002 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3004 on_metadata_inventory_move = func(pos, from_list, from_index,
3005 to_list, to_index, count, player),
3006 on_metadata_inventory_put = func(pos, listname, index, stack, player),
3007 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3008 ^ Called after the actual action has happened, according to what was allowed.
3009 ^ No return value ]]
3011 on_blast = func(pos, intensity), --[[
3012 ^ intensity: 1.0 = mid range of regular TNT
3013 ^ If defined, called when an explosion touches the node, instead of
3014 removing the node ]]
3017 ### Recipe for `register_craft` (shaped)
3020 output = 'default:pick_stone',
3022 {'default:cobble', 'default:cobble', 'default:cobble'},
3023 {'', 'default:stick', ''},
3024 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
3026 replacements = --[[<optional list of item pairs,
3027 replace one input item with another item on crafting>]]
3030 ### Recipe for `register_craft` (shapeless)
3034 output = 'mushrooms:mushroom_stew',
3037 "mushrooms:mushroom_brown",
3038 "mushrooms:mushroom_red",
3040 replacements = --[[<optional list of item pairs,
3041 replace one input item with another item on crafting>]]
3044 ### Recipe for `register_craft` (tool repair)
3047 type = "toolrepair",
3048 additional_wear = -0.02,
3051 ### Recipe for `register_craft` (cooking)
3055 output = "default:glass",
3056 recipe = "default:sand",
3060 ### Recipe for `register_craft` (furnace fuel)
3064 recipe = "default:leaves",
3068 ### Ore definition (`register_ore`)
3071 ore_type = "scatter", -- See "Ore types"
3072 ore = "default:stone_with_coal",
3073 wherein = "default:stone",
3074 -- ^ a list of nodenames is supported too
3075 clust_scarcity = 8*8*8,
3076 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
3077 -- ^ This value should be *MUCH* higher than your intuition might tell you!
3079 -- ^ Number of ores in a cluster
3081 -- ^ Size of the bounding box of the cluster
3082 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
3086 -- ^ Attributes for this ore generation
3087 noise_threshhold = 0.5,
3088 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
3089 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
3090 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
3091 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
3092 random_factor = 1.0,
3093 -- ^ Multiplier of the randomness contribution to the noise value at any
3094 -- given point to decide if ore should be placed. Set to 0 for solid veins.
3095 -- ^ This parameter is only valid for ore_type == "vein".
3098 ### Decoration definition (`register_decoration`)
3101 deco_type = "simple", -- See "Decoration types"
3102 place_on = "default:dirt_with_grass",
3103 -- ^ Node that decoration can be placed on
3105 -- ^ Size of divisions made in the chunk being generated.
3106 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
3108 -- ^ Ratio of the area to be uniformly filled by the decoration.
3109 -- ^ Used only if noise_params is not specified.
3110 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
3111 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
3112 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
3113 biomes = {"Oceanside", "Hills", "Plains"},
3114 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3115 -- ^ and ignored if the Mapgen being used does not support biomes.
3118 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
3119 -- ^ This parameter refers to the `y` position of the decoration base, so
3120 -- the actual maximum height would be `height_max + size.Y`.
3122 ----- Simple-type parameters
3123 decoration = "default:grass",
3124 -- ^ The node name used as the decoration.
3125 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
3127 -- ^ Number of nodes high the decoration is made.
3128 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
3130 -- ^ Number of nodes the decoration can be at maximum.
3131 -- ^ If absent, the parameter 'height' is used as a constant.
3132 spawn_by = "default:water",
3133 -- ^ Node that the decoration only spawns next to, in a 1-node square radius.
3135 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
3136 -- ^ If absent or -1, decorations occur next to any nodes.
3138 ----- Schematic-type parameters
3139 schematic = "foobar.mts",
3140 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
3141 -- ^ specified Minetest schematic file.
3142 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
3143 -- ^ and an optional table yslice_prob:
3145 size = {x=4, y=6, z=4},
3147 {name="cobble", param1=255, param2=0},
3148 {name="dirt_with_grass", param1=255, param2=0},
3157 -- ^ See 'Schematic specifier' for details.
3158 replacements = {["oldname"] = "convert_to", ...},
3159 flags = "place_center_x, place_center_z",
3160 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
3161 rotation = "90" -- rotate schematic 90 degrees on placement
3162 -- ^ Rotation can be "0", "90", "180", "270", or "random".
3165 ### Chat command definition (`register_chatcommand`)
3168 params = "<name> <privilege>", -- Short parameter description
3169 description = "Remove privilege from player", -- Full description
3170 privs = {privs=true}, -- Require the "privs" privilege to run
3171 func = function(name, param), -- Called when command is run.
3172 -- Returns boolean success and text output.
3175 ### Detached inventory callbacks
3178 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3179 -- ^ Called when a player wants to move items inside the inventory
3180 -- ^ Return value: number of items allowed to move
3182 allow_put = func(inv, listname, index, stack, player),
3183 -- ^ Called when a player wants to put something into the inventory
3184 -- ^ Return value: number of items allowed to put
3185 -- ^ Return value: -1: Allow and don't modify item count in inventory
3187 allow_take = func(inv, listname, index, stack, player),
3188 -- ^ Called when a player wants to take something out of the inventory
3189 -- ^ Return value: number of items allowed to take
3190 -- ^ Return value: -1: Allow and don't modify item count in inventory
3192 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3193 on_put = func(inv, listname, index, stack, player),
3194 on_take = func(inv, listname, index, stack, player),
3195 -- ^ Called after the actual action has happened, according to what was allowed.
3196 -- ^ No return value
3199 ### HUD Definition (`hud_add`, `hud_get`)
3202 hud_elem_type = "image", -- see HUD element types
3203 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
3204 position = {x=0.5, y=0.5},
3205 -- ^ Left corner position of element
3211 -- ^ Selected item in inventory. 0 for no item selected.
3213 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
3214 alignment = {x=0, y=0},
3215 -- ^ See "HUD Element Types"
3216 offset = {x=0, y=0},
3217 -- ^ See "HUD Element Types"
3218 size = { x=100, y=100 },
3219 -- ^ Size of element in pixels
3222 ### Particle definition (`add_particle`)
3225 pos = {x=0, y=0, z=0},
3226 velocity = {x=0, y=0, z=0},
3227 acceleration = {x=0, y=0, z=0},
3228 -- ^ Spawn particle at pos with velocity and acceleration
3230 -- ^ Disappears after expirationtime seconds
3232 collisiondetection = false,
3233 -- ^ collisiondetection: if true collides with physical objects
3235 -- ^ vertical: if true faces player using y axis only
3236 texture = "image.png",
3237 -- ^ Uses texture (string)
3238 playername = "singleplayer"
3239 -- ^ optional, if specified spawns particle only on the player's client
3242 ### `ParticleSpawner` definition (`add_particlespawner`)
3247 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
3248 minpos = {x=0, y=0, z=0},
3249 maxpos = {x=0, y=0, z=0},
3250 minvel = {x=0, y=0, z=0},
3251 maxvel = {x=0, y=0, z=0},
3252 minacc = {x=0, y=0, z=0},
3253 maxacc = {x=0, y=0, z=0},
3258 -- ^ The particle's properties are random values in between the bounds:
3259 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
3260 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
3261 collisiondetection = false,
3262 -- ^ collisiondetection: if true uses collision detection
3264 -- ^ vertical: if true faces player using y axis only
3265 texture = "image.png",
3266 -- ^ Uses texture (string)
3267 playername = "singleplayer"
3268 -- ^ Playername is optional, if specified spawns particle only on the player's client