1 Minetest Lua Modding API Reference 0.5.0
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.
22 If you have any difficulty in understanding this, please read
23 [Programming in Lua](http://www.lua.org/pil/).
27 Mods are loaded during server startup from the mod load paths by running
28 the `init.lua` scripts in a shared environment.
32 * `RUN_IN_PLACE=1` (Windows release, local build)
34 * Linux: `<build directory>`
35 * Windows: `<build directory>`
37 * Linux: `<build directory>`
38 * Windows: `<build directory>`
39 * `RUN_IN_PLACE=0`: (Linux release)
41 * Linux: `/usr/share/minetest`
42 * Windows: `<install directory>/minetest-0.4.x`
44 * Linux: `$HOME/.minetest`
45 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
49 Games are looked up from:
51 * `$path_share/games/gameid/`
52 * `$path_user/games/gameid/`
54 where `gameid` is unique to each game.
56 The game directory contains the file `game.conf`, which contains these fields:
58 name = <Human-readable full name of the game>
64 The game directory can contain the file minetest.conf, which will be used
65 to set default settings when running the particular game.
66 It can also contain a settingtypes.txt in the same format as the one in builtin.
67 This settingtypes.txt will be parsed by the menu and the settings will be displayed
68 in the "Games" category in the settings tab.
72 Games can provide custom main menu images. They are put inside a `menu` directory
73 inside the game directory.
75 The images are named `$identifier.png`, where `$identifier` is
76 one of `overlay,background,footer,header`.
77 If you want to specify multiple images for one identifier, add additional images named
78 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
79 image will be chosen from the provided ones.
86 * `$path_share/games/gameid/mods/`
88 * `$path_user/games/gameid/mods/`
89 * `$path_user/mods/` (User-installed mods)
90 * `$worldpath/worldmods/`
92 In a run-in-place version (e.g. the distributed windows version):
94 * `minetest-0.4.x/games/gameid/mods/`
95 * `minetest-0.4.x/mods/` (User-installed mods)
96 * `minetest-0.4.x/worlds/worldname/worldmods/`
98 On an installed version on Linux:
100 * `/usr/share/minetest/games/gameid/mods/`
101 * `$HOME/.minetest/mods/` (User-installed mods)
102 * `$HOME/.minetest/worlds/worldname/worldmods`
104 Mod load path for world-specific games
105 --------------------------------------
106 It is possible to include a game in a world; in this case, no mods or
107 games are loaded or checked from anywhere else.
109 This is useful for e.g. adventure worlds.
111 This happens if the following directory exists:
115 Mods should be then be placed in:
121 Mods can be put in a subdirectory, if the parent directory, which otherwise
122 should be a mod, contains a file named `modpack.txt`. This file shall be
123 empty, except for lines starting with `#`, which are comments.
125 Mod directory structure
126 ------------------------
132 | |-- description.txt
133 | |-- settingtypes.txt
137 | | |-- modname_stuff.png
138 | | `-- modname_something_else.png
147 The location of this directory can be fetched by using
148 `minetest.get_modpath(modname)`.
151 List of mods that have to be loaded before loading this mod.
153 A single line contains a single modname.
155 Optional dependencies can be defined by appending a question mark
156 to a single modname. Their meaning is that if the specified mod
157 is missing, that does not prevent this mod from being loaded.
160 A screenshot shown in the mod manager within the main menu. It should
161 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
163 ### `description.txt`
164 A File containing description to be shown within mainmenu.
166 ### `settingtypes.txt`
167 A file in the same format as the one in builtin. It will be parsed by the
168 settings menu and the settings will be displayed in the "Mods" category.
171 The main Lua script. Running this script should register everything it
172 wants to register. Subsequent execution depends on minetest calling the
173 registered callbacks.
175 `minetest.settings` can be used to read custom or existing settings at load
176 time, if necessary. (See `Settings`)
179 Models for entities or meshnodes.
181 ### `textures`, `sounds`, `media`
182 Media files (textures, sounds, whatever) that will be transferred to the
183 client and will be available for use by the mod.
186 Translation files for the clients. (See `Translations`)
188 Naming convention for registered textual names
189 ----------------------------------------------
190 Registered names should generally be in this format:
194 `<whatever>` can have these characters:
198 This is to prevent conflicting names from corrupting maps and is
199 enforced by the mod loader.
202 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
203 So the name should be `experimental:tnt`.
205 Enforcement can be overridden by prefixing the name with `:`. This can
206 be used for overriding the registrations of some other mod.
208 Example: Any mod can redefine `experimental:tnt` by using the name
213 (also that mod is required to have `experimental` as a dependency)
215 The `:` prefix can also be used for maintaining backwards compatibility.
218 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
219 `minetest.register_alias_force(name, convert_to)`.
221 This will make Minetest to convert things called name to things called
224 The only difference between `minetest.register_alias` and
225 `minetest.register_alias_force` is that if an item called `name` exists,
226 `minetest.register_alias` will do nothing while
227 `minetest.register_alias_force` will unregister it.
229 This can be used for maintaining backwards compatibility.
231 This can be also used for setting quick access names for things, e.g. if
232 you have an item called `epiclylongmodname:stuff`, you could do
234 minetest.register_alias("stuff", "epiclylongmodname:stuff")
236 and be able to use `/giveme stuff`.
240 Mods should generally prefix their textures with `modname_`, e.g. given
241 the mod name `foomod`, a texture could be called:
245 Textures are referred to by their complete name, or alternatively by
246 stripping out the file extension:
248 * e.g. `foomod_foothing.png`
249 * e.g. `foomod_foothing`
253 There are various texture modifiers that can be used
254 to generate textures on-the-fly.
256 ### Texture overlaying
257 Textures can be overlaid by putting a `^` between them.
261 default_dirt.png^default_grass_side.png
263 `default_grass_side.png` is overlayed over `default_dirt.png`.
264 The texture with the lower resolution will be automatically upscaled to
265 the higher resolution texture.
268 Textures can be grouped together by enclosing them in `(` and `)`.
270 Example: `cobble.png^(thing1.png^thing2.png)`
272 A texture for `thing1.png^thing2.png` is created and the resulting
273 texture is overlaid on top of `cobble.png`.
276 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
277 passing complex texture names as arguments. Escaping is done with backslash and
278 is required for `^` and `:`.
280 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
282 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
283 on top of `cobble.png`.
285 ### Advanced texture modifiers
287 #### `[crack:<n>:<p>`
288 * `<n>` = animation frame count
289 * `<p>` = current animation frame
291 Draw a step of the crack animation on the texture.
295 default_cobble.png^[crack:10:1
297 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
302 * `<file>` = texture to combine
304 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
305 specified coordinates.
309 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
311 #### `[resize:<w>x<h>`
312 Resizes the texture to the given dimensions.
316 default_sandstone.png^[resize:16x16
319 Makes the base image transparent according to the given ratio.
321 `r` must be between 0 and 255.
322 0 means totally transparent. 255 means totally opaque.
326 default_sandstone.png^[opacity:127
328 #### `[invert:<mode>`
329 Inverts the given channels of the base image.
330 Mode may contain the characters "r", "g", "b", "a".
331 Only the channels that are mentioned in the mode string will be inverted.
335 default_apple.png^[invert:rgb
338 Brightens the texture.
342 tnt_tnt_side.png^[brighten
345 Makes the texture completely opaque.
349 default_leaves.png^[noalpha
351 #### `[makealpha:<r>,<g>,<b>`
352 Convert one color to transparency.
356 default_cobble.png^[makealpha:128,128,128
359 * `<t>` = transformation(s) to apply
361 Rotates and/or flips the image.
363 `<t>` can be a number (between 0 and 7) or a transform name.
364 Rotations are counter-clockwise.
367 1 R90 rotate by 90 degrees
368 2 R180 rotate by 180 degrees
369 3 R270 rotate by 270 degrees
371 5 FXR90 flip X then rotate by 90 degrees
373 7 FYR90 flip Y then rotate by 90 degrees
377 default_stone.png^[transformFXR90
379 #### `[inventorycube{<top>{<left>{<right>`
380 Escaping does not apply here and `^` is replaced by `&` in texture names instead.
382 Create an inventory cube texture using the side textures.
386 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
388 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
389 `dirt.png^grass_side.png` textures
391 #### `[lowpart:<percent>:<file>`
392 Blit the lower `<percent>`% part of `<file>` on the texture.
396 base.png^[lowpart:25:overlay.png
398 #### `[verticalframe:<t>:<n>`
399 * `<t>` = animation frame count
400 * `<n>` = current animation frame
402 Crops the texture to a frame of a vertical animation.
406 default_torch_animated.png^[verticalframe:16:8
409 Apply a mask to the base image.
411 The mask is applied using binary AND.
413 #### `[sheet:<w>x<h>:<x>,<y>`
414 Retrieves a tile at position x,y from the base image
415 which it assumes to be a tilesheet with dimensions w,h.
418 #### `[colorize:<color>:<ratio>`
419 Colorize the textures with the given color.
420 `<color>` is specified as a `ColorString`.
421 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
422 it is an int, then it specifies how far to interpolate between the
423 colors where 0 is only the texture color and 255 is only `<color>`. If
424 omitted, the alpha of `<color>` will be used as the ratio. If it is
425 the word "`alpha`", then each texture pixel will contain the RGB of
426 `<color>` and the alpha of `<color>` multiplied by the alpha of the
429 #### `[multiply:<color>`
430 Multiplies texture colors with the given color.
431 `<color>` is specified as a `ColorString`.
432 Result is more like what you'd expect if you put a color on top of another
433 color. Meaning white surfaces get a lot of your new color while black parts don't
438 The goal of hardware coloring is to simplify the creation of
439 colorful nodes. If your textures use the same pattern, and they only
440 differ in their color (like colored wool blocks), you can use hardware
441 coloring instead of creating and managing many texture files.
442 All of these methods use color multiplication (so a white-black texture
443 with red coloring will result in red-black color).
446 This method is useful if you wish to create nodes/items with
447 the same texture, in different colors, each in a new node/item definition.
450 When you register an item or node, set its `color` field (which accepts a
451 `ColorSpec`) to the desired color.
453 An `ItemStack`s static color can be overwritten by the `color` metadata
454 field. If you set that field to a `ColorString`, that color will be used.
457 Each tile may have an individual static color, which overwrites every
458 other coloring methods. To disable the coloring of a face,
459 set its color to white (because multiplying with white does nothing).
460 You can set the `color` property of the tiles in the node's definition
461 if the tile is in table format.
464 For nodes and items which can have many colors, a palette is more
465 suitable. A palette is a texture, which can contain up to 256 pixels.
466 Each pixel is one possible color for the node/item.
467 You can register one node/item, which can have up to 256 colors.
469 #### Palette indexing
470 When using palettes, you always provide a pixel index for the given
471 node or `ItemStack`. The palette is read from left to right and from
472 top to bottom. If the palette has less than 256 pixels, then it is
473 stretched to contain exactly 256 pixels (after arranging the pixels
474 to one line). The indexing starts from 0.
477 * 16x16 palette, index = 0: the top left corner
478 * 16x16 palette, index = 4: the fifth pixel in the first row
479 * 16x16 palette, index = 16: the pixel below the top left corner
480 * 16x16 palette, index = 255: the bottom right corner
481 * 2 (width)x4 (height) palette, index=31: the top left corner.
482 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
483 to ensure the total 256 pixels.
484 * 2x4 palette, index=32: the top right corner
485 * 2x4 palette, index=63: the top right corner
486 * 2x4 palette, index=64: the pixel below the top left corner
488 #### Using palettes with items
489 When registering an item, set the item definition's `palette` field to
490 a texture. You can also use texture modifiers.
492 The `ItemStack`'s color depends on the `palette_index` field of the
493 stack's metadata. `palette_index` is an integer, which specifies the
494 index of the pixel to use.
496 #### Linking palettes with nodes
497 When registering a node, set the item definition's `palette` field to
498 a texture. You can also use texture modifiers.
499 The node's color depends on its `param2`, so you also must set an
500 appropriate `drawtype`:
501 * `drawtype = "color"` for nodes which use their full `param2` for
502 palette indexing. These nodes can have 256 different colors.
503 The palette should contain 256 pixels.
504 * `drawtype = "colorwallmounted"` for nodes which use the first
505 five bits (most significant) of `param2` for palette indexing.
506 The remaining three bits are describing rotation, as in `wallmounted`
507 draw type. Division by 8 yields the palette index (without stretching the
508 palette). These nodes can have 32 different colors, and the palette
509 should contain 32 pixels.
511 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
512 pixel will be picked from the palette.
513 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
514 pixel will be picked from the palette.
515 * `drawtype = "colorfacedir"` for nodes which use the first
516 three bits of `param2` for palette indexing. The remaining
517 five bits are describing rotation, as in `facedir` draw type.
518 Division by 32 yields the palette index (without stretching the
519 palette). These nodes can have 8 different colors, and the
520 palette should contain 8 pixels.
522 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
523 first (= 0 + 1) pixel will be picked from the palette.
524 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
525 second (= 1 + 1) pixel will be picked from the palette.
527 To colorize a node on the map, set its `param2` value (according
528 to the node's draw type).
530 ### Conversion between nodes in the inventory and the on the map
531 Static coloring is the same for both cases, there is no need
534 If the `ItemStack`'s metadata contains the `color` field, it will be
535 lost on placement, because nodes on the map can only use palettes.
537 If the `ItemStack`'s metadata contains the `palette_index` field, it is
538 automatically transferred between node and item forms by the engine,
539 when a player digs or places a colored node.
540 You can disable this feature by setting the `drop` field of the node
541 to itself (without metadata).
542 To transfer the color to a special drop, you need a drop table.
545 minetest.register_node("mod:stone", {
546 description = "Stone",
547 tiles = {"default_stone.png"},
548 paramtype2 = "color",
549 palette = "palette.png",
552 -- assume that mod:cobblestone also has the same palette
553 {items = {"mod:cobblestone"}, inherit_color = true },
558 ### Colored items in craft recipes
559 Craft recipes only support item strings, but fortunately item strings
560 can also contain metadata. Example craft recipe registration:
562 minetest.register_craft({
563 output = minetest.itemstring_with_palette("wool:block", 3),
571 To set the `color` field, you can use `minetest.itemstring_with_color`.
573 Metadata field filtering in the `recipe` field are not supported yet,
574 so the craft output is independent of the color of the ingredients.
578 Sometimes hardware coloring is not enough, because it affects the
579 whole tile. Soft texture overlays were added to Minetest to allow
580 the dynamic coloring of only specific parts of the node's texture.
581 For example a grass block may have colored grass, while keeping the
584 These overlays are 'soft', because unlike texture modifiers, the layers
585 are not merged in the memory, but they are simply drawn on top of each
586 other. This allows different hardware coloring, but also means that
587 tiles with overlays are drawn slower. Using too much overlays might
590 For inventory and wield images you can specify overlays which
591 hardware coloring does not modify. You have to set `inventory_overlay`
592 and `wield_overlay` fields to an image name.
594 To define a node overlay, simply set the `overlay_tiles` field of the node
595 definition. These tiles are defined in the same way as plain tiles:
596 they can have a texture name, color etc.
597 To skip one face, set that overlay tile to an empty string.
599 Example (colored grass block):
601 minetest.register_node("default:dirt_with_grass", {
602 description = "Dirt with Grass",
603 -- Regular tiles, as usual
604 -- The dirt tile disables palette coloring
605 tiles = {{name = "default_grass.png"},
606 {name = "default_dirt.png", color = "white"}},
607 -- Overlay tiles: define them in the same style
608 -- The top and bottom tile does not have overlay
609 overlay_tiles = {"", "",
610 {name = "default_grass_side.png", tileable_vertical = false}},
611 -- Global color, used in inventory
613 -- Palette in the world
614 paramtype2 = "color",
615 palette = "default_foilage.png",
620 Only Ogg Vorbis files are supported.
622 For positional playing of sounds, only single-channel (mono) files are
623 supported. Otherwise OpenAL will play them non-positionally.
625 Mods should generally prefix their sounds with `modname_`, e.g. given
626 the mod name "`foomod`", a sound could be called:
630 Sounds are referred to by their name with a dot, a single digit and the
631 file extension stripped out. When a sound is played, the actual sound file
632 is chosen randomly from the matching sounds.
634 When playing the sound `foomod_foosound`, the sound is chosen randomly
635 from the available ones of the following files:
637 * `foomod_foosound.ogg`
638 * `foomod_foosound.0.ogg`
639 * `foomod_foosound.1.ogg`
641 * `foomod_foosound.9.ogg`
643 Examples of sound parameter tables:
645 -- Play locationless on all clients
647 gain = 1.0, -- default
648 fade = 0.0, -- default, change to a value > 0 to fade the sound in
649 pitch = 1.0, -- default
651 -- Play locationless to one player
654 gain = 1.0, -- default
655 fade = 0.0, -- default, change to a value > 0 to fade the sound in
656 pitch = 1.0, -- default
658 -- Play locationless to one player, looped
661 gain = 1.0, -- default
664 -- Play in a location
666 pos = {x = 1, y = 2, z = 3},
667 gain = 1.0, -- default
668 max_hear_distance = 32, -- default, uses an euclidean metric
670 -- Play connected to an object, looped
672 object = <an ObjectRef>,
673 gain = 1.0, -- default
674 max_hear_distance = 32, -- default, uses an euclidean metric
678 Looped sounds must either be connected to an object or played locationless to
679 one player using `to_player = name,`
681 ### `SimpleSoundSpec`
683 * e.g. `"default_place_node"`
685 * e.g. `{name = "default_place_node"}`
686 * e.g. `{name = "default_place_node", gain = 1.0}`
687 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
689 Registered definitions of stuff
690 -------------------------------
691 Anything added using certain `minetest.register_*` functions get added to
692 the global `minetest.registered_*` tables.
694 * `minetest.register_entity(name, prototype table)`
695 * added to `minetest.registered_entities[name]`
697 * `minetest.register_node(name, node definition)`
698 * added to `minetest.registered_items[name]`
699 * added to `minetest.registered_nodes[name]`
701 * `minetest.register_tool(name, item definition)`
702 * added to `minetest.registered_items[name]`
704 * `minetest.register_craftitem(name, item definition)`
705 * added to `minetest.registered_items[name]`
707 * `minetest.unregister_item(name)`
708 * Unregisters the item name from engine, and deletes the entry with key
709 * `name` from `minetest.registered_items` and from the associated item
710 * table according to its nature: `minetest.registered_nodes[]` etc
712 * `minetest.register_biome(biome definition)`
713 * returns an integer uniquely identifying the registered biome
714 * added to `minetest.registered_biome` with the key of `biome.name`
715 * if `biome.name` is nil, the key is the returned ID
717 * `minetest.unregister_biome(name)`
718 * Unregisters the biome name from engine, and deletes the entry with key
719 * `name` from `minetest.registered_biome`
721 * `minetest.register_ore(ore definition)`
722 * returns an integer uniquely identifying the registered ore
723 * added to `minetest.registered_ores` with the key of `ore.name`
724 * if `ore.name` is nil, the key is the returned ID
726 * `minetest.register_decoration(decoration definition)`
727 * returns an integer uniquely identifying the registered decoration
728 * added to `minetest.registered_decorations` with the key of `decoration.name`
729 * if `decoration.name` is nil, the key is the returned ID
731 * `minetest.register_schematic(schematic definition)`
732 * returns an integer uniquely identifying the registered schematic
733 * added to `minetest.registered_schematic` with the key of `schematic.name`
734 * if `schematic.name` is nil, the key is the returned ID
735 * if the schematic is loaded from a file, schematic.name is set to the filename
736 * if the function is called when loading the mod, and schematic.name is a relative
737 path, then the current mod path will be prepended to the schematic filename
739 * `minetest.clear_registered_biomes()`
740 * clears all biomes currently registered
742 * `minetest.clear_registered_ores()`
743 * clears all ores currently registered
745 * `minetest.clear_registered_decorations()`
746 * clears all decorations currently registered
748 * `minetest.clear_registered_schematics()`
749 * clears all schematics currently registered
751 Note that in some cases you will stumble upon things that are not contained
752 in these tables (e.g. when a mod has been removed). Always check for
753 existence before trying to access the fields.
755 Example: If you want to check the drawtype of a node, you could do:
757 local function get_nodedef_field(nodename, fieldname)
758 if not minetest.registered_nodes[nodename] then
761 return minetest.registered_nodes[nodename][fieldname]
763 local drawtype = get_nodedef_field(nodename, "drawtype")
765 Example: `minetest.get_item_group(name, group)` has been implemented as:
767 function minetest.get_item_group(name, group)
768 if not minetest.registered_items[name] or not
769 minetest.registered_items[name].groups[group] then
772 return minetest.registered_items[name].groups[group]
777 Nodes are the bulk data of the world: cubes and other things that take the
778 space of a cube. Huge amounts of them are handled efficiently, but they
781 The definition of a node is stored and can be accessed by name in
783 minetest.registered_nodes[node.name]
785 See "Registered definitions of stuff".
787 Nodes are passed by value between Lua and the engine.
788 They are represented by a table:
790 {name="name", param1=num, param2=num}
792 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
793 them for certain automated functions. If you don't use these functions, you can
794 use them to store arbitrary values.
796 The functions of `param1` and `param2` are determined by certain fields in the
799 `param1` is reserved for the engine when `paramtype != "none"`:
802 ^ The value stores light with and without sun in its upper and lower 4 bits
803 respectively. Allows light to propagate from or through the node with
804 light value falling by 1 per node. This is essential for a light source
805 node to spread its light.
807 `param2` is reserved for the engine when any of these are used:
809 liquidtype == "flowing"
810 ^ The level and some flags of the liquid is stored in param2
811 drawtype == "flowingliquid"
812 ^ The drawn liquid level is read from param2
813 drawtype == "torchlike"
814 drawtype == "signlike"
815 paramtype2 == "wallmounted"
816 ^ The rotation of the node is stored in param2. You can make this value
817 by using minetest.dir_to_wallmounted().
818 paramtype2 == "facedir"
819 ^ The rotation of the node is stored in param2. Furnaces and chests are
820 rotated this way. Can be made by using minetest.dir_to_facedir().
822 facedir / 4 = axis direction:
823 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
824 facedir modulo 4 = rotation around that axis
825 paramtype2 == "leveled"
826 ^ Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
828 The level of the top face of the nodebox is stored in param2.
829 The other faces are defined by 'fixed = {}' like 'type = "fixed"' nodeboxes.
830 The nodebox height is (param2 / 64) nodes.
831 The maximum accepted value of param2 is 127.
833 The height of the 'plantlike' section is stored in param2.
834 The height is (param2 / 16) nodes.
835 paramtype2 == "degrotate"
836 ^ The rotation of this node is stored in param2. Plants are rotated this way.
837 Values range 0 - 179. The value stored in param2 is multiplied by two to
838 get the actual rotation of the node.
839 paramtype2 == "meshoptions"
840 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
841 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
842 a mesh selector. Currently the following meshes are choosable:
843 0 = a "x" shaped plant (ordinary plant)
844 1 = a "+" shaped plant (just rotated 45 degrees)
845 2 = a "*" shaped plant with 3 faces instead of 2
846 3 = a "#" shaped plant with 4 faces instead of 2
847 4 = a "#" shaped plant with 4 faces that lean outwards
848 5-7 are unused and reserved for future meshes.
849 Bits 3 through 7 are optional flags that can be combined and give these
851 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
852 bit 4 (0x10) - Makes the plant mesh 1.4x larger
853 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
854 bits 6-7 are reserved for future use.
855 paramtype2 == "color"
856 ^ `param2` tells which color is picked from the palette.
857 The palette should have 256 pixels.
858 paramtype2 == "colorfacedir"
859 ^ Same as `facedir`, but with colors.
860 The first three bits of `param2` tells which color
861 is picked from the palette.
862 The palette should have 8 pixels.
863 paramtype2 == "colorwallmounted"
864 ^ Same as `wallmounted`, but with colors.
865 The first five bits of `param2` tells which color
866 is picked from the palette.
867 The palette should have 32 pixels.
868 paramtype2 == "glasslikeliquidlevel"
869 ^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
870 param2 values 0-63 define 64 levels of internal liquid, 0 being empty and
872 Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
874 Nodes can also contain extra data. See "Node Metadata".
878 There are a bunch of different looking node types.
880 Look for examples in `games/minimal` or `games/minetest_game`.
888 * `glasslike_framed_optional`
890 * `allfaces_optional`
897 * `nodebox` -- See below
898 * `mesh` -- Use models for nodes, see below
899 * `plantlike_rooted` -- See below
901 `*_optional` drawtypes need less rendering time if deactivated (always client side).
905 Node selection boxes are defined using "node boxes"
907 The `nodebox` node drawtype allows defining nodes consisting of an arbitrary
908 number of boxes. It allows defining stuff like stairs and slabs.
910 A nodebox is defined as any of:
913 -- A normal cube; the default in most things
917 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
919 fixed = box OR {box1, box2, ...}
922 -- A variable height box (or boxes) with the top face position defined by
923 -- the node parameter 'leveled = ', or if 'paramtype2 == "leveled"' by
925 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
927 fixed = box OR {box1, box2, ...}
930 -- A box like the selection box for torches
931 -- (wallmounted param2 is used, if applicable)
932 type = "wallmounted",
938 -- A node that has optional boxes depending on neighbouring nodes'
939 -- presence and type. See also `connects_to`.
941 fixed = box OR {box1, box2, ...}
942 connect_top = box OR {box1, box2, ...}
943 connect_bottom = box OR {box1, box2, ...}
944 connect_front = box OR {box1, box2, ...}
945 connect_left = box OR {box1, box2, ...}
946 connect_back = box OR {box1, box2, ...}
947 connect_right = box OR {box1, box2, ...}
950 A `box` is defined as:
952 {x1, y1, z1, x2, y2, z2}
954 A box of a regular node would look like:
956 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
960 If drawtype `mesh` is used, tiles should hold model materials textures.
961 Only static meshes are implemented.
962 For supported model formats see Irrlicht engine documentation.
964 Rooted plantlike drawtype
965 -------------------------
966 The `plantlike_rooted` drawtype was developed to enable underwater plants
967 without air bubbles around the plants.
968 It consists of a base cube at the co-ordinates of the node (the seabed /
969 lakebed / riverbed node) plus a 'plantlike' extension above with a height
970 defined by param2 (maximum height 16 nodes). This extension visually passes
971 through any nodes above the base cube without affecting them.
972 The node is dug by digging the base cube.
973 The base cube texture tiles are defined as normal, the plantlike extension
974 uses the defined 'special tile', for example:
975 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
979 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
983 Offset that the noise is translated by (i.e. added) after calculation.
986 Factor that the noise is scaled by (i.e. multiplied) after calculation.
989 Vector containing values by which each coordinate is divided by before calculation.
990 Higher spread values result in larger noise features.
992 A value of `{x=250, y=250, z=250}` is common.
995 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
996 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
999 Number of times the noise gradient is accumulated into the noise.
1001 Increase this number to increase the amount of detail in the resulting noise.
1003 A value of `6` is common.
1006 Factor by which the effect of the noise gradient function changes with each successive octave.
1008 Values less than `1` make the details of successive octaves' noise diminish, while values
1009 greater than `1` make successive octaves stronger.
1011 A value of `0.6` is common.
1014 Factor by which the noise feature sizes change with each successive octave.
1016 A value of `2.0` is common.
1019 Leave this field unset for no special handling.
1021 Currently supported are `defaults`, `eased` and `absvalue`.
1024 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
1028 Maps noise gradient values onto a quintic S-curve before performing interpolation.
1029 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
1030 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
1033 Accumulates the absolute value of each noise gradient result.
1035 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
1040 spread = {x=500, y=500, z=500},
1045 flags = "defaults, absvalue"
1047 ^ A single noise parameter table can be used to get 2D or 3D noise,
1048 when getting 2D noise spread.z is ignored.
1053 These tell in what manner the ore is generated.
1055 All default ores are of the uniformly-distributed scatter type.
1058 Randomly chooses a location and generates a cluster of ore.
1060 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
1061 that point is greater than the `noise_threshold`, giving the ability to create
1062 a non-equal distribution of ore.
1065 Creates a sheet of ore in a blob shape according to the 2D perlin noise
1066 described by `noise_params` and `noise_threshold`. This is essentially an
1067 improved version of the so-called "stratus" ore seen in some unofficial mods.
1069 This sheet consists of vertical columns of uniform randomly distributed height,
1070 varying between the inclusive range `column_height_min` and `column_height_max`.
1071 If `column_height_min` is not specified, this parameter defaults to 1.
1072 If `column_height_max` is not specified, this parameter defaults to `clust_size`
1073 for reverse compatibility. New code should prefer `column_height_max`.
1075 The `column_midpoint_factor` parameter controls the position of the column at which
1076 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
1077 columns grow equally starting from each direction. `column_midpoint_factor` is a
1078 decimal number ranging in value from 0 to 1. If this parameter is not specified,
1081 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
1084 Creates a sheet of ore in a cloud-like puff shape.
1086 As with the `sheet` ore type, the size and shape of puffs are described by
1087 `noise_params` and `noise_threshold` and are placed at random vertical positions
1088 within the currently generated chunk.
1090 The vertical top and bottom displacement of each puff are determined by the noise
1091 parameters `np_puff_top` and `np_puff_bottom`, respectively.
1094 Creates a deformed sphere of ore according to 3d perlin noise described by
1095 `noise_params`. The maximum size of the blob is `clust_size`, and
1096 `clust_scarcity` has the same meaning as with the `scatter` type.
1099 Creates veins of ore varying in density by according to the intersection of two
1100 instances of 3d perlin noise with diffferent seeds, both described by
1101 `noise_params`. `random_factor` varies the influence random chance has on
1102 placement of an ore inside the vein, which is `1` by default. Note that
1103 modifying this parameter may require adjusting `noise_threshold`.
1104 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
1105 by this ore type. This ore type is difficult to control since it is sensitive
1106 to small changes. The following is a decent set of parameters to work from:
1111 spread = {x=200, y=200, z=200},
1117 noise_threshold = 1.6
1119 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
1120 computationally expensive than any other ore.
1123 Creates a single undulating ore stratum that is continuous across mapchunk
1124 borders and horizontally spans the world.
1125 The 2D perlin noise described by `noise_params` varies the Y co-ordinate of the
1126 stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
1127 varies the stratum's vertical thickness (in units of nodes). Due to being
1128 continuous across mapchunk borders the stratum's vertical thickness is
1130 `y_min` and `y_max` define the limits of the ore generation and for performance
1131 reasons should be set as close together as possible but without clipping the
1132 stratum's Y variation.
1133 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
1134 solid-ore stratum would require a `clust_scarcity` of 1.
1135 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
1136 `random_factor` are ignored by this ore type.
1140 See section "Flag Specifier Format".
1142 Currently supported flags:
1143 `puff_cliffs`, `puff_additive_composition`.
1146 If set, puff ore generation will not taper down large differences in displacement
1147 when approaching the edge of a puff. This flag has no effect for ore types other
1150 ### `puff_additive_composition`
1151 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
1152 negative displacement, the sub-column at that point is not generated. With this
1153 attribute set, puff ore generation will instead generate the absolute difference in
1154 noise displacement values. This flag has no effect for ore types other than `puff`.
1158 The varying types of decorations that can be placed.
1161 Creates a 1 times `H` times 1 column of a specified node (or a random node from
1162 a list, if a decoration list is specified). Can specify a certain node it must
1163 spawn next to, such as water or lava, for example. Can also generate a
1164 decoration of random height between a specified lower and upper bound.
1165 This type of decoration is intended for placement of grass, flowers, cacti,
1166 papyri, waterlilies and so on.
1169 Copies a box of `MapNodes` from a specified schematic file (or raw description).
1170 Can specify a probability of a node randomly appearing when placed.
1171 This decoration type is intended to be used for multi-node sized discrete
1172 structures, such as trees, cave spikes, rocks, and so on.
1176 --------------------
1177 A schematic specifier identifies a schematic by either a filename to a
1178 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
1179 in the form of a table. This table specifies the following fields:
1181 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
1182 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
1183 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
1184 * The `data` field is a flat table of MapNode tables making up the schematic,
1185 in the order of `[z [y [x]]]`. (required)
1186 Each MapNode table contains:
1187 * `name`: the name of the map node to place (required)
1188 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
1189 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
1190 * `force_place`: boolean representing if the node should forcibly overwrite any
1191 previous contents (default: false)
1193 About probability values:
1195 * A probability value of `0` or `1` means that node will never appear (0% chance).
1196 * A probability value of `254` or `255` means the node will always appear (100% chance).
1197 * If the probability value `p` is greater than `1`, then there is a
1198 `(p / 256 * 100)` percent chance that node will appear when the schematic is
1202 Schematic attributes
1203 --------------------
1204 See section "Flag Specifier Format".
1206 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
1209 * `place_center_x`: Placement of this decoration is centered along the X axis.
1210 * `place_center_y`: Placement of this decoration is centered along the Y axis.
1211 * `place_center_z`: Placement of this decoration is centered along the Z axis.
1212 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
1217 The position field is used for all element types.
1219 To account for differing resolutions, the position coordinates are the percentage
1220 of the screen, ranging in value from `0` to `1`.
1222 The name field is not yet used, but should contain a description of what the
1223 HUD element represents. The direction field is the direction in which something
1226 `0` draws from left to right, `1` draws from right to left, `2` draws from
1227 top to bottom, and `3` draws from bottom to top.
1229 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1230 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1231 Fractional values can be used.
1233 The `offset` field specifies a pixel offset from the position. Contrary to position,
1234 the offset is not scaled to screen size. This allows for some precisely-positioned
1237 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1239 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1241 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1242 in the experimental stages.
1245 Displays an image on the HUD.
1247 * `scale`: The scale of the image, with 1 being the original texture size.
1248 Only the X coordinate scale is used (positive values).
1249 Negative values represent that percentage of the screen it
1250 should take; e.g. `x=-100` means 100% (width).
1251 * `text`: The name of the texture that is displayed.
1252 * `alignment`: The alignment of the image.
1253 * `offset`: offset in pixels from position.
1256 Displays text on the HUD.
1258 * `scale`: Defines the bounding rectangle of the text.
1259 A value such as `{x=100, y=100}` should work.
1260 * `text`: The text to be displayed in the HUD element.
1261 * `number`: An integer containing the RGB value of the color used to draw the text.
1262 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1263 * `alignment`: The alignment of the text.
1264 * `offset`: offset in pixels from position.
1267 Displays a horizontal bar made up of half-images.
1269 * `text`: The name of the texture that is used.
1270 * `number`: The number of half-textures that are displayed.
1271 If odd, will end with a vertically center-split texture.
1273 * `offset`: offset in pixels from position.
1274 * `size`: If used, will force full-image size to this value (override texture pack image size)
1277 * `text`: The name of the inventory list to be displayed.
1278 * `number`: Number of items in the inventory to be displayed.
1279 * `item`: Position of item that is selected.
1281 * `offset`: offset in pixels from position.
1284 Displays distance to selected world position.
1286 * `name`: The name of the waypoint.
1287 * `text`: Distance suffix. Can be blank.
1288 * `number:` An integer containing the RGB value of the color used to draw the text.
1289 * `world_pos`: World position of the waypoint.
1291 Representations of simple things
1292 --------------------------------
1296 {x=num, y=num, z=num}
1298 For helper functions see "Vector helpers".
1301 * `{type="nothing"}`
1302 * `{type="node", under=pos, above=pos}`
1303 * `{type="object", ref=ObjectRef}`
1305 Flag Specifier Format
1306 ---------------------
1307 Flags using the standardized flag specifier format can be specified in either of
1308 two ways, by string or table.
1310 The string format is a comma-delimited set of flag names; whitespace and
1311 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1312 flag, and specifying a flag prefixed by the string `"no"` explicitly
1313 clears the flag from whatever the default may be.
1315 In addition to the standard string flag format, the schematic flags field can
1316 also be a table of flag names to boolean values representing whether or not the
1317 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1318 is present, mapped to a boolean of any value, the specified flag is unset.
1320 E.g. A flag field of value
1322 {place_center_x = true, place_center_y=false, place_center_z=true}
1326 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1328 which is equivalent to
1330 "place_center_x, noplace_center_y, place_center_z"
1334 "place_center_x, place_center_z"
1336 since, by default, no schematic attributes are set.
1342 There are three kinds of items: nodes, tools and craftitems.
1344 * Node (`register_node`): A node from the world.
1345 * Tool (`register_tool`): A tool/weapon that can dig and damage
1346 things according to `tool_capabilities`.
1347 * Craftitem (`register_craftitem`): A miscellaneous item.
1350 All item stacks have an amount between 0 to 65535. It is 1 by
1351 default. Tool item stacks can not have an amount greater than 1.
1353 Tools use a wear (=damage) value ranging from 0 to 65535. The
1354 value 0 is the default and used is for unworn tools. The values
1355 1 to 65535 are used for worn tools, where a higher value stands for
1356 a higher wear. Non-tools always have a wear value of 0.
1359 Items and item stacks can exist in three formats: Serializes, table format
1363 This is called "stackstring" or "itemstring". It is a simple string with
1364 1-3 components: the full item identifier, an optional amount and an optional
1367 <identifier> [<amount>[ <wear>]]
1371 * `'default:apple'`: 1 apple
1372 * `'default:dirt 5'`: 5 dirt
1373 * `'default:pick_stone'`: a new stone pickaxe
1374 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1381 {name="default:dirt", count=5, wear=0, metadata=""}
1383 A wooden pick about 1/3 worn out:
1385 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1389 {name="default:apple", count=1, wear=0, metadata=""}
1392 A native C++ format with many helper methods. Useful for converting
1393 between formats. See the Class reference section for details.
1395 When an item must be passed to a function, it can usually be in any of
1401 In a number of places, there is a group table. Groups define the
1402 properties of a thing (item, node, armor of entity, capabilities of
1403 tool) in such a way that the engine and other mods can can interact with
1404 the thing without actually knowing what the thing is.
1407 Groups are stored in a table, having the group names with keys and the
1408 group ratings as values. For example:
1410 groups = {crumbly=3, soil=1}
1413 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1414 -- ^ A more special dirt-kind of thing
1416 Groups always have a rating associated with them. If there is no
1417 useful meaning for a rating for an enabled group, it shall be `1`.
1419 When not defined, the rating of a group defaults to `0`. Thus when you
1420 read groups, you must interpret `nil` and `0` as the same value, `0`.
1422 You can read the rating of a group for an item or a node by using
1424 minetest.get_item_group(itemname, groupname)
1427 Groups of items can define what kind of an item it is (e.g. wool).
1430 In addition to the general item things, groups are used to define whether
1431 a node is destroyable and how long it takes to destroy by a tool.
1433 ### Groups of entities
1434 For entities, groups are, as of now, used only for calculating damage.
1435 The rating is the percentage of damage caused by tools with this damage group.
1436 See "Entity damage mechanism".
1438 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1439 object.set_armor_groups({fleshy=30, cracky=80})
1442 Groups in tools define which groups of nodes and entities they are
1445 ### Groups in crafting recipes
1446 An example: Make meat soup from any meat, any water and any bowl:
1449 output = 'food:meat_soup_raw',
1455 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1458 Another example: Make red wool from white wool and red dye:
1462 output = 'wool:red',
1463 recipe = {'wool:white', 'group:dye,basecolor_red'},
1467 * `immortal`: Disables the group damage system for an entity
1468 * `punch_operable`: For entities; disables the regular damage mechanism for
1469 players punching it by hand or a non-tool item, so that it can do something
1470 else than take damage.
1471 * `level`: Can be used to give an additional sense of progression in the game.
1472 * A larger level will cause e.g. a weapon of a lower level make much less
1473 damage, and get worn out much faster, or not be able to get drops
1474 from destroyed nodes.
1475 * `0` is something that is directly accessible at the start of gameplay
1476 * There is no upper limit
1477 * `dig_immediate`: (player can always pick up node without reducing tool wear)
1478 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1479 * `3`: the node always gets the digging time 0 seconds (torch)
1480 * `disable_jump`: Player (and possibly other things) cannot jump from node
1481 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1482 * `bouncy`: value is bounce speed in percent
1483 * `falling_node`: if there is no walkable block under the node it will fall
1484 * `attached_node`: if the node under it is not a walkable block the node will be
1485 dropped as an item. If the node is wallmounted the wallmounted direction is
1487 * `soil`: saplings will grow on nodes in this group
1488 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1489 connect to each other
1490 * `slippery`: Players and items will slide on the node.
1491 Slipperiness rises steadily with `slippery` value, starting at 1.
1494 ### Known damage and digging time defining groups
1495 * `crumbly`: dirt, sand
1496 * `cracky`: tough but crackable stuff like stone.
1497 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1498 plants, wire, sheets of metal
1499 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1500 * `fleshy`: Living things like animals and the player. This could imply
1501 some blood effects when hitting.
1502 * `explody`: Especially prone to explosions
1503 * `oddly_breakable_by_hand`:
1504 Can be added to nodes that shouldn't logically be breakable by the
1505 hand but are. Somewhat similar to `dig_immediate`, but times are more
1506 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1507 speed of a tool if the tool can dig at a faster speed than this
1508 suggests for the hand.
1510 ### Examples of custom groups
1511 Item groups are often used for defining, well, _groups of items_.
1513 * `meat`: any meat-kind of a thing (rating might define the size or healing
1514 ability or be irrelevant -- it is not defined as of yet)
1515 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1517 * `flammable`: can be set on fire. Rating might define the intensity of the
1518 fire, affecting e.g. the speed of the spreading of an open fire.
1519 * `wool`: any wool (any origin, any color)
1520 * `metal`: any metal
1521 * `weapon`: any weapon
1522 * `heavy`: anything considerably heavy
1524 ### Digging time calculation specifics
1525 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1526 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1527 faster digging time.
1529 The `level` group is used to limit the toughness of nodes a tool can dig
1530 and to scale the digging times / damage to a greater extent.
1532 **Please do understand this**, otherwise you cannot use the system to it's
1535 Tools define their properties by a list of parameters for groups. They
1536 cannot dig other groups; thus it is important to use a standard bunch of
1537 groups to enable interaction with tools.
1539 #### Tools definition
1542 * Full punch interval
1543 * Maximum drop level
1544 * For an arbitrary list of groups:
1545 * Uses (until the tool breaks)
1546 * Maximum level (usually `0`, `1`, `2` or `3`)
1550 #### Full punch interval
1551 When used as a weapon, the tool will do full damage if this time is spent
1552 between punches. If e.g. half the time is spent, the tool will do half
1555 #### Maximum drop level
1556 Suggests the maximum level of node, when dug with the tool, that will drop
1557 it's useful item. (e.g. iron ore to drop a lump of iron).
1559 This is not automated; it is the responsibility of the node definition
1563 Determines how many uses the tool has when it is used for digging a node,
1564 of this group, of the maximum level. For lower leveled nodes, the use count
1565 is multiplied by `3^leveldiff`.
1567 * `uses=10, leveldiff=0`: actual uses: 10
1568 * `uses=10, leveldiff=1`: actual uses: 30
1569 * `uses=10, leveldiff=2`: actual uses: 90
1572 Tells what is the maximum level of a node of this group that the tool will
1576 List of digging times for different ratings of the group, for nodes of the
1579 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1580 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1581 for this group, and unable to dig the rating `1`, which is the toughest.
1582 Unless there is a matching group that enables digging otherwise.
1584 If the result digging time is 0, a delay of 0.15 seconds is added between
1585 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1586 i.e. players can more quickly click the nodes away instead of holding LMB.
1589 List of damage for groups of entities. See "Entity damage mechanism".
1591 #### Example definition of the capabilities of a tool
1593 tool_capabilities = {
1594 full_punch_interval=1.5,
1597 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1599 damage_groups = {fleshy=2},
1602 This makes the tool be able to dig nodes that fulfil both of these:
1604 * Have the `crumbly` group
1605 * Have a `level` group less or equal to `2`
1607 Table of resulting digging times:
1609 crumbly 0 1 2 3 4 <- level
1611 1 0.80 1.60 1.60 - -
1612 2 0.60 1.20 1.20 - -
1613 3 0.40 0.80 0.80 - -
1615 level diff: 2 1 0 -1 -2
1617 Table of resulting tool uses:
1626 * At `crumbly==0`, the node is not diggable.
1627 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1628 easy nodes to be quickly breakable.
1629 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1631 Entity damage mechanism
1632 -----------------------
1636 foreach group in cap.damage_groups:
1637 damage += cap.damage_groups[group] * limit(actual_interval /
1638 cap.full_punch_interval, 0.0, 1.0)
1639 * (object.armor_groups[group] / 100.0)
1640 -- Where object.armor_groups[group] is 0 for inexistent values
1643 Client predicts damage based on damage groups. Because of this, it is able to
1644 give an immediate response when an entity is damaged or dies; the response is
1645 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1647 Currently a smoke puff will appear when an entity dies.
1649 The group `immortal` completely disables normal damage.
1651 Entities can define a special armor group, which is `punch_operable`. This
1652 group disables the regular damage mechanism for players punching it by hand or
1653 a non-tool item, so that it can do something else than take damage.
1655 On the Lua side, every punch calls:
1657 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1659 This should never be called directly, because damage is usually not handled by
1662 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1663 accessed unless absolutely required, to encourage interoperability.
1664 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1665 * `tool_capabilities` can be `nil`.
1666 * `direction` is a unit vector, pointing from the source of the punch to
1668 * `damage` damage that will be done to entity
1669 Return value of this function will determin if damage is done by this function
1670 (retval true) or shall be done by engine (retval false)
1672 To punch an entity/object in Lua, call:
1674 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1676 * Return value is tool wear.
1677 * Parameters are equal to the above callback.
1678 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1679 `direction` will be automatically filled in based on the location of `puncher`.
1683 The instance of a node in the world normally only contains the three values
1684 mentioned in "Nodes". However, it is possible to insert extra data into a
1685 node. It is called "node metadata"; See `NodeMetaRef`.
1687 Node metadata contains two things:
1692 Some of the values in the key-value store are handled specially:
1694 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1695 * `infotext`: Text shown on the screen when the node is pointed at
1699 local meta = minetest.get_meta(pos)
1700 meta:set_string("formspec",
1702 "list[context;main;0,0;8,4;]"..
1703 "list[current_player;main;0,5;8,4;]")
1704 meta:set_string("infotext", "Chest");
1705 local inv = meta:get_inventory()
1706 inv:set_size("main", 8*4)
1707 print(dump(meta:to_table()))
1710 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1711 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1712 [10] = "", [11] = "", [12] = "", [13] = "",
1713 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1714 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1715 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1716 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1720 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1727 Item stacks can store metadata too. See `ItemStackMetaRef`.
1729 Item metadata only contains a key-value store.
1731 Some of the values in the key-value store are handled specially:
1733 * `description`: Set the item stack's description. Defaults to `idef.description`
1734 * `color`: A `ColorString`, which sets the stack's color.
1735 * `palette_index`: If the item has a palette, this is used to get the
1736 current color from the palette.
1740 local meta = stack:get_meta()
1741 meta:set_string("key", "value")
1742 print(dump(meta:to_table()))
1746 Formspec defines a menu. Currently not much else than inventories are
1747 supported. It is a string, with a somewhat strange format.
1749 Spaces and newlines can be inserted between the blocks, as is used in the
1757 list[context;main;0,0;8,4;]
1758 list[current_player;main;0,5;8,4;]
1763 list[context;fuel;2,3;1,1;]
1764 list[context;src;2,1;1,1;]
1765 list[context;dst;5,1;2,2;]
1766 list[current_player;main;0,5;8,4;]
1768 #### Minecraft-like player inventory
1771 image[1,0.6;1,2;player.png]
1772 list[current_player;main;0,3.5;8,4;]
1773 list[current_player;craft;3,0;3,3;]
1774 list[current_player;craftpreview;7,1;1,1;]
1778 #### `size[<W>,<H>,<fixed_size>]`
1779 * Define the size of the menu in inventory slots
1780 * `fixed_size`: `true`/`false` (optional)
1781 * deprecated: `invsize[<W>,<H>;]`
1783 #### `position[<X>,<Y>]`
1784 * Define the position of the formspec
1785 * A value between 0.0 and 1.0 represents a position inside the screen
1786 * The default value is the center of the screen (0.5, 0.5)
1788 #### `anchor[<X>,<Y>]`
1789 * Define the anchor of the formspec
1790 * A value between 0.0 and 1.0 represents an anchor inside the formspec
1791 * The default value is the center of the formspec (0.5, 0.5)
1793 #### `container[<X>,<Y>]`
1794 * Start of a container block, moves all physical elements in the container by (X, Y)
1795 * Must have matching `container_end`
1796 * Containers can be nested, in which case the offsets are added
1797 (child containers are relative to parent containers)
1799 #### `container_end[]`
1800 * End of a container, following elements are no longer relative to this container
1802 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1803 * Show an inventory list
1805 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1806 * Show an inventory list
1808 #### `listring[<inventory location>;<list name>]`
1809 * Allows to create a ring of inventory lists
1810 * Shift-clicking on items in one element of the ring
1811 will send them to the next inventory list inside the ring
1812 * The first occurrence of an element inside the ring will
1813 determine the inventory where items will be sent to
1816 * Shorthand for doing `listring[<inventory location>;<list name>]`
1817 for the last two inventory lists added by list[...]
1819 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1820 * Sets background color of slots as `ColorString`
1821 * Sets background color of slots on mouse hovering
1823 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1824 * Sets background color of slots as `ColorString`
1825 * Sets background color of slots on mouse hovering
1826 * Sets color of slots border
1828 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1829 * Sets background color of slots as `ColorString`
1830 * Sets background color of slots on mouse hovering
1831 * Sets color of slots border
1832 * Sets default background color of tooltips
1833 * Sets default font color of tooltips
1835 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1836 * Adds tooltip for an element
1837 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1838 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1840 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1842 * Position and size units are inventory slots
1844 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1845 * Show an inventory image of registered item/node
1846 * Position and size units are inventory slots
1848 #### `bgcolor[<color>;<fullscreen>]`
1849 * Sets background color of formspec as `ColorString`
1850 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1852 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1853 * Use a background. Inventory rectangles are not drawn then.
1854 * Position and size units are inventory slots
1855 * Example for formspec 8x4 in 16x resolution: image shall be sized
1856 8 times 16px times 4 times 16px.
1858 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1859 * Use a background. Inventory rectangles are not drawn then.
1860 * Position and size units are inventory slots
1861 * Example for formspec 8x4 in 16x resolution:
1862 image shall be sized 8 times 16px times 4 times 16px
1863 * If `true` the background is clipped to formspec size
1864 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1866 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1867 * Textual password style field; will be sent to server when a button is clicked
1868 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1870 * `x` and `y` position the field relative to the top left of the menu
1871 * `w` and `h` are the size of the field
1872 * Fields are a set height, but will be vertically centred on `h`
1873 * Position and size units are inventory slots
1874 * `name` is the name of the field as returned in fields to `on_receive_fields`
1875 * `label`, if not blank, will be text printed on the top left above the field
1876 * See field_close_on_enter to stop enter closing the formspec
1878 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1879 * Textual field; will be sent to server when a button is clicked
1880 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1882 * `x` and `y` position the field relative to the top left of the menu
1883 * `w` and `h` are the size of the field
1884 * Fields are a set height, but will be vertically centred on `h`
1885 * Position and size units are inventory slots
1886 * `name` is the name of the field as returned in fields to `on_receive_fields`
1887 * `label`, if not blank, will be text printed on the top left above the field
1888 * `default` is the default value of the field
1889 * `default` may contain variable references such as `${text}'` which
1890 will fill the value from the metadata value `text`
1891 * **Note**: no extra text or more than a single variable is supported ATM.
1892 * See `field_close_on_enter` to stop enter closing the formspec
1894 #### `field[<name>;<label>;<default>]`
1895 * As above, but without position/size units
1896 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1898 * Special field for creating simple forms, such as sign text input
1899 * Must be used without a `size[]` element
1900 * A "Proceed" button will be added automatically
1901 * See `field_close_on_enter` to stop enter closing the formspec
1903 #### `field_close_on_enter[<name>;<close_on_enter>]`
1904 * <name> is the name of the field
1905 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
1906 * defaults to true when not specified (ie: no tag for a field)
1908 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1909 * Same as fields above, but with multi-line input
1911 #### `label[<X>,<Y>;<label>]`
1912 * `x` and `y` work as per field
1913 * `label` is the text on the label
1914 * Position and size units are inventory slots
1916 #### `vertlabel[<X>,<Y>;<label>]`
1917 * Textual label drawn vertically
1918 * `x` and `y` work as per field
1919 * `label` is the text on the label
1920 * Position and size units are inventory slots
1922 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1923 * Clickable button. When clicked, fields will be sent.
1924 * `x`, `y` and `name` work as per field
1925 * `w` and `h` are the size of the button
1926 * Fixed button height. It will be vertically centred on `h`
1927 * `label` is the text on the button
1928 * Position and size units are inventory slots
1930 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1931 * `x`, `y`, `w`, `h`, and `name` work as per button
1932 * `texture name` is the filename of an image
1933 * Position and size units are inventory slots
1935 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1936 * `x`, `y`, `w`, `h`, and `name` work as per button
1937 * `texture name` is the filename of an image
1938 * Position and size units are inventory slots
1939 * `noclip=true` means the image button doesn't need to be within specified formsize
1940 * `drawborder`: draw button border or not
1941 * `pressed texture name` is the filename of an image on pressed state
1943 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1944 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1945 * `item name` is the registered name of an item/node,
1946 tooltip will be made out of its description
1947 to override it use tooltip element
1948 * Position and size units are inventory slots
1950 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1951 * When clicked, fields will be sent and the form will quit.
1953 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1954 * When clicked, fields will be sent and the form will quit.
1956 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1957 * Scrollable item list showing arbitrary text elements
1958 * `x` and `y` position the itemlist relative to the top left of the menu
1959 * `w` and `h` are the size of the itemlist
1960 * `name` fieldname sent to server on doubleclick value is current selected element
1961 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1962 * if you want a listelement to start with "#" write "##".
1964 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1965 * Scrollable itemlist showing arbitrary text elements
1966 * `x` and `y` position the item list relative to the top left of the menu
1967 * `w` and `h` are the size of the item list
1968 * `name` fieldname sent to server on doubleclick value is current selected element
1969 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1970 * if you want a listelement to start with "#" write "##"
1971 * Index to be selected within textlist
1972 * `true`/`false`: draw transparent background
1973 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1975 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1976 * Show a tab**header** at specific position (ignores formsize)
1977 * `x` and `y` position the itemlist relative to the top left of the menu
1978 * `name` fieldname data is transferred to Lua
1979 * `caption 1`...: name shown on top of tab
1980 * `current_tab`: index of selected tab 1...
1981 * `transparent` (optional): show transparent
1982 * `draw_border` (optional): draw border
1984 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1985 * Simple colored semitransparent box
1986 * `x` and `y` position the box relative to the top left of the menu
1987 * `w` and `h` are the size of box
1988 * `color` is color specified as a `ColorString`
1990 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1991 * Show a dropdown field
1992 * **Important note**: There are two different operation modes:
1993 1. handle directly on change (only changed dropdown is submitted)
1994 2. read the value on pressing a button (all dropdown values are available)
1995 * `x` and `y` position of dropdown
1997 * Fieldname data is transferred to Lua
1998 * Items to be shown in dropdown
1999 * Index of currently selected dropdown item
2001 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2003 * `x` and `y`: position of checkbox
2004 * `name` fieldname data is transferred to Lua
2005 * `label` to be shown left of checkbox
2006 * `selected` (optional): `true`/`false`
2008 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2010 * There are two ways to use it:
2011 1. handle the changed event (only changed scrollbar is available)
2012 2. read the value on pressing a button (all scrollbars are available)
2013 * `x` and `y`: position of trackbar
2014 * `w` and `h`: width and height
2015 * `orientation`: `vertical`/`horizontal`
2016 * Fieldname data is transferred to Lua
2017 * Value this trackbar is set to (`0`-`1000`)
2018 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
2020 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2021 * Show scrollable table using options defined by the previous `tableoptions[]`
2022 * Displays cells as defined by the previous `tablecolumns[]`
2023 * `x` and `y`: position the itemlist relative to the top left of the menu
2024 * `w` and `h` are the size of the itemlist
2025 * `name`: fieldname sent to server on row select or doubleclick
2026 * `cell 1`...`cell n`: cell contents given in row-major order
2027 * `selected idx`: index of row to be selected within table (first row = `1`)
2028 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
2030 #### `tableoptions[<opt 1>;<opt 2>;...]`
2031 * Sets options for `table[]`
2033 * default text color (`ColorString`), defaults to `#FFFFFF`
2034 * `background=#RRGGBB`
2035 * table background color (`ColorString`), defaults to `#000000`
2036 * `border=<true/false>`
2037 * should the table be drawn with a border? (default: `true`)
2038 * `highlight=#RRGGBB`
2039 * highlight background color (`ColorString`), defaults to `#466432`
2040 * `highlight_text=#RRGGBB`
2041 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2042 * `opendepth=<value>`
2043 * all subtrees up to `depth < value` are open (default value = `0`)
2044 * only useful when there is a column of type "tree"
2046 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2047 * Sets columns for `table[]`
2048 * Types: `text`, `image`, `color`, `indent`, `tree`
2049 * `text`: show cell contents as text
2050 * `image`: cell contents are an image index, use column options to define images
2051 * `color`: cell contents are a ColorString and define color of following cell
2052 * `indent`: cell contents are a number and define indentation of following cell
2053 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
2056 * for `text` and `image`: content alignment within cells.
2057 Available values: `left` (default), `center`, `right`, `inline`
2059 * for `text` and `image`: minimum width in em (default: `0`)
2060 * for `indent` and `tree`: indent width in em (default: `1.5`)
2061 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2062 Exception: defaults to 0 for indent columns
2063 * `tooltip=<value>`: tooltip text (default: empty)
2064 * `image` column options:
2065 * `0=<value>` sets image for image index 0
2066 * `1=<value>` sets image for image index 1
2067 * `2=<value>` sets image for image index 2
2068 * and so on; defined indices need not be contiguous empty or
2069 non-numeric cells are treated as `0`.
2070 * `color` column options:
2071 * `span=<value>`: number of following columns to affect (default: infinite)
2073 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
2074 pass key press events to formspec!
2078 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2079 * `"current_player"`: Player to whom the menu is shown
2080 * `"player:<name>"`: Any player
2081 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2082 * `"detached:<name>"`: A detached inventory
2084 Player Inventory lists
2085 ----------------------
2086 * `main`: list containing the default inventory
2087 * `craft`: list containing the craft input
2088 * `craftpreview`: list containing the craft output
2089 * `hand`: list containing an override for the empty hand
2093 `#RGB` defines a color in hexadecimal format.
2095 `#RGBA` defines a color in hexadecimal format and alpha channel.
2097 `#RRGGBB` defines a color in hexadecimal format.
2099 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2101 Named colors are also supported and are equivalent to
2102 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2103 To specify the value of the alpha channel, append `#AA` to the end of the color name
2104 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
2105 value must (always) be two hexadecimal digits.
2109 A ColorSpec specifies a 32-bit color. It can be written in either:
2110 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
2111 `colorspec = {a=255, r=0, g=255, b=0}`
2112 numerical form, the raw integer value of an ARGB8 quad:
2113 `colorspec = 0xFF00FF00`
2114 or string form, a ColorString (defined above):
2115 `colorspec = "green"`
2119 Most text can contain escape sequences, that can for example color the text.
2120 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2121 The following functions provide escape sequences:
2123 * `minetest.get_color_escape_sequence(color)`:
2124 * `color` is a ColorString
2125 * The escape sequence sets the text color to `color`
2126 * `minetest.colorize(color, message)`:
2128 `minetest.get_color_escape_sequence(color) ..
2130 minetest.get_color_escape_sequence("#ffffff")`
2131 * `minetest.get_background_escape_sequence(color)`
2132 * `color` is a ColorString
2133 * The escape sequence sets the background of the whole text element to
2134 `color`. Only defined for item descriptions and tooltips.
2135 * `minetest.strip_foreground_colors(str)`
2136 * Removes foreground colors added by `get_color_escape_sequence`.
2137 * `minetest.strip_background_colors(str)`
2138 * Removes background colors added by `get_background_escape_sequence`.
2139 * `minetest.strip_colors(str)`
2140 * Removes all color escape sequences.
2144 * `vector.new(a[, b, c])`: returns a vector:
2145 * A copy of `a` if `a` is a vector.
2146 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
2147 * `vector.direction(p1, p2)`: returns a vector
2148 * `vector.distance(p1, p2)`: returns a number
2149 * `vector.length(v)`: returns a number
2150 * `vector.normalize(v)`: returns a vector
2151 * `vector.floor(v)`: returns a vector, each dimension rounded down
2152 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
2153 * `vector.apply(v, func)`: returns a vector
2154 * `vector.equals(v1, v2)`: returns a boolean
2155 * `vector.sort(v1, v2)`: returns minp, maxp vectors of the cuboid defined by v1 and v2
2157 For the following functions `x` can be either a vector or a number:
2159 * `vector.add(v, x)`: returns a vector
2160 * `vector.subtract(v, x)`: returns a vector
2161 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
2162 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
2166 * `dump2(obj, name="_", dumped={})`
2167 * Return object serialized as a string, handles reference loops
2168 * `dump(obj, dumped={})`
2169 * Return object serialized as a string
2170 * `math.hypot(x, y)`
2171 * Get the hypotenuse of a triangle with legs x and y.
2172 Useful for distance calculation.
2173 * `math.sign(x, tolerance)`
2174 * Get the sign of a number.
2175 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
2176 * `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)`
2177 * If `max_splits` is negative, do not limit splits.
2178 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
2179 * e.g. `string:split("a,b", ",") == {"a","b"}`
2181 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
2182 * `minetest.wrap_text(str, limit, [as_table])`: returns a string or table
2183 * Adds newlines to the string to keep it within the specified character limit
2184 Note that returned lines may be longer than the limit since it only splits at word borders.
2185 * limit: Maximal amount of characters in one line
2186 * as_table: optional, if true return table of lines instead of string
2187 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns string `"(X,Y,Z)"`
2188 * Convert position to a printable string
2189 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
2190 * `minetest.string_to_pos(string)`: returns a position
2191 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
2192 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2193 * Converts a string representing an area box into two positions
2194 * `minetest.formspec_escape(string)`: returns a string
2195 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2196 * `minetest.is_yes(arg)`
2197 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2198 * `minetest.get_us_time()`
2199 * returns time with microsecond precision. May not return wall time.
2200 * `table.copy(table)`: returns a table
2201 * returns a deep copy of `table`
2202 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
2203 * returns the exact position on the surface of a pointed node
2208 Texts can be translated client-side with the help of `minetest.translate` and translation files.
2210 ### Translating a string
2211 Two functions are provided to translate strings: `minetest.translate` and `minetest.get_translator`.
2213 * `minetest.get_translator(textdomain)` is a simple wrapper around `minetest.translate`, and
2214 `minetest.get_translator(textdomain)(str, ...)` is equivalent to `minetest.translate(textdomain, str, ...)`.
2215 It is intended to be used in the following way, so that it avoids verbose repetitions of `minetest.translate`:
2217 local S = minetest.get_translator(textdomain)
2220 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2222 * `minetest.translate(textdomain, str, ...)` translates the string `str` with the given `textdomain`
2223 for disambiguation. The textdomain must match the textdomain specified in the translation file in order
2224 to get the string translated. This can be used so that a string is translated differently in different contexts.
2225 It is advised to use the name of the mod as textdomain whenever possible, to avoid clashes with other mods.
2226 This function must be given a number of arguments equal to the number of arguments the translated string expects.
2227 Arguments are literal strings -- they will not be translated, so if you want them to be, they need to come as
2228 outputs of `minetest.translate` as well.
2230 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced by the translation of "Red".
2231 We can do the following:
2233 local S = minetest.get_translator()
2234 S("@1 Wool", S("Red"))
2236 This will be displayed as "Red Wool" on old clients and on clients that do not have localization enabled.
2237 However, if we have for instance a translation file named `wool.fr.tr` containing the following:
2242 this will be displayed as "Laine Rouge" on clients with a French locale.
2244 ### Operations on translated strings
2246 The output of `minetest.translate` is a string, with escape sequences adding additional information to that string
2247 so that it can be translated on the different clients. In particular, you can't expect operations like string.length
2248 to work on them like you would expect them to, or string.gsub to work in the expected manner. However, string
2249 concatenation will still work as expected (note that you should only use this for things like formspecs; do not
2250 translate sentences by breaking them into parts; arguments should be used instead), and operations such as
2251 `minetest.colorize` which are only concatenation under the hood as well.
2253 ### Translation file format
2254 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language it corresponds to.
2255 The file should be a text file, with the following format:
2257 * Lines beginning with `# textdomain:` (the space is significant) can be used to specify the text
2258 domain of all following translations in the file.
2259 * All other empty lines or lines beginning with `#` are ignored.
2260 * Other lines should be in the format `original=translated`. Both `original` and `translated` can
2261 contain escape sequences beginning with `@` to insert arguments, literal `@`, `=` or newline
2262 (See ### Escapes below). There must be no extraneous whitespace around the `=` or at the beginning
2263 or the end of the line.
2266 Strings that need to be translated can contain several escapes, preceded by `@`.
2267 * `@@` acts as a literal `@`.
2268 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated string that will be inlined
2269 when translation. Due to how translations are implemented, the original translation string **must** have
2270 its arguments in increasing order, without gaps or repetitions, starting from 1.
2271 * `@=` acts as a literal `=`. It is not required in strings given to `minetest.translate`, but is in translation
2272 files to avoid begin confused with the `=` separating the original from the translation.
2273 * `@\n` (where the `\n` is a literal newline) acts as a literal newline. As with `@=`, this escape is not required
2274 in strings given to `minetest.translate`, but is in translation files.
2275 * `@n` acts as a literal newline as well.
2277 `minetest` namespace reference
2278 ------------------------------
2282 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
2283 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
2284 * Useful for loading additional `.lua` modules or static data from mod
2285 * `minetest.get_modnames()`: returns a list of installed mods
2286 * Return a list of installed mods, sorted alphabetically
2287 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
2288 * Useful for storing custom data
2289 * `minetest.is_singleplayer()`
2290 * `minetest.features`: Table containing API feature flags
2293 glasslike_framed = true,
2294 nodebox_as_selectionbox = true,
2295 chat_send_player_param3 = true,
2296 get_all_craft_recipes_works = true,
2297 use_texture_alpha = true,
2298 -- ^ The transparency channel of textures can be used optionally
2299 no_legacy_abms = true,
2300 -- ^ Tree and grass ABMs are no longer done from C++
2301 texture_names_parens = true,
2302 -- ^ Texture grouping is possible using parentheses
2303 area_store_custom_ids = true,
2304 -- ^ Unique Area ID for AreaStore:insert_area
2305 add_entity_with_staticdata = true,
2306 -- ^ add_entity supports passing initial staticdata to on_activate
2307 no_chat_message_prediction = true,
2308 -- ^ Chat messages are no longer predicted
2310 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
2311 * `arg`: string or table in format `{foo=true, bar=true}`
2312 * `missing_features`: `{foo=true, bar=true}`
2313 * `minetest.get_player_information(player_name)`:
2314 * Returns a table containing information about a player. Example return value:
2317 address = "127.0.0.1", -- IP address of client
2318 ip_version = 4, -- IPv4 / IPv6
2319 min_rtt = 0.01, -- minimum round trip time
2320 max_rtt = 0.2, -- maximum round trip time
2321 avg_rtt = 0.02, -- average round trip time
2322 min_jitter = 0.01, -- minimum packet time jitter
2323 max_jitter = 0.5, -- maximum packet time jitter
2324 avg_jitter = 0.03, -- average packet time jitter
2325 connection_uptime = 200, -- seconds since client connected
2326 prot_vers = 31, -- protocol version used by client
2327 -- following information is available on debug build only!!!
2328 -- DO NOT USE IN MODS
2329 --ser_vers = 26, -- serialization version used by client
2330 --major = 0, -- major version number
2331 --minor = 4, -- minor version number
2332 --patch = 10, -- patch version number
2333 --vers_string = "0.4.9-git", -- full version string
2334 --state = "Active" -- current client state
2336 * `minetest.mkdir(path)`: returns success.
2337 * Creates a directory specified by `path`, creating parent directories
2338 if they don't exist.
2339 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
2341 * nil: return all entries,
2342 * true: return only subdirectory names, or
2343 * false: return only file names.
2344 * `minetest.get_version()`: returns a table containing components of the
2345 engine version. Components:
2346 * `project`: Name of the project, eg, "Minetest"
2347 * `string`: Simple version, eg, "1.2.3-dev"
2348 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
2349 Use this for informational purposes only. The information in the returned
2350 table does not represent the capabilities of the engine, nor is it
2351 reliable or verifyable. Compatible forks will have a different name and
2352 version entirely. To check for the presence of engine features, test
2353 whether the functions exported by the wanted features exist. For example:
2354 `if minetest.check_for_falling then ... end`.
2357 * `minetest.debug(...)`
2358 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
2359 * `minetest.log([level,] text)`
2360 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
2361 `"info"`, or `"verbose"`. Default is `"none"`.
2363 ### Registration functions
2364 Call these functions only at load time!
2366 * `minetest.register_entity(name, prototype table)`
2367 * `minetest.register_abm(abm definition)`
2368 * `minetest.register_lbm(lbm definition)`
2369 * `minetest.register_node(name, node definition)`
2370 * `minetest.register_tool(name, item definition)`
2371 * `minetest.register_craftitem(name, item definition)`
2372 * `minetest.unregister_item(name)`
2373 * `minetest.register_alias(name, convert_to)`
2374 * `minetest.register_alias_force(name, convert_to)`
2375 * `minetest.register_craft(recipe)`
2376 * Check recipe table syntax for different types below.
2377 * `minetest.clear_craft(recipe)`
2378 * Will erase existing craft based either on output item or on input recipe.
2379 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
2380 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
2381 * If no erase candidate could be found, Lua exception will be thrown.
2382 * **Warning**! The type field ("shaped","cooking" or any other) will be ignored if the recipe
2383 contains output. Erasing is then done independently from the crafting method.
2384 * `minetest.register_ore(ore definition)`
2385 * `minetest.register_biome(biome definition)`
2386 * `minetest.register_decoration(decoration definition)`
2387 * `minetest.override_item(name, redefinition)`
2388 * Overrides fields of an item registered with register_node/tool/craftitem.
2389 * Note: Item must already be defined, (opt)depend on the mod defining it.
2390 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2391 * `minetest.clear_registered_ores()`
2392 * `minetest.clear_registered_biomes()`
2393 * `minetest.clear_registered_decorations()`
2395 ### Global callback registration functions
2396 Call these functions only at load time!
2398 * `minetest.register_globalstep(func(dtime))`
2399 * Called every server step, usually interval of 0.1s
2400 * `minetest.register_on_shutdown(func())`
2401 * Called before server shutdown
2402 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
2403 callbacks **will likely not be run**. Data should be saved at
2404 semi-frequent intervals as well as on server shutdown.
2405 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2406 * Called when a node has been placed
2407 * If return `true` no item is taken from `itemstack`
2408 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
2410 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2411 * Called when a node has been dug.
2412 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
2414 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2415 * Called when a node is punched
2416 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2417 * Called after generating a piece of world. Modifying nodes inside the area
2418 is a bit faster than usually.
2419 * `minetest.register_on_newplayer(func(ObjectRef))`
2420 * Called after a new player has been created
2421 * `minetest.register_on_dieplayer(func(ObjectRef))`
2422 * Called when a player dies
2423 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2424 * Called when a player is punched
2425 * `player` - ObjectRef - Player that was punched
2426 * `hitter` - ObjectRef - Player that hit
2427 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
2428 * `tool_capabilities`: capability table of used tool (can be nil)
2429 * `dir`: unit vector of direction of punch. Always defined. Points from
2430 the puncher to the punched.
2431 * `damage` - number that represents the damage calculated by the engine
2432 * should return `true` to prevent the default damage mechanism
2433 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2434 * Called when the player gets damaged or healed
2435 * `player`: ObjectRef of the player
2436 * `hp_change`: the amount of change. Negative when it is damage.
2437 * `modifier`: when true, the function should return the actual `hp_change`.
2438 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2439 modifiers can return true as a second argument to stop the execution of further functions.
2440 Non-modifiers receive the final hp change calculated by the modifiers.
2441 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2442 * Called when player is to be respawned
2443 * Called _before_ repositioning of player occurs
2444 * return true in func to disable regular player placement
2445 * `minetest.register_on_prejoinplayer(func(name, ip))`
2446 * Called before a player joins the game
2447 * If it returns a string, the player is disconnected with that string as reason
2448 * `minetest.register_on_joinplayer(func(ObjectRef))`
2449 * Called when a player joins the game
2450 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2451 * Called when a player leaves the game
2452 * `timed_out`: True for timeout, false for other reasons.
2453 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2454 * Called when a player cheats
2455 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2457 * `interacted_too_far`
2458 * `interacted_while_dead`
2459 * `finished_unknown_dig`
2462 * `minetest.register_on_chat_message(func(name, message))`
2463 * Called always when a player says something
2464 * Return `true` to mark the message as handled, which means that it will not be sent to other players
2465 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2466 * Called when a button is pressed in player's inventory form
2467 * Newest functions are called first
2468 * If function returns `true`, remaining functions are not called
2469 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2470 * Called when `player` crafts something
2471 * `itemstack` is the output
2472 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2473 * `craft_inv` is the inventory with the crafting grid
2474 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2475 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2476 * The same as before, except that it is called before the player crafts, to make
2477 craft prediction, and it should not change anything.
2478 * `minetest.register_on_protection_violation(func(pos, name))`
2479 * Called by `builtin` and mods when a player violates protection at a position
2480 (eg, digs a node or punches a protected entity).
2481 * The registered functions can be called using `minetest.record_protection_violation`
2482 * The provided function should check that the position is protected by the mod
2483 calling this function before it prints a message, if it does, to allow for
2484 multiple protection mods.
2485 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2486 * Called when an item is eaten, by `minetest.item_eat`
2487 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2488 * `minetest.register_on_priv_grant(function(name, granter, priv))`
2489 * Called when `granter` grants the priv `priv` to `name`.
2490 * Note that the callback will be called twice if it's done by a player, once with granter being the player name,
2491 and again with granter being nil.
2492 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
2493 * Called when `revoker` revokes the priv `priv` from `name`.
2494 * Note that the callback will be called twice if it's done by a player, once with revoker being the player name,
2495 and again with revoker being nil.
2496 * `minetest.register_can_bypass_userlimit(function(name, ip))`
2497 * Called when `name` user connects with `ip`.
2498 * Return `true` to by pass the player limit
2499 * `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
2500 * Called when an incoming mod channel message is received
2501 * You should have joined some channels to receive events.
2502 * If message comes from a server mod, `sender` field is an empty string.
2503 * `minetest.register_on_modchannel_signal(func(channel_name, signal))`
2504 * Called when a valid incoming mod channel signal is received
2505 * Signal id permit to react to server mod channel events
2506 * Possible values are:
2511 4: event_on_not_joined_channel
2514 ### Other registration functions
2515 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2516 * Adds definition to `minetest.registered_chatcommands`
2517 * `minetest.override_chatcommand(name, redefinition)`
2518 * Overrides fields of a chatcommand registered with `register_chatcommand`.
2519 * `minetest.unregister_chatcommand(name)`
2520 * Unregisters a chatcommands registered with `register_chatcommand`.
2521 * `minetest.register_privilege(name, definition)`
2522 * `definition`: `"description text"`
2523 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2524 the default of `give_to_singleplayer` is true
2525 * To allow players with `basic_privs` to grant, see `basic_privs` minetest.conf setting.
2526 * `on_grant(name, granter_name)`: Called when given to player `name` by `granter_name`.
2527 `granter_name` will be nil if the priv was granted by a mod.
2528 * `on_revoke(name, revoker_name)`: Called when taken from player `name` by `revoker_name`.
2529 `revoker_name` will be nil if the priv was revoked by a mod
2530 * Note that the above two callbacks will be called twice if a player is responsible -
2531 once with the player name, and then with a nil player name.
2532 * Return true in the above callbacks to stop register_on_priv_grant or revoke being called.
2533 * `minetest.register_authentication_handler(handler)`
2534 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
2537 * `minetest.settings`: Settings object containing all of the settings from the
2538 main config file (`minetest.conf`).
2539 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
2540 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
2543 * `minetest.notify_authentication_modified(name)`
2544 * Should be called by the authentication handler if privileges changes.
2545 * To report everybody, set `name=nil`.
2546 * `minetest.check_password_entry(name, entry, password)`
2547 * Returns true if the "db entry" for a player with name matches given
2548 * password, false otherwise.
2549 * The "db entry" is the usually player-individual value that is derived
2550 * from the player's chosen password and stored on the server in order to allow
2551 * authentication whenever the player desires to log in.
2552 * Only use this function for making it possible to log in via the password from
2553 * via protocols like IRC, other uses for inside the game are frowned upon.
2554 * `minetest.get_password_hash(name, raw_password)`
2555 * Convert a name-password pair to a password hash that Minetest can use.
2556 * The returned value alone is not a good basis for password checks based
2557 * on comparing the password hash in the database with the password hash
2558 * from the function, with an externally provided password, as the hash
2559 * in the db might use the new SRP verifier format.
2560 * For this purpose, use `minetest.check_password_entry` instead.
2561 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2562 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2563 * Convert between two privilege representations
2564 * `minetest.set_player_password(name, password_hash)`
2565 * `minetest.set_player_privs(name, {priv1=true,...})`
2566 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2567 * `minetest.auth_reload()`
2568 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2569 * A quickhand for checking privileges.
2570 * `player_or_name`: Either a Player object or the name of a player.
2571 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2572 a table, e.g. `{ priva = true, privb = true }`.
2573 * `minetest.get_player_ip(name)`: returns an IP address string
2575 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2576 and `minetest.auth_reload` call the authetification handler.
2579 * `minetest.chat_send_all(text)`
2580 * `minetest.chat_send_player(name, text)`
2582 ### Environment access
2583 * `minetest.set_node(pos, node)`
2584 * `minetest.add_node(pos, node): alias set_node(pos, node)`
2585 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
2586 * `minetest.swap_node(pos, node)`
2587 * Set node at position, but don't remove metadata
2588 * `minetest.remove_node(pos)`
2589 * Equivalent to `set_node(pos, "air")`
2590 * `minetest.get_node(pos)`
2591 * Returns the node at the given position as table in the format
2592 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2594 * `minetest.get_node_or_nil(pos)`
2595 * Same as `get_node` but returns `nil` for unloaded areas.
2596 * `minetest.get_node_light(pos, timeofday)`
2597 * Gets the light value at the given position. Note that the light value
2598 "inside" the node at the given position is returned, so you usually want
2599 to get the light value of a neighbor.
2600 * `pos`: The position where to measure the light.
2601 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2602 * Returns a number between `0` and `15` or `nil`
2603 * `minetest.place_node(pos, node)`
2604 * Place node with the same effects that a player would cause
2605 * `minetest.dig_node(pos)`
2606 * Dig node with the same effects that a player would cause
2607 * Returns `true` if successful, `false` on failure (e.g. protected location)
2608 * `minetest.punch_node(pos)`
2609 * Punch node with the same effects that a player would cause
2610 * `minetest.spawn_falling_node(pos)`
2611 * Change node into falling node
2612 * Returns `true` if successful, `false` on failure
2614 * `minetest.find_nodes_with_meta(pos1, pos2)`
2615 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2616 * `minetest.get_meta(pos)`
2617 * Get a `NodeMetaRef` at that position
2618 * `minetest.get_node_timer(pos)`
2619 * Get `NodeTimerRef`
2621 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position
2622 * Returns `ObjectRef`, or `nil` if failed
2623 * `minetest.add_item(pos, item)`: Spawn item
2624 * Returns `ObjectRef`, or `nil` if failed
2625 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2626 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of ObjectRefs
2627 * `radius`: using an euclidean metric
2628 * `minetest.set_timeofday(val)`
2629 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2630 * `minetest.get_timeofday()`
2631 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2632 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2633 * accounting for time changes.
2634 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
2635 * `radius`: using a maximum metric
2636 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2637 * `search_center` is an optional boolean (default: `false`)
2638 If true `pos` is also checked for the nodes
2639 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of positions
2640 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2641 * First return value: Table with all node positions
2642 * Second return value: Table with the count of each node with the node name as index
2643 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a list of positions
2644 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2645 * Return value: Table with all node positions with a node air above
2646 * `minetest.get_perlin(noiseparams)`
2647 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2648 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2649 * `minetest.get_voxel_manip([pos1, pos2])`
2650 * Return voxel manipulator object.
2651 * Loads the manipulator from the map if positions are passed.
2652 * `minetest.set_gen_notify(flags, {deco_ids})`
2653 * Set the types of on-generate notifications that should be collected
2654 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2655 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2656 * The second parameter is a list of IDS of decorations which notification is requested for
2657 * `get_gen_notify()`: returns a flagstring and a table with the `deco_id`s
2658 * `minetest.get_mapgen_object(objectname)`
2659 * Return requested mapgen object if available (see "Mapgen objects")
2660 * `minetest.get_biome_id(biome_name)`
2661 * Returns the biome id, as used in the biomemap Mapgen object, for a
2662 given biome_name string.
2663 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2664 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2665 * Deprecated: use `minetest.get_mapgen_setting(name)` instead
2666 * `minetest.set_mapgen_params(MapgenParams)`
2667 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)` instead
2668 * Set map generation parameters
2669 * Function cannot be called after the registration period; only initialization
2670 and `on_mapgen_init`
2671 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2673 * Leave field unset to leave that parameter unchanged
2674 * `flags` contains a comma-delimited string of flags to set,
2675 or if the prefix `"no"` is attached, clears instead.
2676 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2677 * `minetest.get_mapgen_setting(name)`
2678 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2679 order of precedence:
2680 1) Settings loaded from map_meta.txt or overrides set during mod execution
2681 2) Settings set by mods without a metafile override
2682 3) Settings explicitly set in the user config file, minetest.conf
2683 4) Settings set as the user config default
2684 * `minetest.get_mapgen_setting_noiseparams(name)`
2685 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2686 and is a valid NoiseParams
2687 * `minetest.set_mapgen_setting(name, value, [override_meta])`
2688 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2689 is not already present in map_meta.txt.
2690 * `override_meta` is an optional boolean (default: `false`). If this is set to true,
2691 the setting will become the active setting regardless of the map metafile contents.
2692 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`
2693 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
2694 * Same as above, except value is a NoiseParams table.
2695 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2696 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2697 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2698 should be applied to the default config or current active config
2699 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2700 * `minetest.generate_ores(vm, pos1, pos2)`
2701 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2702 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2703 * `minetest.generate_decorations(vm, pos1, pos2)`
2704 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2705 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2706 * `minetest.clear_objects([options])`
2707 * Clear all objects in the environment
2708 * Takes an optional table as an argument with the field `mode`.
2709 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2710 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2711 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2712 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2713 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2714 * fetched from memory, loaded from disk, or if inexistent, generates them.
2715 * If `callback` is a valid Lua function, this will be called for each block emerged.
2716 * The function signature of callback is:
2717 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2718 * - `blockpos` is the *block* coordinates of the block that had been emerged
2719 * - `action` could be one of the following constant values:
2720 * `minetest.EMERGE_CANCELLED`, `minetest.EMERGE_ERRORED`, `minetest.EMERGE_FROM_MEMORY`,
2721 * `minetest.EMERGE_FROM_DISK`, `minetest.EMERGE_GENERATED`
2722 * - `calls_remaining` is the number of callbacks to be expected after this one
2723 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2724 * parameter was absent)
2725 * `minetest.delete_area(pos1, pos2)`
2726 * delete all mapblocks in the area from pos1 to pos2, inclusive
2727 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2728 * Check if there is a direct line of sight between `pos1` and `pos2`
2729 * Returns the position of the blocking node when `false`
2730 * `pos1`: First position
2731 * `pos2`: Second position
2732 * `stepsize`: smaller gives more accurate results but requires more computing
2733 time. Default is `1`.
2734 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
2735 * Creates a `Raycast` object.
2736 * `pos1`: start of the ray
2737 * `pos2`: end of the ray
2738 * `objects` : if false, only nodes will be returned. Default is `true`.
2739 * `liquids' : if false, liquid nodes won't be returned. Default is `false`.
2740 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2741 * returns table containing path
2742 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2743 * `pos1`: start position
2744 * `pos2`: end position
2745 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2746 * `max_jump`: maximum height difference to consider walkable
2747 * `max_drop`: maximum height difference to consider droppable
2748 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2749 * `minetest.spawn_tree (pos, {treedef})`
2750 * spawns L-system tree at given `pos` with definition in `treedef` table
2751 * `minetest.transforming_liquid_add(pos)`
2752 * add node to liquid update queue
2753 * `minetest.get_node_max_level(pos)`
2754 * get max available level for leveled node
2755 * `minetest.get_node_level(pos)`
2756 * get level of leveled node (water, snow)
2757 * `minetest.set_node_level(pos, level)`
2758 * set level of leveled node, default `level` equals `1`
2759 * if `totallevel > maxlevel`, returns rest (`total-max`).
2760 * `minetest.add_node_level(pos, level)`
2761 * increase level of leveled node by level, default `level` equals `1`
2762 * if `totallevel > maxlevel`, returns rest (`total-max`)
2763 * can be negative for decreasing
2764 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
2765 * resets the light in a cuboid-shaped part of
2766 the map and removes lighting bugs.
2767 * Loads the area if it is not loaded.
2768 * `pos1` is the corner of the cuboid with the least coordinates
2769 (in node coordinates), inclusive.
2770 * `pos2` is the opposite corner of the cuboid, inclusive.
2771 * The actual updated cuboid might be larger than the specified one,
2772 because only whole map blocks can be updated.
2773 The actual updated area consists of those map blocks that intersect
2774 with the given cuboid.
2775 * However, the neighborhood of the updated area might change
2776 as well, as light can spread out of the cuboid, also light
2778 * returns `false` if the area is not fully generated,
2780 * `minetest.check_single_for_falling(pos)`
2781 * causes an unsupported `group:falling_node` node to fall and causes an
2782 unattached `group:attached_node` node to fall.
2783 * does not spread these updates to neighbours.
2784 * `minetest.check_for_falling(pos)`
2785 * causes an unsupported `group:falling_node` node to fall and causes an
2786 unattached `group:attached_node` node to fall.
2787 * spread these updates to neighbours and can cause a cascade
2791 You can find mod channels communication scheme in `docs/mod_channels.png`.
2793 * `minetest.mod_channel_join(channel_name)`
2794 * Server joins channel `channel_name`, and creates it if necessary. You
2795 should listen from incoming messages with `minetest.register_on_modchannel_message`
2796 call to receive incoming messages
2799 `minetest.get_inventory(location)`: returns an `InvRef`
2802 * `{type="player", name="celeron55"}`
2803 * `{type="node", pos={x=, y=, z=}}`
2804 * `{type="detached", name="creative"}`
2805 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
2806 * callbacks: See "Detached inventory callbacks"
2807 * `player_name`: Make detached inventory available to one player exclusively,
2808 by default they will be sent to every player (even if not used).
2809 Note that this parameter is mostly just a workaround and will be removed in future releases.
2810 * Creates a detached inventory. If it already exists, it is cleared.
2811 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2812 returns left over ItemStack
2813 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2816 * `minetest.show_formspec(playername, formname, formspec)`
2817 * `playername`: name of player to show formspec
2818 * `formname`: name passed to `on_player_receive_fields` callbacks.
2819 It should follow the `"modname:<whatever>"` naming convention
2820 * `formspec`: formspec to display
2821 * `minetest.close_formspec(playername, formname)`
2822 * `playername`: name of player to close formspec
2823 * `formname`: has to exactly match the one given in `show_formspec`, or the formspec will
2825 * calling `show_formspec(playername, formname, "")` is equal to this expression
2826 * to close a formspec regardless of the formname, call
2827 `minetest.close_formspec(playername, "")`. **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
2828 * `minetest.formspec_escape(string)`: returns a string
2829 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2830 * `minetest.explode_table_event(string)`: returns a table
2831 * returns e.g. `{type="CHG", row=1, column=2}`
2833 * `"INV"`: no row selected)
2834 * `"CHG"`: selected)
2835 * `"DCL"`: double-click
2836 * `minetest.explode_textlist_event(string)`: returns a table
2837 * returns e.g. `{type="CHG", index=1}`
2839 * `"INV"`: no row selected)
2840 * `"CHG"`: selected)
2841 * `"DCL"`: double-click
2842 * `minetest.explode_scrollbar_event(string)`: returns a table
2843 * returns e.g. `{type="CHG", value=500}`
2845 * `"INV"`: something failed
2846 * `"CHG"`: has been changed
2847 * `"VAL"`: not changed
2850 * `minetest.inventorycube(img1, img2, img3)`
2851 * Returns a string for making an image of a cube (useful as an item image)
2852 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2853 * Get position of a `pointed_thing` (that you can get from somewhere)
2854 * `minetest.dir_to_facedir(dir, is6d)`
2855 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2856 * passing something non-`nil`/`false` for the optional second parameter causes it to
2857 take the y component into account
2858 * `minetest.facedir_to_dir(facedir)`
2859 * Convert a facedir back into a vector aimed directly out the "back" of a node
2860 * `minetest.dir_to_wallmounted(dir)`
2861 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2862 * `minetest.wallmounted_to_dir(wallmounted)`
2863 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2864 * `minetest.dir_to_yaw(dir)`
2865 * Convert a vector into a yaw (angle)
2866 * `minetest.yaw_to_dir(yaw)`
2867 * Convert yaw (angle) to a vector
2868 * `minetest.is_colored_paramtype(ptype)`
2869 * Returns a boolean. Returns `true` if the given `paramtype2` contains color
2870 information (`color`, `colorwallmounted` or `colorfacedir`).
2871 * `minetest.strip_param2_color(param2, paramtype2)`
2872 * Removes everything but the color information from the
2873 given `param2` value.
2874 * Returns `nil` if the given `paramtype2` does not contain color information
2875 * `minetest.get_node_drops(nodename, toolname)`
2876 * Returns list of item names.
2877 * **Note**: This will be removed or modified in a future version.
2878 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2879 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2880 * `input.width` = for example `3`
2881 * `input.items` = for example
2882 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2883 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2884 * `output.time` = a number, if unsuccessful: `0`
2885 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2886 `decremented_input.items`
2887 * `decremented_input` = like `input`
2888 * `minetest.get_craft_recipe(output)`: returns input
2889 * returns last registered recipe for output item (node)
2890 * `output` is a node or item type such as `"default:torch"`
2891 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2892 * `input.width` = for example `3`
2893 * `input.items` = for example
2894 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2895 * `input.items` = `nil` if no recipe found
2896 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2897 * returns indexed table with all registered recipes for query item (node)
2898 or `nil` if no recipe was found
2899 * recipe entry table:
2902 method = 'normal' or 'cooking' or 'fuel'
2903 width = 0-3, 0 means shapeless recipe
2904 items = indexed [1-9] table with recipe items
2905 output = string with item name and quantity
2907 * Example query for `"default:gold_ingot"` will return table:
2910 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
2911 items = {1 = "default:gold_lump"}},
2912 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
2913 items = {1 = "default:goldblock"}}
2915 * `minetest.handle_node_drops(pos, drops, digger)`
2916 * `drops`: list of itemstrings
2917 * Handles drops from nodes after digging: Default action is to put them into
2919 * Can be overridden to get different functionality (e.g. dropping items on
2921 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item string
2922 * Creates an item string which contains palette index information
2923 for hardware colorization. You can use the returned string
2924 as an output in a craft recipe.
2925 * `item`: the item stack which becomes colored. Can be in string,
2926 table and native form.
2927 * `palette_index`: this index is added to the item stack
2928 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
2929 * Creates an item string which contains static color information
2930 for hardware colorization. Use this method if you wish to colorize
2931 an item that does not own a palette. You can use the returned string
2932 as an output in a craft recipe.
2933 * `item`: the item stack which becomes colored. Can be in string,
2934 table and native form.
2935 * `colorstring`: the new color of the item stack
2938 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2939 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2940 * Find who has done something to a node, or near a node
2941 * `actor`: `"player:<name>"`, also `"liquid"`.
2942 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2943 * Revert latest actions of someone
2944 * `actor`: `"player:<name>"`, also `"liquid"`.
2946 ### Defaults for the `on_*` item definition functions
2947 These functions return the leftover itemstack.
2949 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2950 * Place item as a node
2951 * `param2` overrides `facedir` and wallmounted `param2`
2952 * returns `itemstack, success`
2953 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2955 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2956 * Use one of the above based on what the item is.
2957 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2958 * **Note**: is not called when wielded item overrides `on_place`
2959 * `param2` overrides `facedir` and wallmounted `param2`
2960 * returns `itemstack, success`
2961 * `minetest.item_drop(itemstack, dropper, pos)`
2963 * `minetest.item_eat(hp_change, replace_with_item)`
2965 * `replace_with_item` is the itemstring which is added to the inventory.
2966 If the player is eating a stack, then replace_with_item goes to a
2967 different spot. Can be `nil`
2968 * See `minetest.do_item_eat`
2970 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2971 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2972 * Calls functions registered by `minetest.register_on_punchnode()`
2973 * `minetest.node_dig(pos, node, digger)`
2974 * Checks if node can be dug, puts item into inventory, removes node
2975 * Calls functions registered by `minetest.registered_on_dignodes()`
2978 * `minetest.sound_play(spec, parameters)`: returns a handle
2979 * `spec` is a `SimpleSoundSpec`
2980 * `parameters` is a sound parameter table
2981 * `minetest.sound_stop(handle)`
2982 * `minetest.sound_fade(handle, step, gain)`
2983 * `handle` is a handle returned by `minetest.sound_play`
2984 * `step` determines how fast a sound will fade.
2985 Negative step will lower the sound volume, positive step will increase the sound volume
2986 * `gain` the target gain for the fade.
2989 * `minetest.after(time, func, ...)`
2990 * Call the function `func` after `time` seconds, may be fractional
2991 * Optional: Variable number of arguments that are passed to `func`
2994 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients,
2995 `reconnect` == true displays a reconnect button,
2996 `delay` adds an optional delay (in seconds) before shutdown
2997 negative delay cancels the current active shutdown
2998 zero delay triggers an immediate shutdown.
2999 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
3000 * `minetest.get_server_status()`: returns server status string
3001 * `minetest.get_server_uptime()`: returns the server uptime in seconds
3002 * `minetest.remove_player(name)`: remove player from database (if he is not connected).
3003 * Does not remove player authentication data, minetest.player_exists will continue to return true.
3004 * Returns a code (0: successful, 1: no such player, 2: player is connected)
3007 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
3008 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
3009 * `minetest.ban_player(name)`: ban a player
3010 * `minetest.unban_player_or_ip(name)`: unban player or IP address
3011 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
3014 * `minetest.add_particle(particle definition)`
3015 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
3016 size, collisiondetection, texture, playername)`
3018 * `minetest.add_particlespawner(particlespawner definition)`
3019 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
3020 * Returns an `id`, and -1 if adding didn't succeed
3021 * `Deprecated: minetest.add_particlespawner(amount, time,
3025 minexptime, maxexptime,
3027 collisiondetection, texture, playername)`
3029 * `minetest.delete_particlespawner(id, player)`
3030 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
3031 * If playername is specified, only deletes on the player's client,
3032 * otherwise on all clients
3035 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
3036 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
3037 * Apply the specified probability and per-node force-place to the specified nodes
3038 according to the `probability_list`.
3039 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
3040 * `pos` is the 3D vector specifying the absolute coordinates of the
3041 node being modified,
3042 * `prob` is an integer value from `0` to `255` that encodes probability and
3043 per-node force-place. Probability has levels 0-127, then 128 is added to
3044 encode per-node force-place.
3045 For probability stated as 0-255, divide by 2 and round down to get values
3046 0-127, then add 128 to apply per-node force-place.
3047 * If there are two or more entries with the same pos value, the
3049 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
3050 * If `probability_list` equals `nil`, no probabilities are applied.
3051 * Apply the specified probability to the specified horizontal slices according to the
3053 * `slice_prob_list` is an array of tables containing two fields, `ypos` and `prob`.
3054 * `ypos` indicates the y position of the slice with a probability applied,
3055 the lowest slice being `ypos = 0`.
3056 * If slice probability list equals `nil`, no slice probabilities are applied.
3057 * Saves schematic in the Minetest Schematic format to filename.
3059 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
3060 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
3061 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
3062 * If the `rotation` parameter is omitted, the schematic is not rotated.
3063 * `replacements` = `{["old_name"] = "convert_to", ...}`
3064 * `force_placement` is a boolean indicating whether nodes other than `air` and
3065 `ignore` are replaced by the schematic
3066 * Returns nil if the schematic could not be loaded.
3068 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
3069 * This function is analagous to minetest.place_schematic, but places a schematic onto the
3070 specified VoxelManip object `vmanip` instead of the whole map.
3071 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
3072 containing the full area required, and true if the whole schematic was able to fit.
3073 * Returns nil if the schematic could not be loaded.
3074 * After execution, any external copies of the VoxelManip contents are invalidated.
3076 * `minetest.serialize_schematic(schematic, format, options)`
3077 * Return the serialized schematic specified by schematic (see: Schematic specifier)
3078 * in the `format` of either "mts" or "lua".
3079 * "mts" - a string containing the binary MTS data used in the MTS file format
3080 * "lua" - a string containing Lua code representing the schematic in table format
3081 * `options` is a table containing the following optional parameters:
3082 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
3083 * position comments for every X row generated in the schematic data for easier reading.
3084 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
3085 * will use that number of spaces as indentation instead of a tab character.
3088 * `minetest.request_http_api()`:
3089 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
3090 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
3091 otherwise returns `nil`.
3092 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
3094 * Only works at init time and must be called from the mod's main scope (not from a function).
3095 * Function only exists if minetest server was built with cURL support.
3096 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
3098 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
3099 * Performs given request asynchronously and calls callback upon completion
3100 * callback: `function(HTTPRequestResult res)`
3101 * Use this HTTP function if you are unsure, the others are for advanced use.
3102 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
3103 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
3104 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
3105 * Return response data for given asynchronous HTTP request
3108 * `minetest.get_mod_storage()`:
3109 * returns reference to mod private `StorageRef`
3110 * must be called during mod load time
3113 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
3114 * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
3115 * `minetest.hud_replace_builtin(name, hud_definition)`
3116 * Replaces definition of a builtin hud element
3117 * `name`: `"breath"` or `"health"`
3118 * `hud_definition`: definition to replace builtin definition
3119 * `minetest.send_join_message(player_name)`
3120 * Can be overridden by mods to change the join message
3121 * `minetest.send_leave_message(player_name, timed_out)`
3122 * Can be overridden by mods to change the leave message
3123 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
3124 * Gives a unique hash number for a node position (16+16+16=48bit)
3125 * `minetest.get_position_from_hash(hash)`: returns a position
3126 * Inverse transform of `minetest.hash_node_position`
3127 * `minetest.get_item_group(name, group)`: returns a rating
3128 * Get rating of a group of an item. (`0` means: not in group)
3129 * `minetest.get_node_group(name, group)`: returns a rating
3130 * Deprecated: An alias for the former.
3131 * `minetest.raillike_group(name)`: returns a rating
3132 * Returns rating of the connect_to_raillike group corresponding to name
3133 * If name is not yet the name of a connect_to_raillike group, a new group id
3134 * is created, with that name
3135 * `minetest.get_content_id(name)`: returns an integer
3136 * Gets the internal content ID of `name`
3137 * `minetest.get_name_from_content_id(content_id)`: returns a string
3138 * Gets the name of the content with that content ID
3139 * `minetest.parse_json(string[, nullvalue])`: returns something
3140 * Convert a string containing JSON data into the Lua equivalent
3141 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
3142 * On success returns a table, a string, a number, a boolean or `nullvalue`
3143 * On failure outputs an error message and returns `nil`
3144 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
3145 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
3146 * Convert a Lua table into a JSON string
3147 * styled: Outputs in a human-readable format if this is set, defaults to false
3148 * Unserializable things like functions and userdata will cause an error.
3149 * **Warning**: JSON is more strict than the Lua table format.
3150 1. You can only use strings and positive integers of at least one as keys.
3151 2. You can not mix string and integer keys.
3152 This is due to the fact that JSON has two distinct array and object values.
3153 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
3154 * `minetest.serialize(table)`: returns a string
3155 * Convert a table containing tables, strings, numbers, booleans and `nil`s
3156 into string form readable by `minetest.deserialize`
3157 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
3158 * `minetest.deserialize(string)`: returns a table
3159 * Convert a string returned by `minetest.deserialize` into a table
3160 * `string` is loaded in an empty sandbox environment.
3161 * Will load functions, but they cannot access the global environment.
3162 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
3163 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
3164 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
3165 * `minetest.compress(data, method, ...)`: returns `compressed_data`
3166 * Compress a string of data.
3167 * `method` is a string identifying the compression method to be used.
3168 * Supported compression methods:
3169 * Deflate (zlib): `"deflate"`
3170 * `...` indicates method-specific arguments. Currently defined arguments are:
3171 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
3172 * `minetest.decompress(compressed_data, method, ...)`: returns data
3173 * Decompress a string of data (using ZLib).
3174 * See documentation on `minetest.compress()` for supported compression methods.
3175 * currently supported.
3176 * `...` indicates method-specific arguments. Currently, no methods use this.
3177 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
3178 * Each argument is a 8 Bit unsigned integer
3179 * Returns the ColorString from rgb or rgba values
3180 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
3181 * `minetest.encode_base64(string)`: returns string encoded in base64
3182 * Encodes a string in base64.
3183 * `minetest.decode_base64(string)`: returns string
3184 * Decodes a string encoded in base64.
3185 * `minetest.is_protected(pos, name)`: returns boolean
3186 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
3187 actions, defineable by mods, due to some mod-defined ownership-like concept.
3188 Returns false or nil, if the player is allowed to do such actions.
3189 * This function should be overridden by protection mods and should be used to
3190 check if a player can interact at a position.
3191 * This function should call the old version of itself if the position is not
3192 protected by the mod.
3195 local old_is_protected = minetest.is_protected
3196 function minetest.is_protected(pos, name)
3197 if mymod:position_protected_from(pos, name) then
3200 return old_is_protected(pos, name)
3202 * `minetest.record_protection_violation(pos, name)`
3203 * This function calls functions registered with
3204 `minetest.register_on_protection_violation`.
3205 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
3206 * Attempt to predict the desired orientation of the facedir-capable node
3207 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
3208 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
3209 field is false or omitted (else, the itemstack is not changed). `orient_flags`
3210 is an optional table containing extra tweaks to the placement code:
3211 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
3212 orientation on the wall.
3213 * `force_wall` : if `true`, always place the node in wall orientation.
3214 * `force_ceiling`: if `true`, always place on the ceiling.
3215 * `force_floor`: if `true`, always place the node on the floor.
3216 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
3217 the floor or ceiling
3218 * The first four options are mutually-exclusive; the last in the list takes
3219 precedence over the first.
3220 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
3221 * calls `rotate_and_place()` with infinitestacks set according to the state of
3222 the creative mode setting, and checks for "sneak" to set the `invert_wall`
3225 * `minetest.forceload_block(pos[, transient])`
3226 * forceloads the position `pos`.
3227 * returns `true` if area could be forceloaded
3228 * If `transient` is `false` or absent, the forceload will be persistent
3229 (saved between server runs). If `true`, the forceload will be transient
3230 (not saved between server runs).
3232 * `minetest.forceload_free_block(pos[, transient])`
3233 * stops forceloading the position `pos`
3234 * If `transient` is `false` or absent, frees a persistent forceload.
3235 If `true`, frees a transient forceload.
3237 * `minetest.request_insecure_environment()`: returns an environment containing
3238 insecure functions if the calling mod has been listed as trusted in the
3239 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
3240 * Only works at init time and must be called from the mod's main scope (not from a function).
3241 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
3244 * `minetest.global_exists(name)`
3245 * Checks if a global variable has been set, without triggering a warning.
3248 * `minetest.env`: `EnvRef` of the server environment and world.
3249 * Any function in the minetest namespace can be called using the syntax
3250 `minetest.env:somefunction(somearguments)`
3251 instead of `minetest.somefunction(somearguments)`
3252 * Deprecated, but support is not to be dropped soon
3255 * `minetest.registered_items`
3256 * Map of registered items, indexed by name
3257 * `minetest.registered_nodes`
3258 * Map of registered node definitions, indexed by name
3259 * `minetest.registered_craftitems`
3260 * Map of registered craft item definitions, indexed by name
3261 * `minetest.registered_tools`
3262 * Map of registered tool definitions, indexed by name
3263 * `minetest.registered_entities`
3264 * Map of registered entity prototypes, indexed by name
3265 * `minetest.object_refs`
3266 * Map of object references, indexed by active object id
3267 * `minetest.luaentities`
3268 * Map of Lua entities, indexed by active object id
3269 * `minetest.registered_chatcommands`
3270 * Map of registered chat command definitions, indexed by name
3271 * `minetest.registered_ores`
3272 * List of registered ore definitions.
3273 * `minetest.registered_biomes`
3274 * List of registered biome definitions.
3275 * `minetest.registered_decorations`
3276 * List of registered decoration definitions.
3283 An interface to use mod channels on client and server
3286 * `leave()`: leave the mod channel.
3287 * Server leaves channel `channel_name`.
3288 * No more incoming or outgoing messages can be sent to this channel from server mods.
3289 * This invalidate all future object usage
3290 * Ensure your set mod_channel to nil after that to free Lua resources
3291 * `is_writeable()`: returns true if channel is writeable and mod can send over it.
3292 * `send_all(message)`: Send `message` though the mod channel.
3293 * If mod channel is not writeable or invalid, message will be dropped.
3294 * Message size is limited to 65535 characters by protocol.
3297 See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
3300 * `set_string(name, value)`
3301 * `get_string(name)`
3302 * `set_int(name, value)`
3304 * `set_float(name, value)`
3306 * `to_table()`: returns `nil` or a table with keys:
3307 * `fields`: key-value storage
3308 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
3309 * `from_table(nil or {})`
3310 * Any non-table value will clear the metadata
3311 * See "Node Metadata" for an example
3312 * returns `true` on success
3314 * returns `true` if this metadata has the same key-value pairs as `other`
3317 Node metadata: reference extra data and functionality stored in a node.
3318 Can be obtained via `minetest.get_meta(pos)`.
3321 * All methods in MetaDataRef
3322 * `get_inventory()`: returns `InvRef`
3323 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
3324 This will prevent them from being sent to the client. Note that the "private"
3325 status will only be remembered if an associated key-value pair exists, meaning
3326 it's best to call this when initializing all other meta (e.g. `on_construct`).
3328 ### `ItemStackMetaRef`
3329 ItemStack metadata: reference extra data and functionality stored in a stack.
3330 Can be obtained via `item:get_meta()`.
3333 * All methods in MetaDataRef
3336 Mod metadata: per mod metadata, saved automatically.
3337 Can be obtained via `minetest.get_mod_storage()` during load time.
3340 * All methods in MetaDataRef
3343 Node Timers: a high resolution persistent per-node timer.
3344 Can be gotten via `minetest.get_node_timer(pos)`.
3347 * `set(timeout,elapsed)`
3348 * set a timer's state
3349 * `timeout` is in seconds, and supports fractional values (0.1 etc)
3350 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
3351 * will trigger the node's `on_timer` function after `(timeout - elapsed)` seconds
3354 * equivalent to `set(timeout,0)`
3357 * `get_timeout()`: returns current timeout in seconds
3358 * if `timeout` equals `0`, timer is inactive
3359 * `get_elapsed()`: returns current elapsed time in seconds
3360 * the node's `on_timer` function will be called after `(timeout - elapsed)` seconds
3361 * `is_started()`: returns boolean state of timer
3362 * returns `true` if timer is started, otherwise `false`
3365 Moving things in the game are generally these.
3367 This is basically a reference to a C++ `ServerActiveObject`
3370 * `remove()`: remove object (after returning from Lua)
3371 * Note: Doesn't work on players, use `minetest.kick_player` instead
3372 * `get_pos()`: returns `{x=num, y=num, z=num}`
3373 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
3374 * `move_to(pos, continuous=false)`: interpolated move
3375 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
3376 * `puncher` = another `ObjectRef`,
3377 * `time_from_last_punch` = time since last punch action of the puncher
3378 * `direction`: can be `nil`
3379 * `right_click(clicker)`; `clicker` is another `ObjectRef`
3380 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
3381 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
3382 * `get_inventory()`: returns an `InvRef`
3383 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
3384 * `get_wield_index()`: returns the index of the wielded item
3385 * `get_wielded_item()`: returns an `ItemStack`
3386 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
3387 * `set_armor_groups({group1=rating, group2=rating, ...})`
3388 * `get_armor_groups()`: returns a table with the armor group ratings
3389 * `set_animation({x=1,y=1}, frame_speed=15.0, frame_blend=0, frame_loop=true)`
3390 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`
3391 * `set_animation_frame_speed(frame_speed=15.0)`
3392 * `set_attach(parent, bone, position, rotation)`
3394 * `position`: `{x=num, y=num, z=num}` (relative)
3395 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
3396 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
3398 * `set_bone_position(bone, position, rotation)`
3400 * `position`: `{x=num, y=num, z=num}` (relative)
3401 * `rotation`: `{x=num, y=num, z=num}`
3402 * `get_bone_position(bone)`: returns position and rotation of the bone
3403 * `set_properties(object property table)`
3404 * `get_properties()`: returns object property table
3405 * `is_player()`: returns true for players, false otherwise
3406 * `get_nametag_attributes()`
3407 * returns a table with the attributes of the nametag of an object
3409 color = {a=0..255, r=0..255, g=0..255, b=0..255},
3412 * `set_nametag_attributes(attributes)`
3413 * sets the attributes of the nametag of an object
3417 text = "My Nametag",
3420 ##### LuaEntitySAO-only (no-op for other objects)
3421 * `set_velocity({x=num, y=num, z=num})`
3422 * `get_velocity()`: returns `{x=num, y=num, z=num}`
3423 * `set_acceleration({x=num, y=num, z=num})`
3424 * `get_acceleration()`: returns `{x=num, y=num, z=num}`
3425 * `set_yaw(radians)`
3426 * `get_yaw()`: returns number in radians
3427 * `set_texture_mod(mod)`
3428 * `get_texture_mod()` returns current texture modifier
3429 * `set_sprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
3430 select_horiz_by_yawpitch=false)`
3431 * Select sprite from spritesheet with optional animation and DM-style
3432 texture selection based on yaw relative to camera
3433 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
3436 ##### Player-only (no-op for other objects)
3437 * `get_player_name()`: returns `""` if is not a player
3438 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
3439 table {x, y, z} representing the player's instantaneous velocity in nodes/s
3440 * `get_look_dir()`: get camera direction as a unit vector
3441 * `get_look_vertical()`: pitch in radians
3442 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
3443 * `get_look_horizontal()`: yaw in radians
3444 * Angle is counter-clockwise from the +z direction.
3445 * `set_look_vertical(radians)`: sets look pitch
3446 * radians - Angle from looking forward, where positive is downwards.
3447 * `set_look_horizontal(radians)`: sets look yaw
3448 * radians - Angle from the +z direction, where positive is counter-clockwise.
3449 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use `get_look_vertical`.
3450 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
3451 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`.
3452 * Angle is counter-clockwise from the +x direction.
3453 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`.
3454 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`.
3455 * `get_breath()`: returns players breath
3456 * `set_breath(value)`: sets players breath
3458 * `0`: player is drowning
3459 * max: bubbles bar is not shown
3460 * See Object Properties for more information
3461 * `set_attribute(attribute, value)`:
3462 * Sets an extra attribute with value on player.
3463 * `value` must be a string.
3464 * If `value` is `nil`, remove attribute from player.
3465 * `get_attribute(attribute)`:
3466 * Returns value (a string) for extra attribute.
3467 * Returns `nil` if no attribute found.
3468 * `set_inventory_formspec(formspec)`
3469 * Redefine player's inventory form
3470 * Should usually be called in `on_joinplayer`
3471 * `get_inventory_formspec()`: returns a formspec string
3472 * `get_player_control()`: returns table with player pressed keys
3473 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
3474 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
3475 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
3476 * `set_physics_override(override_table)`
3477 * `override_table` is a table with the following fields:
3478 * `speed`: multiplier to default walking speed value (default: `1`)
3479 * `jump`: multiplier to default jump value (default: `1`)
3480 * `gravity`: multiplier to default gravity value (default: `1`)
3481 * `sneak`: whether player can sneak (default: `true`)
3482 * `sneak_glitch`: whether player can use the new move code replications
3483 of the old sneak side-effects: sneak ladders and 2 node sneak jump
3485 * `new_move`: use new move/sneak code. When `false` the exact old code
3486 is used for the specific old sneak behaviour (default: `true`)
3487 * `get_physics_override()`: returns the table given to `set_physics_override`
3488 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
3490 * `hud_remove(id)`: remove the HUD element of the specified id
3491 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
3492 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
3493 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
3494 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
3495 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `breathbar`,
3496 `minimap`, `minimap_radar`
3497 * pass a table containing a `true`/`false` value of each flag to be set or unset
3498 * if a flag equals `nil`, the flag is not modified
3499 * note that setting `minimap` modifies the client's permission to view the minimap -
3500 * the client may locally elect to not view the minimap
3501 * minimap `radar` is only usable when `minimap` is true
3502 * `hud_get_flags()`: returns a table containing status of hud flags
3503 * returns `{hotbar=true, healthbar=true, crosshair=true, wielditem=true,
3504 breathbar=true, minimap=true, minimap_radar=true}`
3505 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
3506 * `count`: number of items, must be between `1` and `23`
3507 * `hud_get_hotbar_itemcount`: returns number of visible items
3508 * `hud_set_hotbar_image(texturename)`
3509 * sets background image for hotbar
3510 * `hud_get_hotbar_image`: returns texturename
3511 * `hud_set_hotbar_selected_image(texturename)`
3512 * sets image for selected item of hotbar
3513 * `hud_get_hotbar_selected_image`: returns texturename
3514 * `set_sky(bgcolor, type, {texture names}, clouds)`
3515 * `bgcolor`: ColorSpec, defaults to white
3516 * `type`: Available types:
3517 * `"regular"`: Uses 0 textures, `bgcolor` ignored
3518 * `"skybox"`: Uses 6 textures, `bgcolor` used
3519 * `"plain"`: Uses 0 textures, `bgcolor` used
3520 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
3521 `"plain"` custom skyboxes (default: `true`)
3522 * `get_sky()`: returns bgcolor, type, table of textures, clouds
3523 * `set_clouds(parameters)`: set cloud parameters
3524 * `parameters` is a table with the following optional fields:
3525 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
3526 * `color`: basic cloud color with alpha channel, ColorSpec (default `#fff0f0e5`)
3527 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
3528 ColorSpec (alpha ignored, default `#000000`)
3529 * `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`)
3530 * `thickness`: cloud thickness in nodes (default `16`)
3531 * `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, z=-2}`)
3532 * `get_clouds()`: returns a table with the current cloud parameters as in `set_clouds`
3533 * `override_day_night_ratio(ratio or nil)`
3534 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
3535 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
3536 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
3537 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
3539 set animation for player model in third person view
3541 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
3542 {x=168, y=187}, -- < walk animation key frames
3543 {x=189, y=198}, -- < dig animation key frames
3544 {x=200, y=219}, -- < walk+dig animation key frames
3545 frame_speed=30): -- < animation frame speed
3546 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and `frame_speed`
3547 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
3548 * in first person view
3549 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
3550 * `get_eye_offset()`: returns `offset_first` and `offset_third`
3553 An `InvRef` is a reference to an inventory.
3556 * `is_empty(listname)`: return `true` if list is empty
3557 * `get_size(listname)`: get size of a list
3558 * `set_size(listname, size)`: set size of a list
3559 * returns `false` on error (e.g. invalid `listname` or `size`)
3560 * `get_width(listname)`: get width of a list
3561 * `set_width(listname, width)`: set width of list; currently used for crafting
3562 * `get_stack(listname, i)`: get a copy of stack index `i` in list
3563 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
3564 * `get_list(listname)`: return full list
3565 * `set_list(listname, list)`: set full list (size will not change)
3566 * `get_lists()`: returns list of inventory lists
3567 * `set_lists(lists)`: sets inventory lists (size will not change)
3568 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
3569 * `room_for_item(listname, stack):` returns `true` if the stack of items
3570 can be fully added to the list
3571 * `contains_item(listname, stack, [match_meta])`: returns `true` if
3572 the stack of items can be fully taken from the list.
3573 If `match_meta` is false, only the items' names are compared (default: `false`).
3574 * `remove_item(listname, stack)`: take as many items as specified from the list,
3575 returns the items that were actually removed (as an `ItemStack`) -- note that
3576 any item metadata is ignored, so attempting to remove a specific unique
3577 item this way will likely remove the wrong one -- to do that use `set_stack`
3578 with an empty `ItemStack`
3579 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
3580 * returns `{type="undefined"}` in case location is not known
3583 A fast access data structure to store areas, and find areas near a given position or area.
3584 Every area has a `data` string attribute to store additional information.
3585 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
3586 If you chose the parameter-less constructor, a fast implementation will be automatically
3590 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
3591 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3592 Returns nil if specified area id does not exist.
3593 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
3594 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
3596 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
3597 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
3598 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
3599 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3600 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
3601 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
3602 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
3603 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
3604 or insertions are likely to fail due to conflicts.
3605 * `reserve(count)`: reserves resources for at most `count` many contained areas.
3606 Only needed for efficiency, and only some implementations profit.
3607 * `remove_area(id)`: removes the area with the given id from the store, returns success.
3608 * `set_cache_params(params)`: sets params for the included prefiltering cache.
3609 Calling invalidates the cache, so that its elements have to be newly generated.
3612 enabled = boolean, -- whether to enable, default true
3613 block_radius = number, -- the radius (in nodes) of the areas the cache generates
3614 prefiltered lists for, minimum 16, default 64
3615 limit = number, -- the cache's size, minimum 20, default 1000
3617 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
3618 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
3619 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
3620 Returns success and, optionally, an error message.
3621 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
3624 An `ItemStack` is a stack of items.
3626 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
3627 an itemstring, a table or `nil`.
3630 * `is_empty()`: Returns `true` if stack is empty.
3631 * `get_name()`: Returns item name (e.g. `"default:stone"`).
3632 * `set_name(item_name)`: Returns boolean whether item was cleared
3633 * `get_count()`: Returns number of items on the stack.
3634 * `set_count(count)`: Returns boolean whether item was cleared
3635 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
3636 * `set_wear(wear)`: Returns boolean whether item was cleared
3637 * `get_meta()`: Returns ItemStackMetaRef. See section for more details
3638 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
3639 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
3640 * `clear()`: removes all items from the stack, making it empty.
3641 * `replace(item)`: replace the contents of this stack.
3642 * `item` can also be an itemstring or table.
3643 * `to_string()`: Returns the stack in itemstring form.
3644 * `to_table()`: Returns the stack in Lua table form.
3645 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
3646 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
3647 * `is_known()`: Returns `true` if the item name refers to a defined item type.
3648 * `get_definition()`: Returns the item definition table.
3649 * `get_tool_capabilities()`: Returns the digging properties of the item,
3650 or those of the hand if none are defined for this item type
3651 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
3652 * `add_item(item)`: Put some item or stack onto this stack.
3653 Returns leftover `ItemStack`.
3654 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
3656 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
3657 Returns taken `ItemStack`.
3658 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
3659 Returns taken `ItemStack`.
3662 A 16-bit pseudorandom number generator.
3663 Uses a well-known LCG algorithm introduced by K&R.
3665 It can be created via `PseudoRandom(seed)`.
3668 * `next()`: return next integer random number [`0`...`32767`]
3669 * `next(min, max)`: return next integer random number [`min`...`max`]
3670 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
3671 due to the simple implementation making bad distribution otherwise.
3674 A 32-bit pseudorandom number generator.
3675 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
3677 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
3680 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
3681 * `next(min, max)`: return next integer random number [`min`...`max`]
3682 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
3683 * This is only a rough approximation of a normal distribution with:
3684 * `mean = (max - min) / 2`, and
3685 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
3686 * Increasing `num_trials` improves accuracy of the approximation
3689 Interface for the operating system's crypto-secure PRNG.
3691 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3692 be found on the system.
3695 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3698 A perlin noise generator.
3699 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3700 or `PerlinNoise(noiseparams)`.
3701 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3702 or `minetest.get_perlin(noiseparams)`.
3705 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3706 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3708 ### `PerlinNoiseMap`
3709 A fast, bulk perlin noise generator.
3711 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3712 `minetest.get_perlin_map(noiseparams, size)`.
3714 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
3715 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3718 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3719 nil, this table will be used to store the result instead of creating a new table.
3723 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3724 with values starting at `pos={x=,y=}`
3725 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3726 of 3D noise with values starting at `pos={x=,y=,z=}`
3727 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3728 with values starting at `pos={x=,y=}`
3729 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3730 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3731 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3732 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3733 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3734 takes a chunk of `slice_size`.
3735 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3736 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3737 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3738 the starting position of the most recently calculated noise.
3739 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3740 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3741 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3745 #### About VoxelManip
3746 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3747 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3748 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3749 to with other methods of setting nodes. For example, nodes will not have their construction and
3750 destruction callbacks run, and no rollback information is logged.
3752 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3753 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3754 of high level node placement features, perhaps `minetest.set_node()` is better suited for the job.
3756 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3757 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3758 setting a 5x5x5 node area, a `minetest.set_node()` loop may be more optimal. Always profile code
3759 using both methods of map manipulation to determine which is most appropriate for your usage.
3761 #### Using VoxelManip
3762 A VoxelManip object can be created any time using either:
3763 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3765 If the optional position parameters are present for either of these routines, the specified region
3766 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3767 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3769 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3770 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3771 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3772 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3774 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3775 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3776 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3778 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3779 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3780 `VoxelManip:get_light_data()` for node light levels, and
3781 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3783 See section 'Flat array format' for more details.
3785 It is very important to understand that the tables returned by any of the above three functions
3786 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3787 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3788 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3789 otherwise explicitly stated.
3791 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3792 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3793 `VoxelManip:set_light_data()` for node light levels, and
3794 `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3796 The parameter to each of the above three functions can use any table at all in the same flat array
3797 format as produced by `get_data()` et al. and is *not required* to be a table retrieved from `get_data()`.
3799 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3800 to the map by calling `VoxelManip:write_to_map()`.
3803 ##### Flat array format
3805 `Nx = p2.X - p1.X + 1`,
3806 `Ny = p2.Y - p1.Y + 1`, and
3807 `Nz = p2.Z - p1.Z + 1`.
3809 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3810 the expression `Nx * Ny * Nz`.
3812 Positions offset from p1 are present in the array with the format of:
3816 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3817 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3819 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3820 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3822 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3824 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3828 and the array index for a position p contained completely in p1..p2 is:
3830 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3832 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3833 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3834 for a single point in a flat VoxelManip array.
3837 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3838 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3839 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3840 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3841 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3842 Note that the node being queried needs to have already been been registered.
3844 The following builtin node types have their Content IDs defined as constants:
3846 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3847 * `minetest.CONTENT_AIR`: ID for "air" nodes
3848 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3850 ##### Mapgen VoxelManip objects
3851 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3852 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3853 but with a few differences:
3855 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3856 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3857 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3858 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3859 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3860 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3861 consistency with the current map state. For this reason, calling any of the following functions:
3862 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3863 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3864 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3865 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3867 ##### Other API functions operating on a VoxelManip
3868 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3869 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3870 written all buffered data back to the VoxelManip object, save for special situations where the modder
3871 desires to only have certain liquid nodes begin flowing.
3873 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3874 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3876 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3877 except instead of placing the specified schematic directly on the map at the specified position, it
3878 will place the schematic inside of the VoxelManip.
3881 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3882 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3883 `VoxelManip:get_node_at()`.
3884 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3885 filled with "ignore" nodes.
3886 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3887 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3888 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3889 object in the same callback it had been created.
3890 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3891 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3892 buffer the function can use to write map data to instead of returning a new table each call. This
3893 greatly enhances performance by avoiding unnecessary memory allocations.
3896 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3897 the region formed by `p1` and `p2`.
3898 * returns actual emerged `pmin`, actual emerged `pmax`
3899 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map.
3900 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3901 * if `light` is true, then lighting is automatically recalculated.
3902 The default value is true.
3903 If `light` is false, no light calculations happen, and you should correct
3904 all modified blocks with `minetest.fix_light()` as soon as possible.
3905 Keep in mind that modifying the map where light is incorrect can cause
3907 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3908 the `VoxelManip` at that position
3909 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3910 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3911 * returns raw node data in the form of an array of node content IDs
3912 * if the param `buffer` is present, this table will be used to store the result instead
3913 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3914 * `update_map()`: Does nothing, kept for compatibility.
3915 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3916 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3917 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3918 * (`p1`, `p2`) is the area in which lighting is set;
3919 defaults to the whole area if left out
3920 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3921 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3922 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3923 * `light = day + (night * 16)`
3924 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3926 * expects lighting data in the same format that `get_light_data()` returns
3927 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
3928 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3929 * If the param `buffer` is present, this table will be used to store the result instead
3930 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3931 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3932 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3933 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3935 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3936 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3937 * `update_liquids()`: Update liquid flow
3938 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3939 had been modified since the last read from map, due to a call to
3940 `minetest.set_data()` on the loaded area elsewhere
3941 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3944 A helper class for voxel areas.
3945 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3946 The coordinates are *inclusive*, like most other things in Minetest.
3949 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3950 `MinEdge` and `MaxEdge`
3951 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3952 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3953 * useful for things like `VoxelManip`, raw Schematic specifiers,
3954 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3955 * `indexp(p)`: same as above, except takes a vector
3956 * `position(i)`: returns the absolute position vector corresponding to index `i`
3957 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3958 * `containsp(p)`: same as above, except takes a vector
3959 * `containsi(i)`: same as above, except takes an index `i`
3960 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3961 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3962 * `iterp(minp, maxp)`: same as above, except takes a vector
3965 An interface to read config files in the format of `minetest.conf`.
3967 It can be created via `Settings(filename)`.
3970 * `get(key)`: returns a value
3971 * `get_bool(key)`: returns a boolean
3973 * Setting names can't contain whitespace or any of `="{}#`.
3974 * Setting values can't contain the sequence `\n"""`.
3975 * Setting names starting with "secure." can't be set on the main settings object (`minetest.settings`).
3976 * `set_bool(key, value)`
3977 * See documentation for set() above.
3978 * `remove(key)`: returns a boolean (`true` for success)
3979 * `get_names()`: returns `{key1,...}`
3980 * `write()`: returns a boolean (`true` for success)
3981 * Writes changes to file.
3982 * `to_table()`: returns `{[key1]=value1,...}`
3985 A raycast on the map. It works with selection boxes.
3986 Can be used as an iterator in a for loop.
3988 The map is loaded as the ray advances. If the
3989 map is modified after the `Raycast` is created,
3990 the changes may or may not have an effect on
3993 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
3994 `minetest.raycast(pos1, pos2, objects, liquids)` where:
3995 * `pos1`: start of the ray
3996 * `pos2`: end of the ray
3997 * `objects` : if false, only nodes will be returned. Default is true.
3998 * `liquids' : if false, liquid nodes won't be returned. Default is false.
4001 * `next()`: returns a `pointed_thing`
4002 * Returns the next thing pointed by the ray or nil.
4006 A mapgen object is a construct used in map generation. Mapgen objects can be used
4007 by an `on_generate` callback to speed up operations by avoiding unnecessary
4008 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
4009 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
4010 was called outside of an `on_generate()` callback, `nil` is returned.
4012 The following Mapgen objects are currently available:
4015 This returns three values; the `VoxelManip` object to be used, minimum and maximum
4016 emerged position, in that order. All mapgens support this object.
4019 Returns an array containing the y coordinates of the ground levels of nodes in
4020 the most recently generated chunk by the current mapgen.
4023 Returns an array containing the biome IDs of nodes in the most recently
4024 generated chunk by the current mapgen.
4027 Returns an array containing the temperature values of nodes in the most
4028 recently generated chunk by the current mapgen.
4031 Returns an array containing the humidity values of nodes in the most recently
4032 generated chunk by the current mapgen.
4035 Returns a table mapping requested generation notification types to arrays of
4036 positions at which the corresponding generated structures are located at within
4037 the current chunk. To set the capture of positions of interest to be recorded
4038 on generate, use `minetest.set_gen_notify()`.
4040 Possible fields of the table returned are:
4046 * `large_cave_begin`
4050 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4051 numeric unique decoration ID.
4055 * Functions receive a "luaentity" as `self`:
4056 * It has the member `.name`, which is the registered name `("mod:thing")`
4057 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4058 * The original prototype stuff is visible directly via a metatable
4060 * `on_activate(self, staticdata, dtime_s)`
4061 * Called when the object is instantiated.
4062 * `dtime_s` is the time passed since the object was unloaded, which can
4063 be used for updating the entity state.
4064 * `on_step(self, dtime)`
4065 * Called on every server tick, after movement and collision processing.
4066 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4068 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
4069 * Called when somebody punches the object.
4070 * Note that you probably want to handle most punches using the
4071 automatic armor group system.
4072 * `puncher`: an `ObjectRef` (can be `nil`)
4073 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
4074 * `tool_capabilities`: capability table of used tool (can be `nil`)
4075 * `dir`: unit vector of direction of punch. Always defined. Points from
4076 the puncher to the punched.
4077 `on_death(self, killer)`
4078 * Called when the object dies.
4079 * `killer`: an `ObjectRef` (can be `nil`)
4080 * `on_rightclick(self, clicker)`
4081 * `get_staticdata(self)`
4082 * Should return a string that will be passed to `on_activate` when
4083 the object is instantiated the next time.
4088 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
4089 Often these bugs appear as subtle shadows in water.
4094 axiom, --string initial tree axiom
4095 rules_a, --string rules set A
4096 rules_b, --string rules set B
4097 rules_c, --string rules set C
4098 rules_d, --string rules set D
4099 trunk, --string trunk node name
4100 leaves, --string leaves node name
4101 leaves2, --string secondary leaves node name
4102 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4103 angle, --num angle in deg
4104 iterations, --num max # of iterations, usually 2 -5
4105 random_level, --num factor to lower nr of iterations, usually 0 - 3
4106 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4107 -- 2x2 nodes or 3x3 in cross shape
4108 thin_branches, --boolean true -> use thin (1 node) branches
4109 fruit, --string fruit node name
4110 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4111 seed, --num random seed; if no seed is provided, the engine will create one
4114 ### Key for Special L-System Symbols used in Axioms
4116 * `G`: move forward one unit with the pen up
4117 * `F`: move forward one unit with the pen down drawing trunks and branches
4118 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4119 * `T`: move forward one unit with the pen down drawing trunks only
4120 * `R`: move forward one unit with the pen down placing fruit
4121 * `A`: replace with rules set A
4122 * `B`: replace with rules set B
4123 * `C`: replace with rules set C
4124 * `D`: replace with rules set D
4125 * `a`: replace with rules set A, chance 90%
4126 * `b`: replace with rules set B, chance 80%
4127 * `c`: replace with rules set C, chance 70%
4128 * `d`: replace with rules set D, chance 60%
4129 * `+`: yaw the turtle right by `angle` parameter
4130 * `-`: yaw the turtle left by `angle` parameter
4131 * `&`: pitch the turtle down by `angle` parameter
4132 * `^`: pitch the turtle up by `angle` parameter
4133 * `/`: roll the turtle to the right by `angle` parameter
4134 * `*`: roll the turtle to the left by `angle` parameter
4135 * `[`: save in stack current state info
4136 * `]`: recover from stack state info
4139 Spawn a small apple tree:
4141 pos = {x=230,y=20,z=4}
4144 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4145 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4146 trunk="default:tree",
4147 leaves="default:leaves",
4151 trunk_type="single",
4154 fruit="default:apple"
4156 minetest.spawn_tree(pos,apple_tree)
4161 ### Object Properties
4165 -- ^ For players: Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`
4167 -- ^ For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`
4169 -- ^ For players only. Enables the zoom feature. Defaults to true
4171 collide_with_objects = true, -- collide with other objects if physical = true
4173 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4174 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4175 -- ^ Default, uses collision box dimensions when not set
4176 pointable = true, -- overrides selection box when false
4177 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
4178 visual_size = {x = 1, y = 1},
4180 textures = {}, -- number of required textures depends on visual
4181 colors = {}, -- number of required colors depends on visual
4182 spritediv = {x = 1, y = 1},
4183 initial_sprite_basepos = {x = 0, y = 0},
4185 makes_footstep_sound = false,
4186 automatic_rotate = false,
4188 automatic_face_movement_dir = 0.0,
4189 -- ^ Automatically set yaw to movement direction, offset in degrees,
4190 -- 'false' to disable.
4191 automatic_face_movement_max_rotation_per_sec = -1,
4192 -- ^ Limit automatic rotation to this value in degrees per second,
4193 -- value < 0 no limit.
4194 backface_culling = true, -- false to disable backface_culling for model
4196 -- ^ Add this much extra lighting when calculating texture color.
4197 value < 0 disables light's effect on texture color.
4198 For faking self-lighting, UI style entities, or programmatic coloring in mods.
4199 nametag = "", -- by default empty, for players their name is shown if empty
4200 nametag_color = <color>, -- sets color of nametag as ColorSpec
4201 infotext = "", -- by default empty, text to be shown when pointed at object
4203 -- ^ If false, never save this object statically. It will simply be deleted when the block gets unloaded.
4204 -- ^ The get_staticdata() callback is never called then.
4205 -- ^ Defaults to 'true'
4208 ### Entity definition (`register_entity`)
4211 -- Deprecated: Everything in object properties is read directly from here
4213 initial_properties = --[[<initial object properties>]],
4215 on_activate = function(self, staticdata, dtime_s),
4216 on_step = function(self, dtime),
4217 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
4218 on_rightclick = function(self, clicker),
4219 get_staticdata = function(self),
4220 -- ^ Called sometimes; the string returned is passed to on_activate when
4221 -- the entity is re-activated from static state
4223 -- Also you can define arbitrary member variables here (see item definition for
4225 _custom_field = whatever,
4228 ### ABM (ActiveBlockModifier) definition (`register_abm`)
4231 label = "Lava cooling",
4232 -- ^ Descriptive label for profiling purposes (optional).
4233 -- Definitions with identical labels will be listed as one.
4234 -- In the following two fields, also group:groupname will work.
4235 nodenames = {"default:lava_source"},
4236 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
4237 ^ If left out or empty, any neighbor will do ]]
4238 interval = 1.0, -- Operation interval in seconds
4239 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
4240 catch_up = true, -- If true, catch-up behaviour is enabled --[[
4241 ^ The chance value is temporarily reduced when returning to
4242 an area to simulate time lost by the area being unattended.
4243 ^ Note chance value can often be reduced to 1 ]]
4244 action = func(pos, node, active_object_count, active_object_count_wider),
4247 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
4250 label = "Upgrade legacy doors",
4251 -- ^ Descriptive label for profiling purposes (optional).
4252 -- Definitions with identical labels will be listed as one.
4253 name = "modname:replace_legacy_door",
4254 nodenames = {"default:lava_source"},
4255 -- ^ List of node names to trigger the LBM on.
4256 -- Also non-registered nodes will work.
4257 -- Groups (as of group:groupname) will work as well.
4258 run_at_every_load = false,
4259 -- ^ Whether to run the LBM's action every time a block gets loaded,
4260 -- and not just for blocks that were saved last time before LBMs were
4261 -- introduced to the world.
4262 action = func(pos, node),
4265 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
4268 description = "Steel Axe",
4269 groups = {}, -- key = name, value = rating; rating = 1..3.
4270 if rating not applicable, use 1.
4271 e.g. {wool = 1, fluffy = 3}
4272 {soil = 2, outerspace = 1, crumbly = 1}
4273 {bendy = 2, snappy = 1},
4274 {hard = 1, metal = 1, spikes = 1}
4275 inventory_image = "default_tool_steelaxe.png",
4276 inventory_overlay = "overlay.png", -- an overlay which does not get colorized
4281 ^ An image file containing the palette of a node.
4282 ^ You can set the currently used color as the
4283 ^ "palette_index" field of the item stack metadata.
4284 ^ The palette is always stretched to fit indices
4285 ^ between 0 and 255, to ensure compatibility with
4286 ^ "colorfacedir" and "colorwallmounted" nodes.
4288 color = "0xFFFFFFFF",
4290 ^ The color of the item. The palette overrides this.
4292 wield_scale = {x = 1, y = 1, z = 1},
4295 liquids_pointable = false,
4296 tool_capabilities = {
4297 full_punch_interval = 1.0,
4301 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
4303 damage_groups = {groupname = damage},
4305 node_placement_prediction = nil,
4307 ^ If nil and item is node, prediction is made automatically
4308 ^ If nil and item is not a node, no prediction is made
4309 ^ If "" and item is anything, no prediction is made
4310 ^ Otherwise should be name of node which the client immediately places
4311 on ground when the player places the item. Server will always update
4312 actual result to client in a short moment.
4314 node_dig_prediction = "air",
4316 ^ if "", no prediction is made
4317 ^ if "air", node is removed
4318 ^ Otherwise should be name of node which the client immediately places
4319 upon digging. Server will always update actual result shortly.
4322 breaks = "default_tool_break", -- tools only
4323 place = --[[<SimpleSoundSpec>]],
4326 on_place = func(itemstack, placer, pointed_thing),
4328 ^ Shall place item and return the leftover itemstack
4329 ^ The placer may be any ObjectRef or nil.
4330 ^ default: minetest.item_place ]]
4331 on_secondary_use = func(itemstack, user, pointed_thing),
4333 ^ Same as on_place but called when pointing at nothing.
4334 ^ The user may be any ObjectRef or nil.
4335 ^ pointed_thing : always { type = "nothing" }
4337 on_drop = func(itemstack, dropper, pos),
4339 ^ Shall drop item and return the leftover itemstack
4340 ^ The dropper may be any ObjectRef or nil.
4341 ^ default: minetest.item_drop ]]
4342 on_use = func(itemstack, user, pointed_thing),
4345 ^ Function must return either nil if no item shall be removed from
4346 inventory, or an itemstack to replace the original itemstack.
4347 e.g. itemstack:take_item(); return itemstack
4348 ^ Otherwise, the function is free to do what it wants.
4349 ^ The user may be any ObjectRef or nil.
4350 ^ The default functions handle regular use cases.
4352 after_use = func(itemstack, user, node, digparams),
4355 ^ If defined, should return an itemstack and will be called instead of
4356 wearing out the tool. If returns nil, does nothing.
4357 If after_use doesn't exist, it is the same as:
4358 function(itemstack, user, node, digparams)
4359 itemstack:add_wear(digparams.wear)
4362 ^ The user may be any ObjectRef or nil.
4364 _custom_field = whatever,
4366 ^ Add your own custom fields. By convention, all custom field names
4367 should start with `_` to avoid naming collisions with future engine
4374 * `{name="image.png", animation={Tile Animation definition}}`
4375 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
4376 tileable_horizontal=bool}`
4377 * backface culling enabled by default for most nodes
4378 * tileable flags are info for shaders, how they should treat texture
4379 when displacement mapping is used
4380 Directions are from the point of view of the tile texture,
4381 not the node it's on
4382 * `{name="image.png", color=ColorSpec}`
4383 * the texture's color will be multiplied with this color.
4384 * the tile's color overrides the owning node's color in all cases.
4385 * deprecated, yet still supported field names:
4388 ### Tile animation definition
4391 type = "vertical_frames",
4393 -- ^ specify width of a frame in pixels
4395 -- ^ specify height of a frame in pixels
4397 -- ^ specify full loop length
4403 -- ^ specify width in number of frames
4405 -- ^ specify height in number of frames
4407 -- ^ specify length of a single frame
4410 ### Node definition (`register_node`)
4413 -- <all fields allowed in item definitions>,
4415 drawtype = "normal", -- See "Node drawtypes"
4416 visual_scale = 1.0, --[[
4417 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
4418 ^ "firelike", "mesh".
4419 ^ For plantlike and firelike, the image will start at the bottom of the
4420 ^ node, for the other drawtypes the image will be centered on the node.
4421 ^ Note that positioning for "torchlike" may still change. ]]
4422 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4423 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
4424 ^ List can be shortened to needed length ]]
4425 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4426 ^ Same as `tiles`, but these textures are drawn on top of the
4427 ^ base tiles. You can use this to colorize only specific parts of
4428 ^ your texture. If the texture name is an empty string, that
4429 ^ overlay is not drawn. Since such tiles are drawn twice, it
4430 ^ is not recommended to use overlays on very common nodes.
4431 special_tiles = {tile definition 1, Tile definition 2}, --[[
4432 ^ Special textures of node; used rarely (old field name: special_materials)
4433 ^ List can be shortened to needed length ]]
4434 color = ColorSpec, --[[
4435 ^ The node's original color will be multiplied with this color.
4436 ^ If the node has a palette, then this setting only has an effect
4437 ^ in the inventory and on the wield item. ]]
4438 use_texture_alpha = false, -- Use texture's alpha channel
4439 palette = "palette.png", --[[
4440 ^ The node's `param2` is used to select a pixel from the image
4441 ^ (pixels are arranged from left to right and from top to bottom).
4442 ^ The node's color will be multiplied with the selected pixel's
4443 ^ color. Tiles can override this behavior.
4444 ^ Only when `paramtype2` supports palettes. ]]
4445 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
4446 paramtype = "none", -- See "Nodes" --[[
4447 ^ paramtype = "light" allows light to propagate from or through the node with light value
4448 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
4449 paramtype2 = "none", -- See "Nodes"
4450 place_param2 = nil, -- Force value for param2 when player places node
4451 is_ground_content = true, -- If false, the cave generator will not carve through this
4452 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
4453 walkable = true, -- If true, objects collide with node
4454 pointable = true, -- If true, can be pointed at
4455 diggable = true, -- If false, can never be dug
4456 climbable = false, -- If true, can be climbed on (ladder)
4457 buildable_to = false, -- If true, placed nodes can replace this node
4458 floodable = false, --[[
4459 ^ If true, liquids flow into and replace this node.
4460 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4461 liquidtype = "none", -- "none"/"source"/"flowing"
4462 liquid_alternative_flowing = "", -- Flowing version of source liquid
4463 liquid_alternative_source = "", -- Source version of flowing liquid
4464 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
4465 liquid_renewable = true, --[[
4466 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
4468 ^ Only valid for "nodebox" drawtype with 'type = "leveled"'.
4469 ^ Allows defining the nodebox height without using param2.
4470 ^ The nodebox height is 'leveled' / 64 nodes.
4471 ^ The maximum value of 'leveled' is 127. ]]
4472 liquid_range = 8, -- number of flowing nodes around source (max. 8)
4473 drowning = 0, -- Player will take this amount of damage if no bubbles are left
4474 light_source = 0, --[[
4475 ^ Amount of light emitted by node.
4476 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
4477 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
4478 damage_per_second = 0, -- If player is inside node, this damage is caused
4479 node_box = {type="regular"}, -- See "Node boxes"
4480 connects_to = nodenames, --[[
4481 * Used for nodebox nodes with the type == "connected"
4482 * Specifies to what neighboring nodes connections will be drawn
4483 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
4484 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
4485 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
4487 selection_box = {type="regular"}, -- See "Node boxes" --[[
4488 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
4489 legacy_facedir_simple = false, -- Support maps made in and before January 2012
4490 legacy_wallmounted = false, -- Support maps made in and before January 2012
4491 waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
4492 ^ 1 - wave node like plants (top of node moves, bottom is fixed)
4493 ^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
4494 ^ caveats: not all models will properly wave
4495 ^ plantlike drawtype nodes can only wave like plants
4496 ^ allfaces_optional drawtype nodes can only wave like leaves --]]
4498 footstep = <SimpleSoundSpec>,
4499 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
4500 dug = <SimpleSoundSpec>,
4501 place = <SimpleSoundSpec>,
4502 place_failed = <SimpleSoundSpec>,
4504 drop = "", -- Name of dropped node when dug. Default is the node itself.
4507 max_items = 1, -- Maximum number of items to drop.
4508 items = { -- Choose max_items randomly from this list.
4510 items = {"foo:bar", "baz:frob"}, -- Items to drop.
4511 rarity = 1, -- Probability of dropping is 1 / rarity.
4512 inherit_color = true, -- To inherit palette color from the node
4517 on_construct = func(pos), --[[
4518 ^ Node constructor; called after adding node
4519 ^ Can set up metadata and stuff like that
4520 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4522 on_destruct = func(pos), --[[
4523 ^ Node destructor; called before removing node
4524 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4526 after_destruct = func(pos, oldnode), --[[
4527 ^ Node destructor; called after removing node
4528 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4530 on_flood = func(pos, oldnode, newnode), --[[
4531 ^ Called when a liquid (newnode) is about to flood oldnode, if
4532 ^ it has `floodable = true` in the nodedef. Not called for bulk
4533 ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
4534 ^ return true the node is not flooded, but on_flood callback will
4535 ^ most likely be called over and over again every liquid update
4536 ^ interval. Default: nil.
4537 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4539 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
4540 ^ Called after constructing node when node was placed using
4541 minetest.item_place_node / minetest.place_node
4542 ^ If return true no item is taken from itemstack
4544 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
4545 ^ oldmetadata is in table format
4546 ^ Called after destructing node when node was dug using
4547 minetest.node_dig / minetest.dig_node
4549 can_dig = function(pos, [player]) --[[
4550 ^ returns true if node can be dug, or false if not
4553 on_punch = func(pos, node, puncher, pointed_thing), --[[
4554 ^ default: minetest.node_punch
4555 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
4556 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
4558 ^ itemstack will hold clicker's wielded item
4559 ^ Shall return the leftover itemstack
4560 ^ Note: pointed_thing can be nil, if a mod calls this function
4561 This function does not get triggered by clients <=0.4.16 if the
4562 "formspec" node metadata field is set ]]
4564 on_dig = func(pos, node, digger), --[[
4565 ^ default: minetest.node_dig
4566 ^ By default: checks privileges, wears out tool and removes node ]]
4568 on_timer = function(pos,elapsed), --[[
4570 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
4571 ^ elapsed is the total time passed since the timer was started
4572 ^ return true to run the timer for another cycle with the same timeout value ]]
4574 on_receive_fields = func(pos, formname, fields, sender), --[[
4575 ^ fields = {name1 = value1, name2 = value2, ...}
4576 ^ Called when an UI form (e.g. sign text input) returns data
4579 allow_metadata_inventory_move = func(pos, from_list, from_index,
4580 to_list, to_index, count, player), --[[
4581 ^ Called when a player wants to move items inside the inventory
4582 ^ Return value: number of items allowed to move ]]
4584 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
4585 ^ Called when a player wants to put something into the inventory
4586 ^ Return value: number of items allowed to put
4587 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4589 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4590 ^ Called when a player wants to take something out of the inventory
4591 ^ Return value: number of items allowed to take
4592 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4594 on_metadata_inventory_move = func(pos, from_list, from_index,
4595 to_list, to_index, count, player),
4596 on_metadata_inventory_put = func(pos, listname, index, stack, player),
4597 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4598 ^ Called after the actual action has happened, according to what was allowed.
4599 ^ No return value ]]
4601 on_blast = func(pos, intensity), --[[
4602 ^ intensity: 1.0 = mid range of regular TNT
4603 ^ If defined, called when an explosion touches the node, instead of
4604 removing the node ]]
4607 ### Recipe for `register_craft` (shaped)
4610 output = 'default:pick_stone',
4612 {'default:cobble', 'default:cobble', 'default:cobble'},
4613 {'', 'default:stick', ''},
4614 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
4616 replacements = --[[<optional list of item pairs,
4617 replace one input item with another item on crafting>]]
4620 ### Recipe for `register_craft` (shapeless)
4624 output = 'mushrooms:mushroom_stew',
4627 "mushrooms:mushroom_brown",
4628 "mushrooms:mushroom_red",
4630 replacements = --[[<optional list of item pairs,
4631 replace one input item with another item on crafting>]]
4634 ### Recipe for `register_craft` (tool repair)
4637 type = "toolrepair",
4638 additional_wear = -0.02,
4641 ### Recipe for `register_craft` (cooking)
4645 output = "default:glass",
4646 recipe = "default:sand",
4650 ### Recipe for `register_craft` (furnace fuel)
4654 recipe = "default:leaves",
4658 ### Ore definition (`register_ore`)
4661 ore_type = "scatter", -- See "Ore types"
4662 ore = "default:stone_with_coal",
4664 -- ^ Facedir rotation. Default is 0 (unchanged rotation)
4665 wherein = "default:stone",
4666 -- ^ a list of nodenames is supported too
4667 clust_scarcity = 8*8*8,
4668 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
4669 -- ^ This value should be *MUCH* higher than your intuition might tell you!
4671 -- ^ Number of ores in a cluster
4673 -- ^ Size of the bounding box of the cluster
4674 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
4677 -- ^ Lower and upper limits for ore.
4679 -- ^ Attributes for this ore generation
4680 noise_threshold = 0.5,
4681 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
4682 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
4683 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
4684 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
4685 random_factor = 1.0,
4686 -- ^ Multiplier of the randomness contribution to the noise value at any
4687 -- ^ given point to decide if ore should be placed. Set to 0 for solid veins.
4688 -- ^ This parameter is only valid for ore_type == "vein".
4689 biomes = {"desert", "rainforest"}
4690 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4691 -- ^ and ignored if the Mapgen being used does not support biomes.
4692 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4695 ### Biome definition (`register_biome`)
4699 node_dust = "default:snow",
4700 -- ^ Node dropped onto upper surface after all else is generated.
4701 node_top = "default:dirt_with_snow",
4703 -- ^ Node forming surface layer of biome and thickness of this layer.
4704 node_filler = "default:permafrost",
4706 -- ^ Node forming lower layer of biome and thickness of this layer.
4707 node_stone = "default:bluestone",
4708 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
4709 node_water_top = "default:ice",
4710 depth_water_top = 10,
4711 -- ^ Node forming a surface layer in seawater with the defined thickness.
4713 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
4714 node_river_water = "default:ice",
4715 -- ^ Node that replaces river water in mapgens that use default:river_water.
4716 node_riverbed = "default:gravel",
4718 -- ^ Node placed under river water and thickness of this layer.
4721 -- ^ Lower and upper limits for biome.
4723 humidity_point = 50,
4724 -- ^ Characteristic average temperature and humidity for the biome.
4725 -- ^ These values create 'biome points' on a voronoi diagram that has heat
4726 -- ^ and humidity as axes. The resulting voronoi cells determine which
4727 -- ^ heat/humidity points belong to which biome, and therefore determine
4728 -- ^ the area and location of each biome in the world.
4729 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
4730 -- ^ diagram to result in roughly equal size biomes.
4731 -- ^ Heat and humidity have average values of 50, vary mostly between
4732 -- ^ 0 and 100 but also often exceed these values.
4733 -- ^ Heat is not in degrees celcius, both values are abstract.
4736 ### Decoration definition (`register_decoration`)
4739 deco_type = "simple", -- See "Decoration types"
4740 place_on = "default:dirt_with_grass",
4741 -- ^ Node (or list of nodes) that the decoration can be placed on
4743 -- ^ Size of divisions made in the chunk being generated.
4744 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
4746 -- ^ Ratio of the area to be uniformly filled by the decoration.
4747 -- ^ Used only if noise_params is not specified.
4748 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
4749 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
4750 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
4751 biomes = {"Oceanside", "Hills", "Plains"},
4752 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4753 -- ^ and ignored if the Mapgen being used does not support biomes.
4754 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4757 -- ^ Lower and upper limits for decoration.
4758 -- ^ This parameter refers to the `y` position of the decoration base, so
4759 -- the actual maximum height would be `height_max + size.Y`.
4760 spawn_by = "default:water",
4761 -- ^ Node (or list of nodes) that the decoration only spawns next to.
4762 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
4763 -- ^ one plane at Y = surface and one plane at Y = surface = + 1.
4765 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
4766 -- ^ If absent or -1, decorations occur next to any nodes.
4767 flags = "liquid_surface, force_placement",
4768 -- ^ Flags for all decoration types.
4769 -- ^ "liquid_surface": Instead of placement on the highest solid surface
4770 -- ^ in a mapchunk column, placement is on the highest liquid surface.
4771 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
4772 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
4774 ----- Simple-type parameters
4775 decoration = "default:grass",
4776 -- ^ The node name used as the decoration.
4777 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
4779 -- ^ Number of nodes high the decoration is made.
4780 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
4782 -- ^ Number of nodes the decoration can be at maximum.
4783 -- ^ If absent, the parameter 'height' is used as a constant.
4785 -- ^ Param2 value of placed decoration node.
4787 ----- Schematic-type parameters
4788 schematic = "foobar.mts",
4789 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
4790 -- ^ specified Minetest schematic file.
4791 -- ^ - OR -, could be the ID of a previously registered schematic
4792 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
4793 -- ^ and an optional table yslice_prob:
4795 size = {x=4, y=6, z=4},
4797 {name="default:cobble", param1=255, param2=0},
4798 {name="default:dirt_with_grass", param1=255, param2=0},
4799 {name="ignore", param1=255, param2=0},
4800 {name="air", param1=255, param2=0},
4809 -- ^ See 'Schematic specifier' for details.
4810 replacements = {["oldname"] = "convert_to", ...},
4811 flags = "place_center_x, place_center_y, place_center_z",
4812 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
4813 rotation = "90" -- rotate schematic 90 degrees on placement
4814 -- ^ Rotation can be "0", "90", "180", "270", or "random".
4816 -- ^ Y offset of the schematic base node layer relative to the 'place_on'
4818 -- ^ Can be positive or negative. Default is 0.
4819 -- ^ If the flag 'place_center_y' is set this parameter is ignored.
4820 -- ^ If absent or 0 the schematic base node layer will be placed level
4821 -- ^ with the 'place_on' node.
4824 ### Chat command definition (`register_chatcommand`)
4827 params = "<name> <privilege>", -- Short parameter description
4828 description = "Remove privilege from player", -- Full description
4829 privs = {privs=true}, -- Require the "privs" privilege to run
4830 func = function(name, param), -- Called when command is run.
4831 -- Returns boolean success and text output.
4834 ### Detached inventory callbacks
4837 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4838 -- ^ Called when a player wants to move items inside the inventory
4839 -- ^ Return value: number of items allowed to move
4841 allow_put = func(inv, listname, index, stack, player),
4842 -- ^ Called when a player wants to put something into the inventory
4843 -- ^ Return value: number of items allowed to put
4844 -- ^ Return value: -1: Allow and don't modify item count in inventory
4846 allow_take = func(inv, listname, index, stack, player),
4847 -- ^ Called when a player wants to take something out of the inventory
4848 -- ^ Return value: number of items allowed to take
4849 -- ^ Return value: -1: Allow and don't modify item count in inventory
4851 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4852 on_put = func(inv, listname, index, stack, player),
4853 on_take = func(inv, listname, index, stack, player),
4854 -- ^ Called after the actual action has happened, according to what was allowed.
4855 -- ^ No return value
4858 ### HUD Definition (`hud_add`, `hud_get`)
4861 hud_elem_type = "image", -- see HUD element types
4862 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
4863 position = {x=0.5, y=0.5},
4864 -- ^ Left corner position of element
4870 -- ^ Selected item in inventory. 0 for no item selected.
4872 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
4873 alignment = {x=0, y=0},
4874 -- ^ See "HUD Element Types"
4875 offset = {x=0, y=0},
4876 -- ^ See "HUD Element Types"
4877 size = { x=100, y=100 },
4878 -- ^ Size of element in pixels
4881 ### Particle definition (`add_particle`)
4884 pos = {x=0, y=0, z=0},
4885 velocity = {x=0, y=0, z=0},
4886 acceleration = {x=0, y=0, z=0},
4887 -- ^ Spawn particle at pos with velocity and acceleration
4889 -- ^ Disappears after expirationtime seconds
4891 collisiondetection = false,
4892 -- ^ collisiondetection: if true collides with physical objects
4893 collision_removal = false,
4894 -- ^ collision_removal: if true then particle is removed when it collides,
4895 -- ^ requires collisiondetection = true to have any effect
4897 -- ^ vertical: if true faces player using y axis only
4898 texture = "image.png",
4899 -- ^ Uses texture (string)
4900 playername = "singleplayer",
4901 -- ^ optional, if specified spawns particle only on the player's client
4902 animation = {Tile Animation definition},
4903 -- ^ optional, specifies how to animate the particle texture
4905 -- ^ optional, specify particle self-luminescence in darkness
4909 ### `ParticleSpawner` definition (`add_particlespawner`)
4914 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
4915 minpos = {x=0, y=0, z=0},
4916 maxpos = {x=0, y=0, z=0},
4917 minvel = {x=0, y=0, z=0},
4918 maxvel = {x=0, y=0, z=0},
4919 minacc = {x=0, y=0, z=0},
4920 maxacc = {x=0, y=0, z=0},
4925 -- ^ The particle's properties are random values in between the bounds:
4926 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
4927 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
4928 collisiondetection = false,
4929 -- ^ collisiondetection: if true uses collision detection
4930 collision_removal = false,
4931 -- ^ collision_removal: if true then particle is removed when it collides,
4932 -- ^ requires collisiondetection = true to have any effect
4933 attached = ObjectRef,
4934 -- ^ attached: if defined, particle positions, velocities and accelerations
4935 -- ^ are relative to this object's position and yaw.
4937 -- ^ vertical: if true faces player using y axis only
4938 texture = "image.png",
4939 -- ^ Uses texture (string)
4940 playername = "singleplayer"
4941 -- ^ Playername is optional, if specified spawns particle only on the player's client
4944 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
4947 url = "http://example.org",
4949 -- ^ Timeout for connection in seconds. Default is 3 seconds.
4950 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
4951 -- ^ Optional, if specified a POST request with post_data is performed.
4952 -- ^ Accepts both a string and a table. If a table is specified, encodes table
4953 -- ^ as x-www-form-urlencoded key-value pairs.
4954 -- ^ If post_data ist not specified, a GET request is performed instead.
4955 user_agent = "ExampleUserAgent",
4956 -- ^ Optional, if specified replaces the default minetest user agent with given string
4957 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
4958 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
4959 -- ^ that the header strings follow HTTP specification ("Key: Value").
4961 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
4964 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
4968 -- ^ If true, the request has finished (either succeeded, failed or timed out)
4970 -- ^ If true, the request was succesful
4972 -- ^ If true, the request timed out
4974 -- ^ HTTP status code