1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
10 Content and functionality can be added to Minetest using Lua scripting
11 in run-time loaded mods.
13 A mod is a self-contained bunch of scripts, textures and other related
14 things, which is loaded by and interfaces with Minetest.
16 Mods are contained and ran solely on the server side. Definitions and media
17 files are automatically transferred to the client.
19 If you see a deficiency in the API, feel free to attempt to add the
20 functionality in the engine and API, and to document it here.
25 If you have any difficulty in understanding this, please read
26 [Programming in Lua](http://www.lua.org/pil/).
31 Mods are loaded during server startup from the mod load paths by running
32 the `init.lua` scripts in a shared environment.
37 * `RUN_IN_PLACE=1` (Windows release, local build)
38 * `$path_user`: `<build directory>`
39 * `$path_share`: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
54 Games are looked up from:
56 * `$path_share/games/<gameid>/`
57 * `$path_user/games/<gameid>/`
59 Where `<gameid>` is unique to each game.
61 The game directory can contain the following files:
63 * `game.conf`, with the following keys:
64 * `name`: Required, human readable name e.g. `name = Minetest`
65 * `description`: Short description to be shown in the content tab
66 * `disallowed_mapgens = <comma-separated mapgens>`
67 e.g. `disallowed_mapgens = v5,v6,flat`
68 These mapgens are removed from the list of mapgens for the game.
70 Used to set default settings when running this game.
72 In the same format as the one in builtin.
73 This settingtypes.txt will be parsed by the menu and the settings will be
74 displayed in the "Games" category in the advanced settings tab.
75 * If the game contains a folder called `textures` the server will load it as a
76 texturepack, overriding mod textures.
77 Any server texturepack will override mod textures and the game texturepack.
82 Games can provide custom main menu images. They are put inside a `menu`
83 directory inside the game directory.
85 The images are named `$identifier.png`, where `$identifier` is one of
86 `overlay`, `background`, `footer`, `header`.
87 If you want to specify multiple images for one identifier, add additional
88 images named like `$identifier.$n.png`, with an ascending number $n starting
89 with 1, and a random image will be chosen from the provided ones.
100 Paths are relative to the directories listed in the [Paths] section above.
102 * `games/<gameid>/mods/`
104 * `worlds/<worldname>/worldmods/`
109 It is possible to include a game in a world; in this case, no mods or
110 games are loaded or checked from anywhere else.
112 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
115 Mods should then be placed in `<worldname>/game/mods/`.
120 Mods can be put in a subdirectory, if the parent directory, which otherwise
121 should be a mod, contains a file named `modpack.conf`.
122 The file is a key-value store of modpack details.
124 * `name`: The modpack name.
125 * `description`: Description of mod to be shown in the Mods tab of the main
128 Note: to support 0.4.x, please also create an empty modpack.txt file.
130 Mod directory structure
131 -----------------------
137 │ ├── settingtypes.txt
141 │ │ ├── modname_stuff.png
142 │ │ └── modname_something_else.png
151 The location of this directory can be fetched by using
152 `minetest.get_modpath(modname)`.
156 A key-value store of mod details.
158 * `name`: The mod name. Allows Minetest to determine the mod name even if the
159 folder is wrongly named.
160 * `description`: Description of mod to be shown in the Mods tab of the main
162 * `depends`: A comma separated list of dependencies. These are mods that must be
163 loaded before this mod.
164 * `optional_depends`: A comma separated list of optional dependencies.
165 Like a dependency, but no error if the mod doesn't exist.
167 Note: to support 0.4.x, please also provide depends.txt.
171 A screenshot shown in the mod manager within the main menu. It should
172 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
176 **Deprecated:** you should use mod.conf instead.
178 This file is used if there are no dependencies in mod.conf.
180 List of mods that have to be loaded before loading this mod.
182 A single line contains a single modname.
184 Optional dependencies can be defined by appending a question mark
185 to a single modname. This means that if the specified mod
186 is missing, it does not prevent this mod from being loaded.
188 ### `description.txt`
190 **Deprecated:** you should use mod.conf instead.
192 This file is used if there is no description in mod.conf.
194 A file containing a description to be shown in the Mods tab of the main menu.
196 ### `settingtypes.txt`
198 A file in the same format as the one in builtin. It will be parsed by the
199 settings menu and the settings will be displayed in the "Mods" category.
203 The main Lua script. Running this script should register everything it
204 wants to register. Subsequent execution depends on minetest calling the
205 registered callbacks.
207 `minetest.settings` can be used to read custom or existing settings at load
208 time, if necessary. (See [`Settings`])
212 Models for entities or meshnodes.
214 ### `textures`, `sounds`, `media`
216 Media files (textures, sounds, whatever) that will be transferred to the
217 client and will be available for use by the mod.
221 Translation files for the clients. (See [Translations])
226 Registered names should generally be in this format:
230 `<whatever>` can have these characters:
234 This is to prevent conflicting names from corrupting maps and is
235 enforced by the mod loader.
237 Registered names can be overridden by prefixing the name with `:`. This can
238 be used for overriding the registrations of some other mod.
240 The `:` prefix can also be used for maintaining backwards compatibility.
244 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
245 So the name should be `experimental:tnt`.
247 Any mod can redefine `experimental:tnt` by using the name
251 when registering it. That mod is required to have `experimental` as a
260 Aliases of itemnames can be added by using
261 `minetest.register_alias(alias, original_name)` or
262 `minetest.register_alias_force(alias, original_name)`.
264 This adds an alias `alias` for the item called `original_name`.
265 From now on, you can use `alias` to refer to the item `original_name`.
267 The only difference between `minetest.register_alias` and
268 `minetest.register_alias_force` is that if an item named `alias` already exists,
269 `minetest.register_alias` will do nothing while
270 `minetest.register_alias_force` will unregister it.
272 This can be used for maintaining backwards compatibility.
274 This can also set quick access names for things, e.g. if
275 you have an item called `epiclylongmodname:stuff`, you could do
277 minetest.register_alias("stuff", "epiclylongmodname:stuff")
279 and be able to use `/giveme stuff`.
284 In a game, a certain number of these must be set to tell core mapgens which
285 of the game's nodes are to be used for core mapgen generation. For example:
287 minetest.register_alias("mapgen_stone", "default:stone")
289 ### Aliases for non-V6 mapgens
291 #### Essential aliases
294 * mapgen_water_source
295 * mapgen_river_water_source
297 `mapgen_river_water_source` is required for mapgens with sloping rivers where
298 it is necessary to have a river liquid node with a short `liquid_range` and
299 `liquid_renewable = false` to avoid flooding.
301 #### Optional aliases
305 Fallback lava node used if cave liquids are not defined in biome definitions.
306 Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
310 Fallback node used if dungeon nodes are not defined in biome definitions.
311 Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
313 ### Aliases needed for Mapgen V6
316 * mapgen_water_source
319 * mapgen_dirt_with_grass
322 * mapgen_desert_stone
324 * mapgen_dirt_with_snow
333 * mapgen_jungleleaves
336 * mapgen_pine_needles
339 * mapgen_stair_cobble
341 * mapgen_stair_desert_stone
343 ### Setting the node used in Mapgen Singlenode
345 By default the world is filled with air nodes. To set a different node use, for
348 minetest.register_alias("mapgen_singlenode", "default:stone")
356 Mods should generally prefix their textures with `modname_`, e.g. given
357 the mod name `foomod`, a texture could be called:
361 Textures are referred to by their complete name, or alternatively by
362 stripping out the file extension:
364 * e.g. `foomod_foothing.png`
365 * e.g. `foomod_foothing`
370 There are various texture modifiers that can be used
371 to generate textures on-the-fly.
373 ### Texture overlaying
375 Textures can be overlaid by putting a `^` between them.
379 default_dirt.png^default_grass_side.png
381 `default_grass_side.png` is overlaid over `default_dirt.png`.
382 The texture with the lower resolution will be automatically upscaled to
383 the higher resolution texture.
387 Textures can be grouped together by enclosing them in `(` and `)`.
389 Example: `cobble.png^(thing1.png^thing2.png)`
391 A texture for `thing1.png^thing2.png` is created and the resulting
392 texture is overlaid on top of `cobble.png`.
396 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
397 passing complex texture names as arguments. Escaping is done with backslash and
398 is required for `^` and `:`.
400 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
402 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
403 on top of `cobble.png`.
405 ### Advanced texture modifiers
411 * `[crack:<t>:<n>:<p>`
412 * `[cracko:<t>:<n>:<p>`
416 * `<t>`: tile count (in each direction)
417 * `<n>`: animation frame count
418 * `<p>`: current animation frame
420 Draw a step of the crack animation on the texture.
421 `crack` draws it normally, while `cracko` lays it over, keeping transparent
426 default_cobble.png^[crack:10:1
428 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
434 * `<file>`: texture to combine
436 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
437 specified coordinates.
441 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
443 #### `[resize:<w>x<h>`
445 Resizes the texture to the given dimensions.
449 default_sandstone.png^[resize:16x16
453 Makes the base image transparent according to the given ratio.
455 `r` must be between 0 (transparent) and 255 (opaque).
459 default_sandstone.png^[opacity:127
461 #### `[invert:<mode>`
463 Inverts the given channels of the base image.
464 Mode may contain the characters "r", "g", "b", "a".
465 Only the channels that are mentioned in the mode string will be inverted.
469 default_apple.png^[invert:rgb
473 Brightens the texture.
477 tnt_tnt_side.png^[brighten
481 Makes the texture completely opaque.
485 default_leaves.png^[noalpha
487 #### `[makealpha:<r>,<g>,<b>`
489 Convert one color to transparency.
493 default_cobble.png^[makealpha:128,128,128
497 * `<t>`: transformation(s) to apply
499 Rotates and/or flips the image.
501 `<t>` can be a number (between 0 and 7) or a transform name.
502 Rotations are counter-clockwise.
505 1 R90 rotate by 90 degrees
506 2 R180 rotate by 180 degrees
507 3 R270 rotate by 270 degrees
509 5 FXR90 flip X then rotate by 90 degrees
511 7 FYR90 flip Y then rotate by 90 degrees
515 default_stone.png^[transformFXR90
517 #### `[inventorycube{<top>{<left>{<right>`
519 Escaping does not apply here and `^` is replaced by `&` in texture names
522 Create an inventory cube texture using the side textures.
526 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
528 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
529 `dirt.png^grass_side.png` textures
531 #### `[lowpart:<percent>:<file>`
533 Blit the lower `<percent>`% part of `<file>` on the texture.
537 base.png^[lowpart:25:overlay.png
539 #### `[verticalframe:<t>:<n>`
541 * `<t>`: animation frame count
542 * `<n>`: current animation frame
544 Crops the texture to a frame of a vertical animation.
548 default_torch_animated.png^[verticalframe:16:8
552 Apply a mask to the base image.
554 The mask is applied using binary AND.
556 #### `[sheet:<w>x<h>:<x>,<y>`
558 Retrieves a tile at position x,y from the base image
559 which it assumes to be a tilesheet with dimensions w,h.
561 #### `[colorize:<color>:<ratio>`
563 Colorize the textures with the given color.
564 `<color>` is specified as a `ColorString`.
565 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
566 it is an int, then it specifies how far to interpolate between the
567 colors where 0 is only the texture color and 255 is only `<color>`. If
568 omitted, the alpha of `<color>` will be used as the ratio. If it is
569 the word "`alpha`", then each texture pixel will contain the RGB of
570 `<color>` and the alpha of `<color>` multiplied by the alpha of the
573 #### `[multiply:<color>`
575 Multiplies texture colors with the given color.
576 `<color>` is specified as a `ColorString`.
577 Result is more like what you'd expect if you put a color on top of another
578 color, meaning white surfaces get a lot of your new color while black parts
579 don't change very much.
584 The goal of hardware coloring is to simplify the creation of
585 colorful nodes. If your textures use the same pattern, and they only
586 differ in their color (like colored wool blocks), you can use hardware
587 coloring instead of creating and managing many texture files.
588 All of these methods use color multiplication (so a white-black texture
589 with red coloring will result in red-black color).
593 This method is useful if you wish to create nodes/items with
594 the same texture, in different colors, each in a new node/item definition.
598 When you register an item or node, set its `color` field (which accepts a
599 `ColorSpec`) to the desired color.
601 An `ItemStack`'s static color can be overwritten by the `color` metadata
602 field. If you set that field to a `ColorString`, that color will be used.
606 Each tile may have an individual static color, which overwrites every
607 other coloring method. To disable the coloring of a face,
608 set its color to white (because multiplying with white does nothing).
609 You can set the `color` property of the tiles in the node's definition
610 if the tile is in table format.
614 For nodes and items which can have many colors, a palette is more
615 suitable. A palette is a texture, which can contain up to 256 pixels.
616 Each pixel is one possible color for the node/item.
617 You can register one node/item, which can have up to 256 colors.
619 #### Palette indexing
621 When using palettes, you always provide a pixel index for the given
622 node or `ItemStack`. The palette is read from left to right and from
623 top to bottom. If the palette has less than 256 pixels, then it is
624 stretched to contain exactly 256 pixels (after arranging the pixels
625 to one line). The indexing starts from 0.
629 * 16x16 palette, index = 0: the top left corner
630 * 16x16 palette, index = 4: the fifth pixel in the first row
631 * 16x16 palette, index = 16: the pixel below the top left corner
632 * 16x16 palette, index = 255: the bottom right corner
633 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
634 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
635 to ensure the total 256 pixels.
636 * 2x4 palette, index = 32: the top right corner
637 * 2x4 palette, index = 63: the top right corner
638 * 2x4 palette, index = 64: the pixel below the top left corner
640 #### Using palettes with items
642 When registering an item, set the item definition's `palette` field to
643 a texture. You can also use texture modifiers.
645 The `ItemStack`'s color depends on the `palette_index` field of the
646 stack's metadata. `palette_index` is an integer, which specifies the
647 index of the pixel to use.
649 #### Linking palettes with nodes
651 When registering a node, set the item definition's `palette` field to
652 a texture. You can also use texture modifiers.
653 The node's color depends on its `param2`, so you also must set an
654 appropriate `paramtype2`:
656 * `paramtype2 = "color"` for nodes which use their full `param2` for
657 palette indexing. These nodes can have 256 different colors.
658 The palette should contain 256 pixels.
659 * `paramtype2 = "colorwallmounted"` for nodes which use the first
660 five bits (most significant) of `param2` for palette indexing.
661 The remaining three bits are describing rotation, as in `wallmounted`
662 paramtype2. Division by 8 yields the palette index (without stretching the
663 palette). These nodes can have 32 different colors, and the palette
664 should contain 32 pixels.
666 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
667 pixel will be picked from the palette.
668 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
669 pixel will be picked from the palette.
670 * `paramtype2 = "colorfacedir"` for nodes which use the first
671 three bits of `param2` for palette indexing. The remaining
672 five bits are describing rotation, as in `facedir` paramtype2.
673 Division by 32 yields the palette index (without stretching the
674 palette). These nodes can have 8 different colors, and the
675 palette should contain 8 pixels.
677 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
678 first (= 0 + 1) pixel will be picked from the palette.
679 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
680 second (= 1 + 1) pixel will be picked from the palette.
682 To colorize a node on the map, set its `param2` value (according
683 to the node's paramtype2).
685 ### Conversion between nodes in the inventory and on the map
687 Static coloring is the same for both cases, there is no need
690 If the `ItemStack`'s metadata contains the `color` field, it will be
691 lost on placement, because nodes on the map can only use palettes.
693 If the `ItemStack`'s metadata contains the `palette_index` field, it is
694 automatically transferred between node and item forms by the engine,
695 when a player digs or places a colored node.
696 You can disable this feature by setting the `drop` field of the node
697 to itself (without metadata).
698 To transfer the color to a special drop, you need a drop table.
702 minetest.register_node("mod:stone", {
703 description = "Stone",
704 tiles = {"default_stone.png"},
705 paramtype2 = "color",
706 palette = "palette.png",
709 -- assume that mod:cobblestone also has the same palette
710 {items = {"mod:cobblestone"}, inherit_color = true },
715 ### Colored items in craft recipes
717 Craft recipes only support item strings, but fortunately item strings
718 can also contain metadata. Example craft recipe registration:
720 minetest.register_craft({
721 output = minetest.itemstring_with_palette("wool:block", 3),
729 To set the `color` field, you can use `minetest.itemstring_with_color`.
731 Metadata field filtering in the `recipe` field are not supported yet,
732 so the craft output is independent of the color of the ingredients.
737 Sometimes hardware coloring is not enough, because it affects the
738 whole tile. Soft texture overlays were added to Minetest to allow
739 the dynamic coloring of only specific parts of the node's texture.
740 For example a grass block may have colored grass, while keeping the
743 These overlays are 'soft', because unlike texture modifiers, the layers
744 are not merged in the memory, but they are simply drawn on top of each
745 other. This allows different hardware coloring, but also means that
746 tiles with overlays are drawn slower. Using too much overlays might
749 For inventory and wield images you can specify overlays which
750 hardware coloring does not modify. You have to set `inventory_overlay`
751 and `wield_overlay` fields to an image name.
753 To define a node overlay, simply set the `overlay_tiles` field of the node
754 definition. These tiles are defined in the same way as plain tiles:
755 they can have a texture name, color etc.
756 To skip one face, set that overlay tile to an empty string.
758 Example (colored grass block):
760 minetest.register_node("default:dirt_with_grass", {
761 description = "Dirt with Grass",
762 -- Regular tiles, as usual
763 -- The dirt tile disables palette coloring
764 tiles = {{name = "default_grass.png"},
765 {name = "default_dirt.png", color = "white"}},
766 -- Overlay tiles: define them in the same style
767 -- The top and bottom tile does not have overlay
768 overlay_tiles = {"", "",
769 {name = "default_grass_side.png", tileable_vertical = false}},
770 -- Global color, used in inventory
772 -- Palette in the world
773 paramtype2 = "color",
774 palette = "default_foilage.png",
783 Only Ogg Vorbis files are supported.
785 For positional playing of sounds, only single-channel (mono) files are
786 supported. Otherwise OpenAL will play them non-positionally.
788 Mods should generally prefix their sounds with `modname_`, e.g. given
789 the mod name "`foomod`", a sound could be called:
793 Sounds are referred to by their name with a dot, a single digit and the
794 file extension stripped out. When a sound is played, the actual sound file
795 is chosen randomly from the matching sounds.
797 When playing the sound `foomod_foosound`, the sound is chosen randomly
798 from the available ones of the following files:
800 * `foomod_foosound.ogg`
801 * `foomod_foosound.0.ogg`
802 * `foomod_foosound.1.ogg`
804 * `foomod_foosound.9.ogg`
806 Examples of sound parameter tables:
808 -- Play locationless on all clients
810 gain = 1.0, -- default
811 fade = 0.0, -- default, change to a value > 0 to fade the sound in
812 pitch = 1.0, -- default
814 -- Play locationless to one player
817 gain = 1.0, -- default
818 fade = 0.0, -- default, change to a value > 0 to fade the sound in
819 pitch = 1.0, -- default
821 -- Play locationless to one player, looped
824 gain = 1.0, -- default
827 -- Play in a location
829 pos = {x = 1, y = 2, z = 3},
830 gain = 1.0, -- default
831 max_hear_distance = 32, -- default, uses an euclidean metric
833 -- Play connected to an object, looped
835 object = <an ObjectRef>,
836 gain = 1.0, -- default
837 max_hear_distance = 32, -- default, uses an euclidean metric
841 Looped sounds must either be connected to an object or played locationless to
842 one player using `to_player = name,`.
844 A positional sound will only be heard by players that are within
845 `max_hear_distance` of the sound position, at the start of the sound.
851 * e.g. `"default_place_node"`
853 * e.g. `{name = "default_place_node"}`
854 * e.g. `{name = "default_place_node", gain = 1.0}`
855 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
860 Registered definitions
861 ======================
863 Anything added using certain [Registration functions] gets added to one or more
864 of the global [Registered definition tables].
866 Note that in some cases you will stumble upon things that are not contained
867 in these tables (e.g. when a mod has been removed). Always check for
868 existence before trying to access the fields.
872 All nodes register with `minetest.register_node` get added to the table
873 `minetest.registered_nodes`.
875 If you want to check the drawtype of a node, you could do:
877 local function get_nodedef_field(nodename, fieldname)
878 if not minetest.registered_nodes[nodename] then
881 return minetest.registered_nodes[nodename][fieldname]
883 local drawtype = get_nodedef_field(nodename, "drawtype")
891 Nodes are the bulk data of the world: cubes and other things that take the
892 space of a cube. Huge amounts of them are handled efficiently, but they
895 The definition of a node is stored and can be accessed by using
897 minetest.registered_nodes[node.name]
899 See [Registered definitions].
901 Nodes are passed by value between Lua and the engine.
902 They are represented by a table:
904 {name="name", param1=num, param2=num}
906 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
907 them for certain automated functions. If you don't use these functions, you can
908 use them to store arbitrary values.
913 The functions of `param1` and `param2` are determined by certain fields in the
916 `param1` is reserved for the engine when `paramtype != "none"`:
918 * `paramtype = "light"`
919 * The value stores light with and without sun in its upper and lower 4 bits
921 * Required by a light source node to enable spreading its light.
922 * Required by the following drawtypes as they determine their visual
923 brightness from their internal light value:
934 `param2` is reserved for the engine when any of these are used:
936 * `liquidtype = "flowing"`
937 * The level and some flags of the liquid is stored in `param2`
938 * `drawtype = "flowingliquid"`
939 * The drawn liquid level is read from `param2`
940 * `drawtype = "torchlike"`
941 * `drawtype = "signlike"`
942 * `paramtype2 = "wallmounted"`
943 * The rotation of the node is stored in `param2`. You can make this value
944 by using `minetest.dir_to_wallmounted()`.
945 * `paramtype2 = "facedir"`
946 * The rotation of the node is stored in `param2`. Furnaces and chests are
947 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
948 * Values range 0 - 23
949 * facedir / 4 = axis direction:
950 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
951 * facedir modulo 4 = rotation around that axis
952 * `paramtype2 = "leveled"`
953 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
955 * The level of the top face of the nodebox is stored in `param2`.
956 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
958 * The nodebox height is (`param2` / 64) nodes.
959 * The maximum accepted value of `param2` is 127.
961 * The height of the 'plantlike' section is stored in `param2`.
962 * The height is (`param2` / 16) nodes.
963 * `paramtype2 = "degrotate"`
964 * Only valid for "plantlike". The rotation of the node is stored in
966 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
967 get the actual rotation in degrees of the node.
968 * `paramtype2 = "meshoptions"`
969 * Only valid for "plantlike". The value of `param2` becomes a bitfield which
970 can be used to change how the client draws plantlike nodes.
971 * Bits 0, 1 and 2 form a mesh selector.
972 Currently the following meshes are choosable:
973 * 0 = a "x" shaped plant (ordinary plant)
974 * 1 = a "+" shaped plant (just rotated 45 degrees)
975 * 2 = a "*" shaped plant with 3 faces instead of 2
976 * 3 = a "#" shaped plant with 4 faces instead of 2
977 * 4 = a "#" shaped plant with 4 faces that lean outwards
978 * 5-7 are unused and reserved for future meshes.
979 * Bits 3 through 7 are optional flags that can be combined and give these
981 * bit 3 (0x08) - Makes the plant slightly vary placement horizontally
982 * bit 4 (0x10) - Makes the plant mesh 1.4x larger
983 * bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
984 * bits 6-7 are reserved for future use.
985 * `paramtype2 = "color"`
986 * `param2` tells which color is picked from the palette.
987 The palette should have 256 pixels.
988 * `paramtype2 = "colorfacedir"`
989 * Same as `facedir`, but with colors.
990 * The first three bits of `param2` tells which color is picked from the
991 palette. The palette should have 8 pixels.
992 * `paramtype2 = "colorwallmounted"`
993 * Same as `wallmounted`, but with colors.
994 * The first five bits of `param2` tells which color is picked from the
995 palette. The palette should have 32 pixels.
996 * `paramtype2 = "glasslikeliquidlevel"`
997 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
999 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1001 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1003 Nodes can also contain extra data. See [Node Metadata].
1008 There are a bunch of different looking node types.
1010 Look for examples in `games/minimal` or `games/minetest_game`.
1013 * A node-sized cube.
1015 * Invisible, uses no texture.
1017 * The cubic source node for a liquid.
1019 * The flowing version of a liquid, appears with various heights and slopes.
1021 * Often used for partially-transparent nodes.
1022 * Only external sides of textures are visible.
1023 * `glasslike_framed`
1024 * All face-connected nodes are drawn as one volume within a surrounding
1026 * The frame appearance is generated from the edges of the first texture
1027 specified in `tiles`. The width of the edges used are 1/16th of texture
1028 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1029 * The glass 'shine' (or other desired detail) on each node face is supplied
1030 by the second texture specified in `tiles`.
1031 * `glasslike_framed_optional`
1032 * This switches between the above 2 drawtypes according to the menu setting
1035 * Often used for partially-transparent nodes.
1036 * External and internal sides of textures are visible.
1037 * `allfaces_optional`
1038 * Often used for leaves nodes.
1039 * This switches between `normal`, `glasslike` and `allfaces` according to
1040 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1041 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1042 is used instead, if present. This allows a visually thicker texture to be
1043 used to compensate for how `glasslike` reduces visual thickness.
1045 * A single vertical texture.
1046 * If placed on top of a node, uses the first texture specified in `tiles`.
1047 * If placed against the underside of a node, uses the second texture
1048 specified in `tiles`.
1049 * If placed on the side of a node, uses the third texture specified in
1050 `tiles` and is perpendicular to that node.
1052 * A single texture parallel to, and mounted against, the top, underside or
1055 * Two vertical and diagonal textures at right-angles to each other.
1056 * See `paramtype2 = "meshoptions"` above for other options.
1058 * When above a flat surface, appears as 6 textures, the central 2 as
1059 `plantlike` plus 4 more surrounding those.
1060 * If not above a surface the central 2 do not appear, but the texture
1061 appears against the faces of surrounding nodes if they are present.
1063 * A 3D model suitable for a wooden fence.
1064 * One placed node appears as a single vertical post.
1065 * Adjacently-placed nodes cause horizontal bars to appear between them.
1067 * Often used for tracks for mining carts.
1068 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1069 curved, t-junction, crossing.
1070 * Each placed node automatically switches to a suitable rotated texture
1071 determined by the adjacent `raillike` nodes, in order to create a
1072 continuous track network.
1073 * Becomes a sloping node if placed against stepped nodes.
1075 * Often used for stairs and slabs.
1076 * Allows defining nodes consisting of an arbitrary number of boxes.
1077 * See [Node boxes] below for more information.
1079 * Uses models for nodes.
1080 * Tiles should hold model materials textures.
1081 * Only static meshes are implemented.
1082 * For supported model formats see Irrlicht engine documentation.
1083 * `plantlike_rooted`
1084 * Enables underwater `plantlike` without air bubbles around the nodes.
1085 * Consists of a base cube at the co-ordinates of the node plus a
1086 `plantlike` extension above with a height of `param2 / 16` nodes.
1087 * The `plantlike` extension visually passes through any nodes above the
1088 base cube without affecting them.
1089 * The base cube texture tiles are defined as normal, the `plantlike`
1090 extension uses the defined special tile, for example:
1091 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1093 `*_optional` drawtypes need less rendering time if deactivated
1094 (always client-side).
1099 Node selection boxes are defined using "node boxes".
1101 A nodebox is defined as any of:
1104 -- A normal cube; the default in most things
1108 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1110 fixed = box OR {box1, box2, ...}
1113 -- A variable height box (or boxes) with the top face position defined
1114 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1116 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1118 fixed = box OR {box1, box2, ...}
1121 -- A box like the selection box for torches
1122 -- (wallmounted param2 is used, if applicable)
1123 type = "wallmounted",
1129 -- A node that has optional boxes depending on neighbouring nodes'
1130 -- presence and type. See also `connects_to`.
1132 fixed = box OR {box1, box2, ...}
1133 connect_top = box OR {box1, box2, ...}
1134 connect_bottom = box OR {box1, box2, ...}
1135 connect_front = box OR {box1, box2, ...}
1136 connect_left = box OR {box1, box2, ...}
1137 connect_back = box OR {box1, box2, ...}
1138 connect_right = box OR {box1, box2, ...}
1139 -- The following `disconnected_*` boxes are the opposites of the
1140 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1141 -- on the respective side, the corresponding disconnected box is drawn.
1142 disconnected_top = box OR {box1, box2, ...}
1143 disconnected_bottom = box OR {box1, box2, ...}
1144 disconnected_front = box OR {box1, box2, ...}
1145 disconnected_left = box OR {box1, box2, ...}
1146 disconnected_back = box OR {box1, box2, ...}
1147 disconnected_right = box OR {box1, box2, ...}
1148 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1149 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1150 -- neighbours to the sides
1153 A `box` is defined as:
1155 {x1, y1, z1, x2, y2, z2}
1157 A box of a regular node would look like:
1159 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1164 Map terminology and coordinates
1165 ===============================
1167 Nodes, mapblocks, mapchunks
1168 ---------------------------
1170 A 'node' is the fundamental cubic unit of a world and appears to a player as
1171 roughly 1x1x1 meters in size.
1173 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1174 fundamental region of a world that is stored in the world database, sent to
1175 clients and handled by many parts of the engine.
1176 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1177 'node', however 'block' often appears in the API.
1179 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1180 (80x80x80 nodes) and is the volume of world generated in one operation by
1182 The size in mapblocks has been chosen to optimise map generation.
1187 ### Orientation of axes
1189 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1191 ### Node coordinates
1193 Almost all positions used in the API use node coordinates.
1195 ### Mapblock coordinates
1197 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1198 specify a particular mapblock.
1199 For example blockpos (0,0,0) specifies the mapblock that extends from
1200 node position (0,0,0) to node position (15,15,15).
1202 #### Converting node position to the containing blockpos
1204 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1207 * blockpos = math.floor(nodepos / 16)
1209 #### Converting blockpos to min/max node positions
1211 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1215 nodepos = blockpos * 16
1217 nodepos = blockpos * 16 + 15
1228 The position field is used for all element types.
1230 To account for differing resolutions, the position coordinates are the
1231 percentage of the screen, ranging in value from `0` to `1`.
1233 The name field is not yet used, but should contain a description of what the
1234 HUD element represents. The direction field is the direction in which something
1237 `0` draws from left to right, `1` draws from right to left, `2` draws from
1238 top to bottom, and `3` draws from bottom to top.
1240 The `alignment` field specifies how the item will be aligned. It is a table
1241 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1242 moved to the left/up, and `1` is to the right/down. Fractional values can be
1245 The `offset` field specifies a pixel offset from the position. Contrary to
1246 position, the offset is not scaled to screen size. This allows for some
1247 precisely positioned items in the HUD.
1249 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1252 Below are the specific uses for fields in each type; fields not listed for that
1257 Displays an image on the HUD.
1259 * `scale`: The scale of the image, with 1 being the original texture size.
1260 Only the X coordinate scale is used (positive values).
1261 Negative values represent that percentage of the screen it
1262 should take; e.g. `x=-100` means 100% (width).
1263 * `text`: The name of the texture that is displayed.
1264 * `alignment`: The alignment of the image.
1265 * `offset`: offset in pixels from position.
1269 Displays text on the HUD.
1271 * `scale`: Defines the bounding rectangle of the text.
1272 A value such as `{x=100, y=100}` should work.
1273 * `text`: The text to be displayed in the HUD element.
1274 * `number`: An integer containing the RGB value of the color used to draw the
1275 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1276 * `alignment`: The alignment of the text.
1277 * `offset`: offset in pixels from position.
1281 Displays a horizontal bar made up of half-images.
1283 * `text`: The name of the texture that is used.
1284 * `number`: The number of half-textures that are displayed.
1285 If odd, will end with a vertically center-split texture.
1287 * `offset`: offset in pixels from position.
1288 * `size`: If used, will force full-image size to this value (override texture
1293 * `text`: The name of the inventory list to be displayed.
1294 * `number`: Number of items in the inventory to be displayed.
1295 * `item`: Position of item that is selected.
1297 * `offset`: offset in pixels from position.
1301 Displays distance to selected world position.
1303 * `name`: The name of the waypoint.
1304 * `text`: Distance suffix. Can be blank.
1305 * `number:` An integer containing the RGB value of the color used to draw the
1307 * `world_pos`: World position of the waypoint.
1312 Representations of simple things
1313 ================================
1318 {x=num, y=num, z=num}
1320 For helper functions see [Spatial Vectors].
1325 * `{type="nothing"}`
1326 * `{type="node", under=pos, above=pos}`
1327 * `{type="object", ref=ObjectRef}`
1329 Exact pointing location (currently only `Raycast` supports these fields):
1331 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1332 point on the selection box which is pointed at. May be in the selection box
1333 if the pointer is in the box too.
1334 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1336 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1337 selected selection box. This specifies which face is pointed at.
1338 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1344 Flag Specifier Format
1345 =====================
1347 Flags using the standardized flag specifier format can be specified in either
1348 of two ways, by string or table.
1350 The string format is a comma-delimited set of flag names; whitespace and
1351 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1352 flag, and specifying a flag prefixed by the string `"no"` explicitly
1353 clears the flag from whatever the default may be.
1355 In addition to the standard string flag format, the schematic flags field can
1356 also be a table of flag names to boolean values representing whether or not the
1357 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1358 is present, mapped to a boolean of any value, the specified flag is unset.
1360 E.g. A flag field of value
1362 {place_center_x = true, place_center_y=false, place_center_z=true}
1366 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1368 which is equivalent to
1370 "place_center_x, noplace_center_y, place_center_z"
1374 "place_center_x, place_center_z"
1376 since, by default, no schematic attributes are set.
1387 There are three kinds of items: nodes, tools and craftitems.
1389 * Node: Can be placed in the world's voxel grid
1390 * Tool: Has a wear property but cannot be stacked. The default use action is to
1391 dig nodes or hit objects according to its tool capabilities.
1392 * Craftitem: Cannot dig nodes or be placed
1397 All item stacks have an amount between 0 and 65535. It is 1 by
1398 default. Tool item stacks can not have an amount greater than 1.
1400 Tools use a wear (damage) value ranging from 0 to 65535. The
1401 value 0 is the default and is used for unworn tools. The values
1402 1 to 65535 are used for worn tools, where a higher value stands for
1403 a higher wear. Non-tools always have a wear value of 0.
1408 Items and item stacks can exist in three formats: Serializes, table format
1411 When an item must be passed to a function, it can usually be in any of
1416 This is called "stackstring" or "itemstring". It is a simple string with
1417 1-3 components: the full item identifier, an optional amount and an optional
1420 <identifier> [<amount>[ <wear>]]
1424 * `'default:apple'`: 1 apple
1425 * `'default:dirt 5'`: 5 dirt
1426 * `'default:pick_stone'`: a new stone pickaxe
1427 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1435 {name="default:dirt", count=5, wear=0, metadata=""}
1437 A wooden pick about 1/3 worn out:
1439 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1443 {name="default:apple", count=1, wear=0, metadata=""}
1447 A native C++ format with many helper methods. Useful for converting
1448 between formats. See the [Class reference] section for details.
1456 In a number of places, there is a group table. Groups define the
1457 properties of a thing (item, node, armor of entity, capabilities of
1458 tool) in such a way that the engine and other mods can can interact with
1459 the thing without actually knowing what the thing is.
1464 Groups are stored in a table, having the group names with keys and the
1465 group ratings as values. For example:
1468 groups = {crumbly=3, soil=1}
1470 -- A more special dirt-kind of thing
1471 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1473 Groups always have a rating associated with them. If there is no
1474 useful meaning for a rating for an enabled group, it shall be `1`.
1476 When not defined, the rating of a group defaults to `0`. Thus when you
1477 read groups, you must interpret `nil` and `0` as the same value, `0`.
1479 You can read the rating of a group for an item or a node by using
1481 minetest.get_item_group(itemname, groupname)
1486 Groups of items can define what kind of an item it is (e.g. wool).
1491 In addition to the general item things, groups are used to define whether
1492 a node is destroyable and how long it takes to destroy by a tool.
1497 For entities, groups are, as of now, used only for calculating damage.
1498 The rating is the percentage of damage caused by tools with this damage group.
1499 See [Entity damage mechanism].
1501 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1502 object.set_armor_groups({fleshy=30, cracky=80})
1507 Groups in tools define which groups of nodes and entities they are
1510 Groups in crafting recipes
1511 --------------------------
1513 An example: Make meat soup from any meat, any water and any bowl:
1516 output = 'food:meat_soup_raw',
1522 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1525 Another example: Make red wool from white wool and red dye:
1529 output = 'wool:red',
1530 recipe = {'wool:white', 'group:dye,basecolor_red'},
1536 * `immortal`: Skips all damage and breath handling for an object. This group
1537 will also hide the integrated HUD status bars for players, and is
1538 automatically set to all players when damage is disabled on the server.
1539 * `punch_operable`: For entities; disables the regular damage mechanism for
1540 players punching it by hand or a non-tool item, so that it can do something
1541 else than take damage.
1542 * `level`: Can be used to give an additional sense of progression in the game.
1543 * A larger level will cause e.g. a weapon of a lower level make much less
1544 damage, and get worn out much faster, or not be able to get drops
1545 from destroyed nodes.
1546 * `0` is something that is directly accessible at the start of gameplay
1547 * There is no upper limit
1548 * `dig_immediate`: Player can always pick up node without reducing tool wear
1549 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1550 * `3`: the node always gets the digging time 0 seconds (torch)
1551 * `disable_jump`: Player (and possibly other things) cannot jump from node
1552 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1553 * `bouncy`: value is bounce speed in percent
1554 * `falling_node`: if there is no walkable block under the node it will fall
1555 * `float`: the node will not fall through liquids
1556 * `attached_node`: if the node under it is not a walkable block the node will be
1557 dropped as an item. If the node is wallmounted the wallmounted direction is
1559 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1560 connect to each other
1561 * `slippery`: Players and items will slide on the node.
1562 Slipperiness rises steadily with `slippery` value, starting at 1.
1563 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1564 `"toolrepair"` crafting recipe
1566 Known damage and digging time defining groups
1567 ---------------------------------------------
1569 * `crumbly`: dirt, sand
1570 * `cracky`: tough but crackable stuff like stone.
1571 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1572 plants, wire, sheets of metal
1573 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1574 * `fleshy`: Living things like animals and the player. This could imply
1575 some blood effects when hitting.
1576 * `explody`: Especially prone to explosions
1577 * `oddly_breakable_by_hand`:
1578 Can be added to nodes that shouldn't logically be breakable by the
1579 hand but are. Somewhat similar to `dig_immediate`, but times are more
1580 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1581 speed of a tool if the tool can dig at a faster speed than this
1582 suggests for the hand.
1584 Examples of custom groups
1585 -------------------------
1587 Item groups are often used for defining, well, _groups of items_.
1589 * `meat`: any meat-kind of a thing (rating might define the size or healing
1590 ability or be irrelevant -- it is not defined as of yet)
1591 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1593 * `flammable`: can be set on fire. Rating might define the intensity of the
1594 fire, affecting e.g. the speed of the spreading of an open fire.
1595 * `wool`: any wool (any origin, any color)
1596 * `metal`: any metal
1597 * `weapon`: any weapon
1598 * `heavy`: anything considerably heavy
1600 Digging time calculation specifics
1601 ----------------------------------
1603 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1604 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1605 faster digging time.
1607 The `level` group is used to limit the toughness of nodes a tool can dig
1608 and to scale the digging times / damage to a greater extent.
1610 **Please do understand this**, otherwise you cannot use the system to it's
1613 Tools define their properties by a list of parameters for groups. They
1614 cannot dig other groups; thus it is important to use a standard bunch of
1615 groups to enable interaction with tools.
1628 * Full punch interval
1629 * Maximum drop level
1630 * For an arbitrary list of groups:
1631 * Uses (until the tool breaks)
1632 * Maximum level (usually `0`, `1`, `2` or `3`)
1636 ### Full punch interval
1638 When used as a weapon, the tool will do full damage if this time is spent
1639 between punches. If e.g. half the time is spent, the tool will do half
1642 ### Maximum drop level
1644 Suggests the maximum level of node, when dug with the tool, that will drop
1645 it's useful item. (e.g. iron ore to drop a lump of iron).
1647 This is not automated; it is the responsibility of the node definition
1652 Determines how many uses the tool has when it is used for digging a node,
1653 of this group, of the maximum level. For lower leveled nodes, the use count
1654 is multiplied by `3^leveldiff`.
1656 * `uses=10, leveldiff=0`: actual uses: 10
1657 * `uses=10, leveldiff=1`: actual uses: 30
1658 * `uses=10, leveldiff=2`: actual uses: 90
1662 Tells what is the maximum level of a node of this group that the tool will
1667 List of digging times for different ratings of the group, for nodes of the
1670 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1671 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1672 for this group, and unable to dig the rating `1`, which is the toughest.
1673 Unless there is a matching group that enables digging otherwise.
1675 If the result digging time is 0, a delay of 0.15 seconds is added between
1676 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1677 i.e. players can more quickly click the nodes away instead of holding LMB.
1681 List of damage for groups of entities. See [Entity damage mechanism].
1683 Example definition of the capabilities of a tool
1684 ------------------------------------------------
1686 tool_capabilities = {
1687 full_punch_interval=1.5,
1690 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1692 damage_groups = {fleshy=2},
1695 This makes the tool be able to dig nodes that fulfil both of these:
1697 * Have the `crumbly` group
1698 * Have a `level` group less or equal to `2`
1700 Table of resulting digging times:
1702 crumbly 0 1 2 3 4 <- level
1704 1 0.80 1.60 1.60 - -
1705 2 0.60 1.20 1.20 - -
1706 3 0.40 0.80 0.80 - -
1708 level diff: 2 1 0 -1 -2
1710 Table of resulting tool uses:
1719 * At `crumbly==0`, the node is not diggable.
1720 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1721 easy nodes to be quickly breakable.
1722 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1727 Entity damage mechanism
1728 =======================
1733 foreach group in cap.damage_groups:
1734 damage += cap.damage_groups[group]
1735 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1736 * (object.armor_groups[group] / 100.0)
1737 -- Where object.armor_groups[group] is 0 for inexistent values
1740 Client predicts damage based on damage groups. Because of this, it is able to
1741 give an immediate response when an entity is damaged or dies; the response is
1742 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1744 Currently a smoke puff will appear when an entity dies.
1746 The group `immortal` completely disables normal damage.
1748 Entities can define a special armor group, which is `punch_operable`. This
1749 group disables the regular damage mechanism for players punching it by hand or
1750 a non-tool item, so that it can do something else than take damage.
1752 On the Lua side, every punch calls:
1754 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1757 This should never be called directly, because damage is usually not handled by
1760 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1761 accessed unless absolutely required, to encourage interoperability.
1762 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1763 * `tool_capabilities` can be `nil`.
1764 * `direction` is a unit vector, pointing from the source of the punch to
1766 * `damage` damage that will be done to entity
1767 Return value of this function will determine if damage is done by this function
1768 (retval true) or shall be done by engine (retval false)
1770 To punch an entity/object in Lua, call:
1772 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1774 * Return value is tool wear.
1775 * Parameters are equal to the above callback.
1776 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1777 will be automatically filled in based on the location of `puncher`.
1788 The instance of a node in the world normally only contains the three values
1789 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
1790 It is called "node metadata"; See `NodeMetaRef`.
1792 Node metadata contains two things:
1797 Some of the values in the key-value store are handled specially:
1799 * `formspec`: Defines a right-click inventory menu. See [Formspec].
1800 * `infotext`: Text shown on the screen when the node is pointed at
1804 local meta = minetest.get_meta(pos)
1805 meta:set_string("formspec",
1807 "list[context;main;0,0;8,4;]"..
1808 "list[current_player;main;0,5;8,4;]")
1809 meta:set_string("infotext", "Chest");
1810 local inv = meta:get_inventory()
1811 inv:set_size("main", 8*4)
1812 print(dump(meta:to_table()))
1815 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1816 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1817 [10] = "", [11] = "", [12] = "", [13] = "",
1818 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1819 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1820 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1821 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1825 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1833 Item stacks can store metadata too. See [`ItemStackMetaRef`].
1835 Item metadata only contains a key-value store.
1837 Some of the values in the key-value store are handled specially:
1839 * `description`: Set the item stack's description. Defaults to
1841 * `color`: A `ColorString`, which sets the stack's color.
1842 * `palette_index`: If the item has a palette, this is used to get the
1843 current color from the palette.
1847 local meta = stack:get_meta()
1848 meta:set_string("key", "value")
1849 print(dump(meta:to_table()))
1857 Formspec defines a menu. This supports inventories and some of the
1858 typical widgets like buttons, checkboxes, text input fields, etc.
1859 It is a string, with a somewhat strange format.
1861 A formspec is made out of formspec elements, which includes widgets
1862 like buttons but also can be used to set stuff like background color.
1864 Many formspec elements have a `name`, which is a unique identifier which
1865 is used when the server receives user input. You must not use the name
1866 "quit" for formspec elements.
1868 Spaces and newlines can be inserted between the blocks, as is used in the
1871 Position and size units are inventory slots unless the new coordinate system
1872 is enabled. `X` and `Y` position the formspec element relative to the top left
1873 of the menu or container. `W` and `H` are its width and height values.
1875 If the new system is enabled, all elements have unified coordinates for all
1876 elements with no padding or spacing in between. This is highly recommended
1877 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
1880 Inventories with a `player:<name>` inventory location are only sent to the
1881 player named `<name>`.
1883 When displaying text which can contain formspec code, e.g. text set by a player,
1884 use `minetest.formspec_escape`.
1885 For coloured text you can use `minetest.colorize`.
1887 WARNING: Minetest allows you to add elements to every single formspec instance
1888 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
1889 appearing when you don't expect them to. See [`no_prepend[]`].
1897 list[context;main;0,0;8,4;]
1898 list[current_player;main;0,5;8,4;]
1903 list[context;fuel;2,3;1,1;]
1904 list[context;src;2,1;1,1;]
1905 list[context;dst;5,1;2,2;]
1906 list[current_player;main;0,5;8,4;]
1908 ### Minecraft-like player inventory
1911 image[1,0.6;1,2;player.png]
1912 list[current_player;main;0,3.5;8,4;]
1913 list[current_player;craft;3,0;3,3;]
1914 list[current_player;craftpreview;7,1;1,1;]
1919 ### `size[<W>,<H>,<fixed_size>]`
1921 * Define the size of the menu in inventory slots
1922 * `fixed_size`: `true`/`false` (optional)
1923 * deprecated: `invsize[<W>,<H>;]`
1925 ### `position[<X>,<Y>]`
1927 * Must be used after `size` element.
1928 * Defines the position on the game window of the formspec's `anchor` point.
1929 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
1931 * [0.0, 0.0] sets the position to the top left corner of the game window.
1932 * [1.0, 1.0] sets the position to the bottom right of the game window.
1933 * Defaults to the center of the game window [0.5, 0.5].
1935 ### `anchor[<X>,<Y>]`
1937 * Must be used after both `size` and `position` (if present) elements.
1938 * Defines the location of the anchor point within the formspec.
1939 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
1941 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
1942 * [1.0, 0.0] sets the anchor to the top right of the formspec.
1943 * Defaults to the center of the formspec [0.5, 0.5].
1945 * `position` and `anchor` elements need suitable values to avoid a formspec
1946 extending off the game window due to particular game window sizes.
1950 * Must be used after the `size`, `position`, and `anchor` elements (if present).
1951 * Disables player:set_formspec_prepend() from applying to this formspec.
1953 ### `real_coordinates[<bool>]`
1955 * When set to true, all following formspec elements will use the new coordinate system.
1956 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
1957 (if present), the form size will use the new coordinate system.
1958 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
1959 They must enable it explicitly.
1960 * For information on converting forms to the new coordinate system, see `Migrating
1961 to Real Coordinates`.
1963 ### `container[<X>,<Y>]`
1965 * Start of a container block, moves all physical elements in the container by
1967 * Must have matching `container_end`
1968 * Containers can be nested, in which case the offsets are added
1969 (child containers are relative to parent containers)
1971 ### `container_end[]`
1973 * End of a container, following elements are no longer relative to this
1976 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1978 * Show an inventory list if it has been sent to the client. Nothing will
1979 be shown if the inventory list is of size 0.
1980 * **Note**: With the new coordinate system, the spacing between inventory
1981 slots is one-fourth the size of an inventory slot.
1983 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1985 * Show an inventory list if it has been sent to the client. Nothing will
1986 be shown if the inventory list is of size 0.
1987 * **Note**: With the new coordinate system, the spacing between inventory
1988 slots is one-fourth the size of an inventory slot.
1990 ### `listring[<inventory location>;<list name>]`
1992 * Allows to create a ring of inventory lists
1993 * Shift-clicking on items in one element of the ring
1994 will send them to the next inventory list inside the ring
1995 * The first occurrence of an element inside the ring will
1996 determine the inventory where items will be sent to
2000 * Shorthand for doing `listring[<inventory location>;<list name>]`
2001 for the last two inventory lists added by list[...]
2003 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2005 * Sets background color of slots as `ColorString`
2006 * Sets background color of slots on mouse hovering
2008 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2010 * Sets background color of slots as `ColorString`
2011 * Sets background color of slots on mouse hovering
2012 * Sets color of slots border
2014 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2016 * Sets background color of slots as `ColorString`
2017 * Sets background color of slots on mouse hovering
2018 * Sets color of slots border
2019 * Sets default background color of tooltips
2020 * Sets default font color of tooltips
2022 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2024 * Adds tooltip for an element
2025 * `<bgcolor>` tooltip background color as `ColorString` (optional)
2026 * `<fontcolor>` tooltip font color as `ColorString` (optional)
2028 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2030 * Adds tooltip for an area. Other tooltips will take priority when present.
2031 * `<bgcolor>` tooltip background color as `ColorString` (optional)
2032 * `<fontcolor>` tooltip font color as `ColorString` (optional)
2034 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2038 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2040 * Show an inventory image of registered item/node
2042 ### `bgcolor[<color>;<fullscreen>]`
2044 * Sets background color of formspec as `ColorString`
2045 * If `true`, the background color is drawn fullscreen (does not affect the size
2048 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2050 * Example for formspec 8x4 in 16x resolution: image shall be sized
2051 8 times 16px times 4 times 16px.
2053 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2055 * Example for formspec 8x4 in 16x resolution:
2056 image shall be sized 8 times 16px times 4 times 16px
2057 * If `auto_clip` is `true`, the background is clipped to the formspec size
2058 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2060 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2062 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2063 * Middle is a rect which defines the middle of the 9-slice.
2064 * `x` - The middle will be x pixels from all sides.
2065 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2066 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2067 will be added to the width and height of the texture, allowing it to be used as the
2068 distance from the far end.
2069 * All numbers in middle are integers.
2070 * Example for formspec 8x4 in 16x resolution:
2071 image shall be sized 8 times 16px times 4 times 16px
2072 * If `auto_clip` is `true`, the background is clipped to the formspec size
2073 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2075 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2077 * Textual password style field; will be sent to server when a button is clicked
2078 * When enter is pressed in field, fields.key_enter_field will be sent with the
2080 * With the old coordinate system, fields are a set height, but will be vertically
2081 centred on `H`. With the new coordinate system, `H` will modify the height.
2082 * `name` is the name of the field as returned in fields to `on_receive_fields`
2083 * `label`, if not blank, will be text printed on the top left above the field
2084 * See `field_close_on_enter` to stop enter closing the formspec
2086 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2088 * Textual field; will be sent to server when a button is clicked
2089 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2090 the name of this field.
2091 * With the old coordinate system, fields are a set height, but will be vertically
2092 centred on `H`. With the new coordinate system, `H` will modify the height.
2093 * `name` is the name of the field as returned in fields to `on_receive_fields`
2094 * `label`, if not blank, will be text printed on the top left above the field
2095 * `default` is the default value of the field
2096 * `default` may contain variable references such as `${text}` which
2097 will fill the value from the metadata value `text`
2098 * **Note**: no extra text or more than a single variable is supported ATM.
2099 * See `field_close_on_enter` to stop enter closing the formspec
2101 ### `field[<name>;<label>;<default>]`
2103 * As above, but without position/size units
2104 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2105 the name of this field.
2106 * Special field for creating simple forms, such as sign text input
2107 * Must be used without a `size[]` element
2108 * A "Proceed" button will be added automatically
2109 * See `field_close_on_enter` to stop enter closing the formspec
2111 ### `field_close_on_enter[<name>;<close_on_enter>]`
2113 * <name> is the name of the field
2114 * if <close_on_enter> is false, pressing enter in the field will submit the
2115 form but not close it.
2116 * defaults to true when not specified (ie: no tag for a field)
2118 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2120 * Same as fields above, but with multi-line input
2121 * If the text overflows, a vertical scrollbar is added.
2122 * If the name is empty, the textarea is read-only and
2123 the background is not shown, which corresponds to a multi-line label.
2125 ### `label[<X>,<Y>;<label>]`
2127 * The label formspec element displays the text set in `label`
2128 at the specified position.
2129 * **Note**: If the new coordinate system is enabled, labels are
2130 positioned from the center of the text, not the top.
2131 * The text is displayed directly without automatic line breaking,
2132 so label should not be used for big text chunks. Newlines can be
2133 used to make labels multiline.
2134 * **Note**: With the new coordinate system, newlines are spaced with
2135 half a coordinate. With the old system, newlines are spaced 2/5 of
2138 ### `vertlabel[<X>,<Y>;<label>]`
2140 * Textual label drawn vertically
2141 * `label` is the text on the label
2142 * **Note**: If the new coordinate system is enabled, vertlabels are
2143 positioned from the center of the text, not the left.
2145 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2147 * Clickable button. When clicked, fields will be sent.
2148 * With the old coordinate system, buttons are a set height, but will be vertically
2149 centred on `H`. With the new coordinate system, `H` will modify the height.
2150 * `label` is the text on the button
2152 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2154 * `texture name` is the filename of an image
2155 * **Note**: Height is supported on both the old and new coordinate systems
2158 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2160 * `texture name` is the filename of an image
2161 * `noclip=true` means the image button doesn't need to be within specified
2163 * `drawborder`: draw button border or not
2164 * `pressed texture name` is the filename of an image on pressed state
2166 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2168 * `item name` is the registered name of an item/node
2169 * The item description will be used as the tooltip. This can be overridden with
2172 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2174 * When clicked, fields will be sent and the form will quit.
2175 * Same as `button` in all other respects.
2177 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2179 * When clicked, fields will be sent and the form will quit.
2180 * Same as `image_button` in all other respects.
2182 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2184 * Scrollable item list showing arbitrary text elements
2185 * `name` fieldname sent to server on doubleclick value is current selected
2187 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2189 * if you want a listelement to start with "#" write "##".
2191 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2193 * Scrollable itemlist showing arbitrary text elements
2194 * `name` fieldname sent to server on doubleclick value is current selected
2196 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2197 * if you want a listelement to start with "#" write "##"
2198 * Index to be selected within textlist
2199 * `true`/`false`: draw transparent background
2200 * See also `minetest.explode_textlist_event`
2201 (main menu: `core.explode_textlist_event`).
2203 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2205 * Show a tab**header** at specific position (ignores formsize)
2206 * `X` and `Y`: position of the tabheader
2207 * *Note*: Width and height are automatically chosen with this syntax
2208 * `name` fieldname data is transferred to Lua
2209 * `caption 1`...: name shown on top of tab
2210 * `current_tab`: index of selected tab 1...
2211 * `transparent` (optional): show transparent
2212 * `draw_border` (optional): draw border
2214 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2216 * Show a tab**header** at specific position (ignores formsize)
2217 * **Important note**: This syntax for tabheaders can only be used with the
2218 new coordinate system.
2219 * `X` and `Y`: position of the tabheader
2220 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2221 * `name` fieldname data is transferred to Lua
2222 * `caption 1`...: name shown on top of tab
2223 * `current_tab`: index of selected tab 1...
2224 * `transparent` (optional): show transparent
2225 * `draw_border` (optional): draw border
2227 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2229 * Show a tab**header** at specific position (ignores formsize)
2230 * **Important note**: This syntax for tabheaders can only be used with the
2231 new coordinate system.
2232 * `X` and `Y`: position of the tabheader
2233 * `W` and `H`: width and height of the tabheader
2234 * `name` fieldname data is transferred to Lua
2235 * `caption 1`...: name shown on top of tab
2236 * `current_tab`: index of selected tab 1...
2237 * `transparent` (optional): show transparent
2238 * `draw_border` (optional): draw border
2240 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2242 * Simple colored box
2243 * `color` is color specified as a `ColorString`.
2244 If the alpha component is left blank, the box will be semitransparent.
2246 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2248 * Show a dropdown field
2249 * **Important note**: There are two different operation modes:
2250 1. handle directly on change (only changed dropdown is submitted)
2251 2. read the value on pressing a button (all dropdown values are available)
2252 * `X` and `Y`: position of the dropdown
2253 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2254 * Fieldname data is transferred to Lua
2255 * Items to be shown in dropdown
2256 * Index of currently selected dropdown item
2258 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2260 * Show a dropdown field
2261 * **Important note**: This syntax for dropdowns can only be used with the
2262 new coordinate system.
2263 * **Important note**: There are two different operation modes:
2264 1. handle directly on change (only changed dropdown is submitted)
2265 2. read the value on pressing a button (all dropdown values are available)
2266 * `X` and `Y`: position of the dropdown
2267 * `W` and `H`: width and height of the dropdown
2268 * Fieldname data is transferred to Lua
2269 * Items to be shown in dropdown
2270 * Index of currently selected dropdown item
2272 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2275 * `name` fieldname data is transferred to Lua
2276 * `label` to be shown left of checkbox
2277 * `selected` (optional): `true`/`false`
2278 * **Note**: If the new coordinate system is enabled, checkboxes are
2279 positioned from the center of the checkbox, not the top.
2281 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2284 * There are two ways to use it:
2285 1. handle the changed event (only changed scrollbar is available)
2286 2. read the value on pressing a button (all scrollbars are available)
2287 * `orientation`: `vertical`/`horizontal`
2288 * Fieldname data is transferred to Lua
2289 * Value this trackbar is set to (`0`-`1000`)
2290 * See also `minetest.explode_scrollbar_event`
2291 (main menu: `core.explode_scrollbar_event`).
2293 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2295 * Show scrollable table using options defined by the previous `tableoptions[]`
2296 * Displays cells as defined by the previous `tablecolumns[]`
2297 * `name`: fieldname sent to server on row select or doubleclick
2298 * `cell 1`...`cell n`: cell contents given in row-major order
2299 * `selected idx`: index of row to be selected within table (first row = `1`)
2300 * See also `minetest.explode_table_event`
2301 (main menu: `core.explode_table_event`).
2303 ### `tableoptions[<opt 1>;<opt 2>;...]`
2305 * Sets options for `table[]`
2307 * default text color (`ColorString`), defaults to `#FFFFFF`
2308 * `background=#RRGGBB`
2309 * table background color (`ColorString`), defaults to `#000000`
2310 * `border=<true/false>`
2311 * should the table be drawn with a border? (default: `true`)
2312 * `highlight=#RRGGBB`
2313 * highlight background color (`ColorString`), defaults to `#466432`
2314 * `highlight_text=#RRGGBB`
2315 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2316 * `opendepth=<value>`
2317 * all subtrees up to `depth < value` are open (default value = `0`)
2318 * only useful when there is a column of type "tree"
2320 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2322 * Sets columns for `table[]`
2323 * Types: `text`, `image`, `color`, `indent`, `tree`
2324 * `text`: show cell contents as text
2325 * `image`: cell contents are an image index, use column options to define
2327 * `color`: cell contents are a ColorString and define color of following
2329 * `indent`: cell contents are a number and define indentation of following
2331 * `tree`: same as indent, but user can open and close subtrees
2335 * for `text` and `image`: content alignment within cells.
2336 Available values: `left` (default), `center`, `right`, `inline`
2338 * for `text` and `image`: minimum width in em (default: `0`)
2339 * for `indent` and `tree`: indent width in em (default: `1.5`)
2340 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2341 Exception: defaults to 0 for indent columns
2342 * `tooltip=<value>`: tooltip text (default: empty)
2343 * `image` column options:
2344 * `0=<value>` sets image for image index 0
2345 * `1=<value>` sets image for image index 1
2346 * `2=<value>` sets image for image index 2
2347 * and so on; defined indices need not be contiguous empty or
2348 non-numeric cells are treated as `0`.
2349 * `color` column options:
2350 * `span=<value>`: number of following columns to affect
2351 (default: infinite).
2353 **Note**: do _not_ use a element name starting with `key_`; those names are
2354 reserved to pass key press events to formspec!
2356 Migrating to Real Coordinates
2357 -----------------------------
2359 In the old system, positions included padding and spacing. Padding is a gap between
2360 the formspec window edges and content, and spacing is the gaps between items. For
2361 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2362 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2363 in the new coordinate system from scratch.
2365 To recreate an old layout with padding, you'll need to pass the positions and sizes
2366 through the following formula to re-introduce padding:
2369 pos = (oldpos + 1)*spacing + padding
2375 You'll need to change the `size[]` tag like this:
2378 size = (oldsize-1)*spacing + padding*2 + 1
2381 A few elements had random offsets in the old system. Here is a table which shows these
2382 offsets when migrating:
2384 | Element | Position | Size | Notes
2385 |---------|------------|---------|-------
2386 | box | +0.3, +0.1 | 0, -0.4 |
2387 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2388 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2389 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2400 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2401 * `"current_player"`: Player to whom the menu is shown
2402 * `"player:<name>"`: Any player
2403 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2404 * `"detached:<name>"`: A detached inventory
2406 Player Inventory lists
2407 ----------------------
2409 * `main`: list containing the default inventory
2410 * `craft`: list containing the craft input
2411 * `craftpreview`: list containing the craft prediction
2412 * `craftresult`: list containing the crafted output
2413 * `hand`: list containing an override for the empty hand
2414 * Is not created automatically, use `InvRef:set_size`
2425 `#RGB` defines a color in hexadecimal format.
2427 `#RGBA` defines a color in hexadecimal format and alpha channel.
2429 `#RRGGBB` defines a color in hexadecimal format.
2431 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2433 Named colors are also supported and are equivalent to
2434 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2435 To specify the value of the alpha channel, append `#AA` to the end of the color
2436 name (e.g. `colorname#08`). For named colors the hexadecimal string
2437 representing the alpha value must (always) be two hexadecimal digits.
2442 A ColorSpec specifies a 32-bit color. It can be written in any of the following
2445 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
2446 * `colorspec = {a=255, r=0, g=255, b=0}`
2447 * numerical form: The raw integer value of an ARGB8 quad:
2448 * `colorspec = 0xFF00FF00`
2449 * string form: A ColorString (defined above):
2450 * `colorspec = "green"`
2458 Most text can contain escape sequences, that can for example color the text.
2459 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2460 The following functions provide escape sequences:
2462 * `minetest.get_color_escape_sequence(color)`:
2463 * `color` is a ColorString
2464 * The escape sequence sets the text color to `color`
2465 * `minetest.colorize(color, message)`:
2467 `minetest.get_color_escape_sequence(color) ..
2469 minetest.get_color_escape_sequence("#ffffff")`
2470 * `minetest.get_background_escape_sequence(color)`
2471 * `color` is a ColorString
2472 * The escape sequence sets the background of the whole text element to
2473 `color`. Only defined for item descriptions and tooltips.
2474 * `minetest.strip_foreground_colors(str)`
2475 * Removes foreground colors added by `get_color_escape_sequence`.
2476 * `minetest.strip_background_colors(str)`
2477 * Removes background colors added by `get_background_escape_sequence`.
2478 * `minetest.strip_colors(str)`
2479 * Removes all color escape sequences.
2486 A spatial vector is similar to a position, but instead using
2487 absolute world coordinates, it uses *relative* coordinates, relative to
2488 no particular point.
2490 Internally, it is implemented as a table with the 3 fields
2491 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
2493 For the following functions, `v`, `v1`, `v2` are vectors,
2494 `p1`, `p2` are positions:
2496 * `vector.new(a[, b, c])`:
2498 * A copy of `a` if `a` is a vector.
2499 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2500 * `vector.direction(p1, p2)`:
2501 * Returns a vector of length 1 with direction `p1` to `p2`.
2502 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2503 * `vector.distance(p1, p2)`:
2504 * Returns zero or a positive number, the distance between `p1` and `p2`.
2505 * `vector.length(v)`:
2506 * Returns zero or a positive number, the length of vector `v`.
2507 * `vector.normalize(v)`:
2508 * Returns a vector of length 1 with direction of vector `v`.
2509 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2510 * `vector.floor(v)`:
2511 * Returns a vector, each dimension rounded down.
2512 * `vector.round(v)`:
2513 * Returns a vector, each dimension rounded to nearest integer.
2514 * `vector.apply(v, func)`:
2515 * Returns a vector where the function `func` has been applied to each
2517 * `vector.equals(v1, v2)`:
2518 * Returns a boolean, `true` if the vectors are identical.
2519 * `vector.sort(v1, v2)`:
2520 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2521 * `vector.angle(v1, v2)`:
2522 * Returns the angle between `v1` and `v2` in radians.
2523 * `vector.dot(v1, v2)`
2524 * Returns the dot product of `v1` and `v2`
2525 * `vector.cross(v1, v2)`
2526 * Returns the cross product of `v1` and `v2`
2528 For the following functions `x` can be either a vector or a number:
2530 * `vector.add(v, x)`:
2532 * If `x` is a vector: Returns the sum of `v` and `x`.
2533 * If `x` is a number: Adds `x` to each component of `v`.
2534 * `vector.subtract(v, x)`:
2536 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
2537 * If `x` is a number: Subtracts `x` from each component of `v`.
2538 * `vector.multiply(v, x)`:
2539 * Returns a scaled vector or Schur product.
2540 * `vector.divide(v, x)`:
2541 * Returns a scaled vector or Schur quotient.
2549 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2550 human-readable, handles reference loops.
2551 * `obj`: arbitrary variable
2552 * `name`: string, default: `"_"`
2553 * `dumped`: table, default: `{}`
2554 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2555 * `obj`: arbitrary variable
2556 * `dumped`: table, default: `{}`
2557 * `math.hypot(x, y)`
2558 * Get the hypotenuse of a triangle with legs x and y.
2559 Useful for distance calculation.
2560 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2561 * Get the sign of a number.
2562 * tolerance: number, default: `0.0`
2563 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2565 * `math.factorial(x)`: returns the factorial of `x`
2566 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2567 * `separator`: string, default: `","`
2568 * `include_empty`: boolean, default: `false`
2569 * `max_splits`: number, if it's negative, splits aren't limited,
2571 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2572 string or a pattern (regex), default: `false`
2573 * e.g. `"a,b":split","` returns `{"a","b"}`
2574 * `string:trim()`: returns the string without whitespace pre- and suffixes
2575 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2576 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2577 * Adds newlines to the string to keep it within the specified character
2579 * Note that the returned lines may be longer than the limit since it only
2580 splits at word borders.
2581 * `limit`: number, maximal amount of characters in one line
2582 * `as_table`: boolean, if set to true, a table of lines instead of a string
2583 is returned, default: `false`
2584 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2585 * `pos`: table {x=X, y=Y, z=Z}
2586 * Converts the position `pos` to a human-readable, printable string
2587 * `decimal_places`: number, if specified, the x, y and z values of
2588 the position are rounded to the given decimal place.
2589 * `minetest.string_to_pos(string)`: returns a position or `nil`
2590 * Same but in reverse.
2591 * If the string can't be parsed to a position, nothing is returned.
2592 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2593 * Converts a string representing an area box into two positions
2594 * `minetest.formspec_escape(string)`: returns a string
2595 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2597 * `minetest.is_yes(arg)`
2598 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2599 * `minetest.is_nan(arg)`
2600 * returns true when the passed number represents NaN.
2601 * `minetest.get_us_time()`
2602 * returns time with microsecond precision. May not return wall time.
2603 * `table.copy(table)`: returns a table
2604 * returns a deep copy of `table`
2605 * `table.indexof(list, val)`: returns the smallest numerical index containing
2606 the value `val` in the table `list`. Non-numerical indices are ignored.
2607 If `val` could not be found, `-1` is returned. `list` must not have
2609 * `table.insert_all(table, other_table)`:
2610 * Appends all values in `other_table` to `table` - uses `#table + 1` to
2612 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2614 * returns the exact position on the surface of a pointed node
2615 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool
2617 Returns a table with the following fields:
2618 * `diggable`: `true` if node can be dug, `false` otherwise.
2619 * `time`: Time it would take to dig the node.
2620 * `wear`: How much wear would be added to the tool.
2621 `time` and `wear` are meaningless if node's not diggable
2623 * `groups`: Table of the node groups of the node that would be dug
2624 * `tool_capabilities`: Tool capabilities table of the tool
2625 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
2626 Simulates an item that punches an object.
2627 Returns a table with the following fields:
2628 * `hp`: How much damage the punch would cause.
2629 * `wear`: How much wear would be added to the tool.
2631 * `groups`: Damage groups of the object
2632 * `tool_capabilities`: Tool capabilities table of the item
2633 * `time_from_last_punch`: time in seconds since last punch action
2641 Texts can be translated client-side with the help of `minetest.translate` and
2644 Translating a string
2645 --------------------
2647 Two functions are provided to translate strings: `minetest.translate` and
2648 `minetest.get_translator`.
2650 * `minetest.get_translator(textdomain)` is a simple wrapper around
2651 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2652 equivalent to `minetest.translate(textdomain, str, ...)`.
2653 It is intended to be used in the following way, so that it avoids verbose
2654 repetitions of `minetest.translate`:
2656 local S = minetest.get_translator(textdomain)
2659 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2661 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2662 the given `textdomain` for disambiguation. The textdomain must match the
2663 textdomain specified in the translation file in order to get the string
2664 translated. This can be used so that a string is translated differently in
2666 It is advised to use the name of the mod as textdomain whenever possible, to
2667 avoid clashes with other mods.
2668 This function must be given a number of arguments equal to the number of
2669 arguments the translated string expects.
2670 Arguments are literal strings -- they will not be translated, so if you want
2671 them to be, they need to come as outputs of `minetest.translate` as well.
2673 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2674 by the translation of "Red". We can do the following:
2676 local S = minetest.get_translator()
2677 S("@1 Wool", S("Red"))
2679 This will be displayed as "Red Wool" on old clients and on clients that do
2680 not have localization enabled. However, if we have for instance a translation
2681 file named `wool.fr.tr` containing the following:
2686 this will be displayed as "Laine Rouge" on clients with a French locale.
2688 Operations on translated strings
2689 --------------------------------
2691 The output of `minetest.translate` is a string, with escape sequences adding
2692 additional information to that string so that it can be translated on the
2693 different clients. In particular, you can't expect operations like string.length
2694 to work on them like you would expect them to, or string.gsub to work in the
2695 expected manner. However, string concatenation will still work as expected
2696 (note that you should only use this for things like formspecs; do not translate
2697 sentences by breaking them into parts; arguments should be used instead), and
2698 operations such as `minetest.colorize` which are also concatenation.
2700 Translation file format
2701 -----------------------
2703 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
2704 it corresponds to. It must be put into the `locale` subdirectory of the mod.
2705 The file should be a text file, with the following format:
2707 * Lines beginning with `# textdomain:` (the space is significant) can be used
2708 to specify the text domain of all following translations in the file.
2709 * All other empty lines or lines beginning with `#` are ignored.
2710 * Other lines should be in the format `original=translated`. Both `original`
2711 and `translated` can contain escape sequences beginning with `@` to insert
2712 arguments, literal `@`, `=` or newline (See [Escapes] below).
2713 There must be no extraneous whitespace around the `=` or at the beginning or
2714 the end of the line.
2719 Strings that need to be translated can contain several escapes, preceded by `@`.
2721 * `@@` acts as a literal `@`.
2722 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
2723 string that will be inlined when translated. Due to how translations are
2724 implemented, the original translation string **must** have its arguments in
2725 increasing order, without gaps or repetitions, starting from 1.
2726 * `@=` acts as a literal `=`. It is not required in strings given to
2727 `minetest.translate`, but is in translation files to avoid being confused
2728 with the `=` separating the original from the translation.
2729 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
2730 As with `@=`, this escape is not required in strings given to
2731 `minetest.translate`, but is in translation files.
2732 * `@n` acts as a literal newline as well.
2740 Perlin noise creates a continuously-varying value depending on the input values.
2741 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
2742 The result is used during map generation to create the terrain shape, vary heat
2743 and humidity to distribute biomes, vary the density of decorations or vary the
2746 Structure of perlin noise
2747 -------------------------
2749 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
2750 The smooth wavy noise it generates has a single characteristic scale, almost
2751 like a 'wavelength', so on its own does not create fine detail.
2752 Due to this perlin noise combines several octaves to create variation on
2753 multiple scales. Each additional octave has a smaller 'wavelength' than the
2756 This combination results in noise varying very roughly between -2.0 and 2.0 and
2757 with an average value of 0.0, so `scale` and `offset` are then used to multiply
2758 and offset the noise variation.
2760 The final perlin noise variation is created as follows:
2762 noise = offset + scale * (octave1 +
2763 octave2 * persistence +
2764 octave3 * persistence ^ 2 +
2765 octave4 * persistence ^ 3 +
2771 Noise Parameters are commonly called `NoiseParams`.
2775 After the multiplication by `scale` this is added to the result and is the final
2776 step in creating the noise value.
2777 Can be positive or negative.
2781 Once all octaves have been combined, the result is multiplied by this.
2782 Can be positive or negative.
2786 For octave1, this is roughly the change of input value needed for a very large
2787 variation in the noise value generated by octave1. It is almost like a
2788 'wavelength' for the wavy noise variation.
2789 Each additional octave has a 'wavelength' that is smaller than the previous
2790 octave, to create finer detail. `spread` will therefore roughly be the typical
2791 size of the largest structures in the final noise variation.
2793 `spread` is a vector with values for x, y, z to allow the noise variation to be
2794 stretched or compressed in the desired axes.
2795 Values are positive numbers.
2799 This is a whole number that determines the entire pattern of the noise
2800 variation. Altering it enables different noise patterns to be created.
2801 With other parameters equal, different seeds produce different noise patterns
2802 and identical seeds produce identical noise patterns.
2804 For this parameter you can randomly choose any whole number. Usually it is
2805 preferable for this to be different from other seeds, but sometimes it is useful
2806 to be able to create identical noise patterns.
2808 When used in mapgen this is actually a 'seed offset', it is added to the
2809 'world seed' to create the seed used by the noise, to ensure the noise has a
2810 different pattern in different worlds.
2814 The number of simple noise generators that are combined.
2815 A whole number, 1 or more.
2816 Each additional octave adds finer detail to the noise but also increases the
2817 noise calculation load.
2818 3 is a typical minimum for a high quality, complex and natural-looking noise
2819 variation. 1 octave has a slight 'gridlike' appearence.
2821 Choose the number of octaves according to the `spread` and `lacunarity`, and the
2822 size of the finest detail you require. For example:
2823 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
2824 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
2825 512, 256, 128, 64, 32, 16 nodes.
2826 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
2830 Each additional octave has an amplitude that is the amplitude of the previous
2831 octave multiplied by `persistence`, to reduce the amplitude of finer details,
2832 as is often helpful and natural to do so.
2833 Since this controls the balance of fine detail to large-scale detail
2834 `persistence` can be thought of as the 'roughness' of the noise.
2836 A positive or negative non-zero number, often between 0.3 and 1.0.
2837 A common medium value is 0.5, such that each octave has half the amplitude of
2838 the previous octave.
2839 This may need to be tuned when altering `lacunarity`; when doing so consider
2840 that a common medium value is 1 / lacunarity.
2844 Each additional octave has a 'wavelength' that is the 'wavelength' of the
2845 previous octave multiplied by 1 / lacunarity, to create finer detail.
2846 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
2848 A positive number no smaller than 1.0.
2849 Values below 2.0 create higher quality noise at the expense of requiring more
2850 octaves to cover a paticular range of 'wavelengths'.
2854 Leave this field unset for no special handling.
2855 Currently supported are `defaults`, `eased` and `absvalue`:
2859 Specify this if you would like to keep auto-selection of eased/not-eased while
2860 specifying some other flags.
2864 Maps noise gradient values onto a quintic S-curve before performing
2865 interpolation. This results in smooth, rolling noise.
2866 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
2868 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
2870 Easing a 3D noise significantly increases the noise calculation load, so use
2875 The absolute value of each octave's noise variation is used when combining the
2876 octaves. The final perlin noise variation is created as follows:
2878 noise = offset + scale * (abs(octave1) +
2879 abs(octave2) * persistence +
2880 abs(octave3) * persistence ^ 2 +
2881 abs(octave4) * persistence ^ 3 +
2886 For 2D or 3D perlin noise or perlin noise maps:
2891 spread = {x = 500, y = 500, z = 500},
2896 flags = "defaults, absvalue",
2899 For 2D noise the Z component of `spread` is still defined but is ignored.
2900 A single noise parameter table can be used for 2D or 3D noise.
2911 These tell in what manner the ore is generated.
2913 All default ores are of the uniformly-distributed scatter type.
2917 Randomly chooses a location and generates a cluster of ore.
2919 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
2920 at that point is greater than the `noise_threshold`, giving the ability to
2921 create a non-equal distribution of ore.
2925 Creates a sheet of ore in a blob shape according to the 2D perlin noise
2926 described by `noise_params` and `noise_threshold`. This is essentially an
2927 improved version of the so-called "stratus" ore seen in some unofficial mods.
2929 This sheet consists of vertical columns of uniform randomly distributed height,
2930 varying between the inclusive range `column_height_min` and `column_height_max`.
2931 If `column_height_min` is not specified, this parameter defaults to 1.
2932 If `column_height_max` is not specified, this parameter defaults to `clust_size`
2933 for reverse compatibility. New code should prefer `column_height_max`.
2935 The `column_midpoint_factor` parameter controls the position of the column at
2936 which ore emanates from.
2937 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
2938 equally starting from each direction.
2939 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
2940 this parameter is not specified, the default is 0.5.
2942 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
2947 Creates a sheet of ore in a cloud-like puff shape.
2949 As with the `sheet` ore type, the size and shape of puffs are described by
2950 `noise_params` and `noise_threshold` and are placed at random vertical
2951 positions within the currently generated chunk.
2953 The vertical top and bottom displacement of each puff are determined by the
2954 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
2958 Creates a deformed sphere of ore according to 3d perlin noise described by
2959 `noise_params`. The maximum size of the blob is `clust_size`, and
2960 `clust_scarcity` has the same meaning as with the `scatter` type.
2964 Creates veins of ore varying in density by according to the intersection of two
2965 instances of 3d perlin noise with different seeds, both described by
2968 `random_factor` varies the influence random chance has on placement of an ore
2969 inside the vein, which is `1` by default. Note that modifying this parameter
2970 may require adjusting `noise_threshold`.
2972 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
2975 This ore type is difficult to control since it is sensitive to small changes.
2976 The following is a decent set of parameters to work from:
2981 spread = {x=200, y=200, z=200},
2988 noise_threshold = 1.6
2990 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
2991 computationally expensive than any other ore.
2995 Creates a single undulating ore stratum that is continuous across mapchunk
2996 borders and horizontally spans the world.
2998 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
2999 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
3000 defines the stratum's vertical thickness (in units of nodes). Due to being
3001 continuous across mapchunk borders the stratum's vertical thickness is
3004 If the noise parameter `noise_params` is omitted the ore will occur from y_min
3005 to y_max in a simple horizontal stratum.
3007 A parameter `stratum_thickness` can be provided instead of the noise parameter
3008 `np_stratum_thickness`, to create a constant thickness.
3010 Leaving out one or both noise parameters makes the ore generation less
3011 intensive, useful when adding multiple strata.
3013 `y_min` and `y_max` define the limits of the ore generation and for performance
3014 reasons should be set as close together as possible but without clipping the
3015 stratum's Y variation.
3017 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
3018 solid-ore stratum would require a `clust_scarcity` of 1.
3020 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
3021 `random_factor` are ignored by this ore type.
3026 See section [Flag Specifier Format].
3028 Currently supported flags:
3029 `puff_cliffs`, `puff_additive_composition`.
3033 If set, puff ore generation will not taper down large differences in
3034 displacement when approaching the edge of a puff. This flag has no effect for
3035 ore types other than `puff`.
3037 ### `puff_additive_composition`
3039 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
3040 in a negative displacement, the sub-column at that point is not generated. With
3041 this attribute set, puff ore generation will instead generate the absolute
3042 difference in noise displacement values. This flag has no effect for ore types
3051 The varying types of decorations that can be placed.
3056 Creates a 1 times `H` times 1 column of a specified node (or a random node from
3057 a list, if a decoration list is specified). Can specify a certain node it must
3058 spawn next to, such as water or lava, for example. Can also generate a
3059 decoration of random height between a specified lower and upper bound.
3060 This type of decoration is intended for placement of grass, flowers, cacti,
3061 papyri, waterlilies and so on.
3066 Copies a box of `MapNodes` from a specified schematic file (or raw description).
3067 Can specify a probability of a node randomly appearing when placed.
3068 This decoration type is intended to be used for multi-node sized discrete
3069 structures, such as trees, cave spikes, rocks, and so on.
3078 --------------------
3080 A schematic specifier identifies a schematic by either a filename to a
3081 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
3082 in the form of a table. This table specifies the following fields:
3084 * The `size` field is a 3D vector containing the dimensions of the provided
3085 schematic. (required field)
3086 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
3087 sets the probability of a particular horizontal slice of the schematic being
3088 placed. (optional field)
3089 `ypos` = 0 for the lowest horizontal slice of a schematic.
3090 The default of `prob` is 255.
3091 * The `data` field is a flat table of MapNode tables making up the schematic,
3092 in the order of `[z [y [x]]]`. (required field)
3093 Each MapNode table contains:
3094 * `name`: the name of the map node to place (required)
3095 * `prob` (alias `param1`): the probability of this node being placed
3097 * `param2`: the raw param2 value of the node being placed onto the map
3099 * `force_place`: boolean representing if the node should forcibly overwrite
3100 any previous contents (default: false)
3102 About probability values:
3104 * A probability value of `0` or `1` means that node will never appear
3106 * A probability value of `254` or `255` means the node will always appear
3108 * If the probability value `p` is greater than `1`, then there is a
3109 `(p / 256 * 100)` percent chance that node will appear when the schematic is
3112 Schematic attributes
3113 --------------------
3115 See section [Flag Specifier Format].
3117 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
3120 * `place_center_x`: Placement of this decoration is centered along the X axis.
3121 * `place_center_y`: Placement of this decoration is centered along the Y axis.
3122 * `place_center_z`: Placement of this decoration is centered along the Z axis.
3123 * `force_placement`: Schematic nodes other than "ignore" will replace existing
3129 Lua Voxel Manipulator
3130 =====================
3135 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
3136 facility. The purpose of this object is for fast, low-level, bulk access to
3137 reading and writing Map content. As such, setting map nodes through VoxelManip
3138 will lack many of the higher level features and concepts you may be used to
3139 with other methods of setting nodes. For example, nodes will not have their
3140 construction and destruction callbacks run, and no rollback information is
3143 It is important to note that VoxelManip is designed for speed, and *not* ease
3144 of use or flexibility. If your mod requires a map manipulation facility that
3145 will handle 100% of all edge cases, or the use of high level node placement
3146 features, perhaps `minetest.set_node()` is better suited for the job.
3148 In addition, VoxelManip might not be faster, or could even be slower, for your
3149 specific use case. VoxelManip is most effective when setting large areas of map
3150 at once - for example, if only setting a 3x3x3 node area, a
3151 `minetest.set_node()` loop may be more optimal. Always profile code using both
3152 methods of map manipulation to determine which is most appropriate for your
3155 A recent simple test of setting cubic areas showed that `minetest.set_node()`
3156 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
3161 A VoxelManip object can be created any time using either:
3162 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3164 If the optional position parameters are present for either of these routines,
3165 the specified region will be pre-loaded into the VoxelManip object on creation.
3166 Otherwise, the area of map you wish to manipulate must first be loaded into the
3167 VoxelManip object using `VoxelManip:read_from_map()`.
3169 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
3170 formed by these positions indicate the minimum and maximum (respectively)
3171 positions of the area actually loaded in the VoxelManip, which may be larger
3172 than the area requested. For convenience, the loaded area coordinates can also
3173 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3175 Now that the VoxelManip object is populated with map data, your mod can fetch a
3176 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
3177 which retrieves an individual node in a MapNode formatted table at the position
3178 requested is the simplest method to use, but also the slowest.
3180 Nodes in a VoxelManip object may also be read in bulk to a flat array table
3183 * `VoxelManip:get_data()` for node content (in Content ID form, see section
3185 * `VoxelManip:get_light_data()` for node light levels, and
3186 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3188 See section [Flat array format] for more details.
3190 It is very important to understand that the tables returned by any of the above
3191 three functions represent a snapshot of the VoxelManip's internal state at the
3192 time of the call. This copy of the data will not magically update itself if
3193 another function modifies the internal VoxelManip state.
3194 Any functions that modify a VoxelManip's contents work on the VoxelManip's
3195 internal state unless otherwise explicitly stated.
3197 Once the bulk data has been edited to your liking, the internal VoxelManip
3198 state can be set using:
3200 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3202 * `VoxelManip:set_light_data()` for node light levels, and
3203 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3205 The parameter to each of the above three functions can use any table at all in
3206 the same flat array format as produced by `get_data()` etc. and is not required
3207 to be a table retrieved from `get_data()`.
3209 Once the internal VoxelManip state has been modified to your liking, the
3210 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
3212 ### Flat array format
3215 `Nx = p2.X - p1.X + 1`,
3216 `Ny = p2.Y - p1.Y + 1`, and
3217 `Nz = p2.Z - p1.Z + 1`.
3219 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
3220 including the value of the expression `Nx * Ny * Nz`.
3222 Positions offset from p1 are present in the array with the format of:
3225 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3226 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3228 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3229 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3231 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3233 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3236 and the array index for a position p contained completely in p1..p2 is:
3238 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3240 Note that this is the same "flat 3D array" format as
3241 `PerlinNoiseMap:get3dMap_flat()`.
3242 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3243 of the index for a single point in a flat VoxelManip array.
3247 A Content ID is a unique integer identifier for a specific node type.
3248 These IDs are used by VoxelManip in place of the node name string for
3249 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3250 `minetest.get_content_id()` to look up the Content ID for the specified node
3251 name, and `minetest.get_name_from_content_id()` to look up the node name string
3252 for a given Content ID.
3253 After registration of a node, its Content ID will remain the same throughout
3254 execution of the mod.
3255 Note that the node being queried needs to have already been been registered.
3257 The following builtin node types have their Content IDs defined as constants:
3259 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3260 * `minetest.CONTENT_AIR`: ID for "air" nodes
3261 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3263 ### Mapgen VoxelManip objects
3265 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3266 VoxelManip object used by the core's Map Generator (commonly abbreviated
3267 Mapgen). Most of the rules previously described still apply but with a few
3270 * The Mapgen VoxelManip object is retrieved using:
3271 `minetest.get_mapgen_object("voxelmanip")`
3272 * This VoxelManip object already has the region of map just generated loaded
3273 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3274 a Mapgen VoxelManip.
3275 * The `on_generated()` callbacks of some mods may place individual nodes in the
3276 generated area using non-VoxelManip map modification methods. Because the
3277 same Mapgen VoxelManip object is passed through each `on_generated()`
3278 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3279 consistency with the current map state. For this reason, calling any of the
3280 following functions:
3281 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3282 will also update the Mapgen VoxelManip object's internal state active on the
3284 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3285 necessary to update lighting information using either:
3286 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3288 ### Other API functions operating on a VoxelManip
3290 If any VoxelManip contents were set to a liquid node,
3291 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3292 flowing. It is recommended to call this function only after having written all
3293 buffered data back to the VoxelManip object, save for special situations where
3294 the modder desires to only have certain liquid nodes begin flowing.
3296 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3297 will generate all registered decorations and ores throughout the full area
3298 inside of the specified VoxelManip object.
3300 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3301 `minetest.place_schematic()`, except instead of placing the specified schematic
3302 directly on the map at the specified position, it will place the schematic
3303 inside the VoxelManip.
3307 * Attempting to read data from a VoxelManip object before map is read will
3308 result in a zero-length array table for `VoxelManip:get_data()`, and an
3309 "ignore" node at any position for `VoxelManip:get_node_at()`.
3310 * If either a region of map has not yet been generated or is out-of-bounds of
3311 the map, that region is filled with "ignore" nodes.
3312 * Other mods, or the core itself, could possibly modify the area of map
3313 currently loaded into a VoxelManip object. With the exception of Mapgen
3314 VoxelManips (see above section), the internal buffers are not updated. For
3315 this reason, it is strongly encouraged to complete the usage of a particular
3316 VoxelManip object in the same callback it had been created.
3317 * If a VoxelManip object will be used often, such as in an `on_generated()`
3318 callback, consider passing a file-scoped table as the optional parameter to
3319 `VoxelManip:get_data()`, which serves as a static buffer the function can use
3320 to write map data to instead of returning a new table each call. This greatly
3321 enhances performance by avoiding unnecessary memory allocations.
3326 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
3327 containing the region formed by `p1` and `p2`.
3328 * returns actual emerged `pmin`, actual emerged `pmax`
3329 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
3331 * **important**: data must be set using `VoxelManip:set_data()` before
3333 * if `light` is true, then lighting is automatically recalculated.
3334 The default value is true.
3335 If `light` is false, no light calculations happen, and you should correct
3336 all modified blocks with `minetest.fix_light()` as soon as possible.
3337 Keep in mind that modifying the map where light is incorrect can cause
3339 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3340 the `VoxelManip` at that position
3341 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
3343 * `get_data([buffer])`: Retrieves the node content data loaded into the
3344 `VoxelManip` object.
3345 * returns raw node data in the form of an array of node content IDs
3346 * if the param `buffer` is present, this table will be used to store the
3348 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3349 * `update_map()`: Does nothing, kept for compatibility.
3350 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
3352 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3353 * To be used only by a `VoxelManip` object from
3354 `minetest.get_mapgen_object`.
3355 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3357 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3358 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3360 * Each value is the bitwise combination of day and night light values
3362 * `light = day + (night * 16)`
3363 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3364 in the `VoxelManip`.
3365 * expects lighting data in the same format that `get_light_data()` returns
3366 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
3367 `VoxelManip` object.
3368 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3370 * If the param `buffer` is present, this table will be used to store the
3372 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
3374 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
3376 * To be used only by a `VoxelManip` object from
3377 `minetest.get_mapgen_object`.
3378 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3379 area if left out or nil. For almost all uses these should be left out
3380 or nil to use the default.
3381 * `propagate_shadow` is an optional boolean deciding whether shadows in a
3382 generated mapchunk above are propagated down into the mapchunk, defaults
3383 to `true` if left out.
3384 * `update_liquids()`: Update liquid flow
3385 * `was_modified()`: Returns `true` or `false` if the data in the voxel
3386 manipulator had been modified since the last read from map, due to a call to
3387 `minetest.set_data()` on the loaded area elsewhere.
3388 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3393 A helper class for voxel areas.
3394 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3395 The coordinates are *inclusive*, like most other things in Minetest.
3399 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3400 `MinEdge` and `MaxEdge`.
3401 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
3403 * `index(x, y, z)`: returns the index of an absolute position in a flat array
3405 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
3406 * The position (x, y, z) is not checked for being inside the area volume,
3407 being outside can cause an incorrect index result.
3408 * Useful for things like `VoxelManip`, raw Schematic specifiers,
3409 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
3410 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
3411 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
3412 is not checked for being inside the area volume.
3413 * `position(i)`: returns the absolute position vector corresponding to index
3415 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
3416 `MinEdge` and `MaxEdge`.
3417 * `containsp(p)`: same as above, except takes a vector
3418 * `containsi(i)`: same as above, except takes an index `i`
3419 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
3421 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
3423 * `iterp(minp, maxp)`: same as above, except takes a vector
3431 A mapgen object is a construct used in map generation. Mapgen objects can be
3432 used by an `on_generate` callback to speed up operations by avoiding
3433 unnecessary recalculations, these can be retrieved using the
3434 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
3435 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
3436 callback, `nil` is returned.
3438 The following Mapgen objects are currently available:
3442 This returns three values; the `VoxelManip` object to be used, minimum and
3443 maximum emerged position, in that order. All mapgens support this object.
3447 Returns an array containing the y coordinates of the ground levels of nodes in
3448 the most recently generated chunk by the current mapgen.
3452 Returns an array containing the biome IDs of nodes in the most recently
3453 generated chunk by the current mapgen.
3457 Returns an array containing the temperature values of nodes in the most
3458 recently generated chunk by the current mapgen.
3462 Returns an array containing the humidity values of nodes in the most recently
3463 generated chunk by the current mapgen.
3467 Returns a table mapping requested generation notification types to arrays of
3468 positions at which the corresponding generated structures are located within
3469 the current chunk. To set the capture of positions of interest to be recorded
3470 on generate, use `minetest.set_gen_notify()`.
3471 For decorations, the returned positions are the ground surface 'place_on'
3472 nodes, not the decorations themselves. A 'simple' type decoration is often 1
3473 node above the returned position and possibly displaced by 'place_offset_y'.
3475 Possible fields of the table returned are:
3481 * `large_cave_begin`
3485 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3486 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
3494 Functions receive a "luaentity" as `self`:
3496 * It has the member `.name`, which is the registered name `("mod:thing")`
3497 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3498 * The original prototype stuff is visible directly via a metatable
3502 * `on_activate(self, staticdata, dtime_s)`
3503 * Called when the object is instantiated.
3504 * `dtime_s` is the time passed since the object was unloaded, which can be
3505 used for updating the entity state.
3506 * `on_step(self, dtime)`
3507 * Called on every server tick, after movement and collision processing.
3508 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3510 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
3511 * Called when somebody punches the object.
3512 * Note that you probably want to handle most punches using the automatic
3514 * `puncher`: an `ObjectRef` (can be `nil`)
3515 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3517 * `tool_capabilities`: capability table of used tool (can be `nil`)
3518 * `dir`: unit vector of direction of punch. Always defined. Points from the
3519 puncher to the punched.
3520 * `damage`: damage that will be done to entity.
3521 * `on_death(self, killer)`
3522 * Called when the object dies.
3523 * `killer`: an `ObjectRef` (can be `nil`)
3524 * `on_rightclick(self, clicker)`
3525 * `on_attach_child(self, child)`
3526 * `child`: an `ObjectRef` of the child that attaches
3527 * `on_detach_child(self, child)`
3528 * `child`: an `ObjectRef` of the child that detaches
3529 * `on_detach(self, parent)`
3530 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
3531 * This happens before the parent object is removed from the world
3532 * `get_staticdata(self)`
3533 * Should return a string that will be passed to `on_activate` when the
3534 object is instantiated the next time.
3546 axiom, --string initial tree axiom
3547 rules_a, --string rules set A
3548 rules_b, --string rules set B
3549 rules_c, --string rules set C
3550 rules_d, --string rules set D
3551 trunk, --string trunk node name
3552 leaves, --string leaves node name
3553 leaves2, --string secondary leaves node name
3554 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3555 angle, --num angle in deg
3556 iterations, --num max # of iterations, usually 2 -5
3557 random_level, --num factor to lower nr of iterations, usually 0 - 3
3558 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3559 -- 2x2 nodes or 3x3 in cross shape
3560 thin_branches, --boolean true -> use thin (1 node) branches
3561 fruit, --string fruit node name
3562 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3563 seed, --num random seed, if no seed is provided, the engine
3567 Key for special L-System symbols used in axioms
3568 -----------------------------------------------
3570 * `G`: move forward one unit with the pen up
3571 * `F`: move forward one unit with the pen down drawing trunks and branches
3572 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3573 * `T`: move forward one unit with the pen down drawing trunks only
3574 * `R`: move forward one unit with the pen down placing fruit
3575 * `A`: replace with rules set A
3576 * `B`: replace with rules set B
3577 * `C`: replace with rules set C
3578 * `D`: replace with rules set D
3579 * `a`: replace with rules set A, chance 90%
3580 * `b`: replace with rules set B, chance 80%
3581 * `c`: replace with rules set C, chance 70%
3582 * `d`: replace with rules set D, chance 60%
3583 * `+`: yaw the turtle right by `angle` parameter
3584 * `-`: yaw the turtle left by `angle` parameter
3585 * `&`: pitch the turtle down by `angle` parameter
3586 * `^`: pitch the turtle up by `angle` parameter
3587 * `/`: roll the turtle to the right by `angle` parameter
3588 * `*`: roll the turtle to the left by `angle` parameter
3589 * `[`: save in stack current state info
3590 * `]`: recover from stack state info
3595 Spawn a small apple tree:
3597 pos = {x=230,y=20,z=4}
3600 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3601 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3602 trunk="default:tree",
3603 leaves="default:leaves",
3607 trunk_type="single",
3610 fruit="default:apple"
3612 minetest.spawn_tree(pos,apple_tree)
3617 'minetest' namespace reference
3618 ==============================
3623 * `minetest.get_current_modname()`: returns the currently loading mod's name,
3625 * `minetest.get_modpath(modname)`: returns e.g.
3626 `"/home/user/.minetest/usermods/modname"`.
3627 * Useful for loading additional `.lua` modules or static data from mod
3628 * `minetest.get_modnames()`: returns a list of installed mods
3629 * Return a list of installed mods, sorted alphabetically
3630 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
3631 * Useful for storing custom data
3632 * `minetest.is_singleplayer()`
3633 * `minetest.features`: Table containing API feature flags
3636 glasslike_framed = true, -- 0.4.7
3637 nodebox_as_selectionbox = true, -- 0.4.7
3638 get_all_craft_recipes_works = true, -- 0.4.7
3639 -- The transparency channel of textures can optionally be used on
3641 use_texture_alpha = true,
3642 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
3643 no_legacy_abms = true,
3644 -- Texture grouping is possible using parentheses (0.4.11)
3645 texture_names_parens = true,
3646 -- Unique Area ID for AreaStore:insert_area (0.4.14)
3647 area_store_custom_ids = true,
3648 -- add_entity supports passing initial staticdata to on_activate
3650 add_entity_with_staticdata = true,
3651 -- Chat messages are no longer predicted (0.4.16)
3652 no_chat_message_prediction = true,
3653 -- The transparency channel of textures can optionally be used on
3654 -- objects (ie: players and lua entities) (5.0.0)
3655 object_use_texture_alpha = true,
3656 -- Object selectionbox is settable independently from collisionbox
3658 object_independent_selectionbox = true,
3659 -- Specifies whether binary data can be uploaded or downloaded using
3660 -- the HTTP API (5.1.0)
3661 httpfetch_binary_data = true,
3664 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
3665 * `arg`: string or table in format `{foo=true, bar=true}`
3666 * `missing_features`: `{foo=true, bar=true}`
3667 * `minetest.get_player_information(player_name)`: Table containing information
3668 about a player. Example return value:
3671 address = "127.0.0.1", -- IP address of client
3672 ip_version = 4, -- IPv4 / IPv6
3673 min_rtt = 0.01, -- minimum round trip time
3674 max_rtt = 0.2, -- maximum round trip time
3675 avg_rtt = 0.02, -- average round trip time
3676 min_jitter = 0.01, -- minimum packet time jitter
3677 max_jitter = 0.5, -- maximum packet time jitter
3678 avg_jitter = 0.03, -- average packet time jitter
3679 connection_uptime = 200, -- seconds since client connected
3680 protocol_version = 32, -- protocol version used by client
3681 -- following information is available on debug build only!!!
3682 -- DO NOT USE IN MODS
3683 --ser_vers = 26, -- serialization version used by client
3684 --major = 0, -- major version number
3685 --minor = 4, -- minor version number
3686 --patch = 10, -- patch version number
3687 --vers_string = "0.4.9-git", -- full version string
3688 --state = "Active" -- current client state
3691 * `minetest.mkdir(path)`: returns success.
3692 * Creates a directory specified by `path`, creating parent directories
3693 if they don't exist.
3694 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
3696 * nil: return all entries,
3697 * true: return only subdirectory names, or
3698 * false: return only file names.
3699 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
3700 * Replaces contents of file at path with new contents in a safe (atomic)
3701 way. Use this instead of below code when writing e.g. database files:
3702 `local f = io.open(path, "wb"); f:write(content); f:close()`
3703 * `minetest.get_version()`: returns a table containing components of the
3704 engine version. Components:
3705 * `project`: Name of the project, eg, "Minetest"
3706 * `string`: Simple version, eg, "1.2.3-dev"
3707 * `hash`: Full git version (only set if available),
3708 eg, "1.2.3-dev-01234567-dirty".
3709 Use this for informational purposes only. The information in the returned
3710 table does not represent the capabilities of the engine, nor is it
3711 reliable or verifiable. Compatible forks will have a different name and
3712 version entirely. To check for the presence of engine features, test
3713 whether the functions exported by the wanted features exist. For example:
3714 `if minetest.check_for_falling then ... end`.
3715 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
3716 * `data`: string of data to hash
3717 * `raw`: return raw bytes instead of hex digits, default: false
3722 * `minetest.debug(...)`
3723 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
3724 * `minetest.log([level,] text)`
3725 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
3726 `"info"`, or `"verbose"`. Default is `"none"`.
3728 Registration functions
3729 ----------------------
3731 Call these functions only at load time!
3735 * `minetest.register_node(name, node definition)`
3736 * `minetest.register_craftitem(name, item definition)`
3737 * `minetest.register_tool(name, item definition)`
3738 * `minetest.override_item(name, redefinition)`
3739 * Overrides fields of an item registered with register_node/tool/craftitem.
3740 * Note: Item must already be defined, (opt)depend on the mod defining it.
3741 * Example: `minetest.override_item("default:mese",
3742 {light_source=minetest.LIGHT_MAX})`
3743 * `minetest.unregister_item(name)`
3744 * Unregisters the item from the engine, and deletes the entry with key
3745 `name` from `minetest.registered_items` and from the associated item table
3746 according to its nature: `minetest.registered_nodes`, etc.
3747 * `minetest.register_entity(name, entity definition)`
3748 * `minetest.register_abm(abm definition)`
3749 * `minetest.register_lbm(lbm definition)`
3750 * `minetest.register_alias(alias, original_name)`
3751 * Also use this to set the 'mapgen aliases' needed in a game for the core
3752 mapgens. See [Mapgen aliases] section above.
3753 * `minetest.register_alias_force(alias, original_name)`
3754 * `minetest.register_ore(ore definition)`
3755 * Returns an integer object handle uniquely identifying the registered
3757 * The order of ore registrations determines the order of ore generation.
3758 * `minetest.register_biome(biome definition)`
3759 * Returns an integer object handle uniquely identifying the registered
3760 biome on success. To get the biome ID, use `minetest.get_biome_id`.
3761 * `minetest.unregister_biome(name)`
3762 * Unregisters the biome from the engine, and deletes the entry with key
3763 `name` from `minetest.registered_biomes`.
3764 * `minetest.register_decoration(decoration definition)`
3765 * Returns an integer object handle uniquely identifying the registered
3766 decoration on success. To get the decoration ID, use
3767 `minetest.get_decoration_id`.
3768 * The order of decoration registrations determines the order of decoration
3770 * `minetest.register_schematic(schematic definition)`
3771 * Returns an integer object handle uniquely identifying the registered
3772 schematic on success.
3773 * If the schematic is loaded from a file, the `name` field is set to the
3775 * If the function is called when loading the mod, and `name` is a relative
3776 path, then the current mod path will be prepended to the schematic
3778 * `minetest.clear_registered_ores()`
3779 * Clears all ores currently registered.
3780 * `minetest.clear_registered_biomes()`
3781 * Clears all biomes currently registered.
3782 * `minetest.clear_registered_decorations()`
3783 * Clears all decorations currently registered.
3784 * `minetest.clear_registered_schematics()`
3785 * Clears all schematics currently registered.
3789 * `minetest.register_craft(recipe)`
3790 * Check recipe table syntax for different types below.
3791 * `minetest.clear_craft(recipe)`
3792 * Will erase existing craft based either on output item or on input recipe.
3793 * Specify either output or input only. If you specify both, input will be
3794 ignored. For input use the same recipe table syntax as for
3795 `minetest.register_craft(recipe)`. For output specify only the item,
3797 * Returns false if no erase candidate could be found, otherwise returns true.
3798 * **Warning**! The type field ("shaped", "cooking" or any other) will be
3799 ignored if the recipe contains output. Erasing is then done independently
3800 from the crafting method.
3801 * `minetest.register_chatcommand(cmd, chatcommand definition)`
3802 * `minetest.override_chatcommand(name, redefinition)`
3803 * Overrides fields of a chatcommand registered with `register_chatcommand`.
3804 * `minetest.unregister_chatcommand(name)`
3805 * Unregisters a chatcommands registered with `register_chatcommand`.
3806 * `minetest.register_privilege(name, definition)`
3807 * `definition` can be a description or a definition table (see [Privilege
3809 * If it is a description, the priv will be granted to singleplayer and admin
3811 * To allow players with `basic_privs` to grant, see the `basic_privs`
3812 minetest.conf setting.
3813 * `minetest.register_authentication_handler(authentication handler definition)`
3814 * Registers an auth handler that overrides the builtin one.
3815 * This function can be called by a single mod once only.
3817 Global callback registration functions
3818 --------------------------------------
3820 Call these functions only at load time!
3822 * `minetest.register_globalstep(function(dtime))`
3823 * Called every server step, usually interval of 0.1s
3824 * `minetest.register_on_mods_loaded(function())`
3825 * Called after mods have finished loading and before the media is cached or the
3827 * `minetest.register_on_shutdown(function())`
3828 * Called before server shutdown
3829 * **Warning**: If the server terminates abnormally (i.e. crashes), the
3830 registered callbacks **will likely not be run**. Data should be saved at
3831 semi-frequent intervals as well as on server shutdown.
3832 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
3833 * Called when a node has been placed
3834 * If return `true` no item is taken from `itemstack`
3835 * `placer` may be any valid ObjectRef or nil.
3836 * **Not recommended**; use `on_construct` or `after_place_node` in node
3837 definition whenever possible.
3838 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
3839 * Called when a node has been dug.
3840 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
3841 definition whenever possible.
3842 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
3843 * Called when a node is punched
3844 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
3845 * Called after generating a piece of world. Modifying nodes inside the area
3846 is a bit faster than usually.
3847 * `minetest.register_on_newplayer(function(ObjectRef))`
3848 * Called after a new player has been created
3849 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
3850 * Called when a player is punched
3851 * Note: This callback is invoked even if the punched player is dead.
3852 * `player`: ObjectRef - Player that was punched
3853 * `hitter`: ObjectRef - Player that hit
3854 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3856 * `tool_capabilities`: Capability table of used tool (can be nil)
3857 * `dir`: Unit vector of direction of punch. Always defined. Points from
3858 the puncher to the punched.
3859 * `damage`: Number that represents the damage calculated by the engine
3860 * should return `true` to prevent the default damage mechanism
3861 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
3862 * Called when the player gets damaged or healed
3863 * `player`: ObjectRef of the player
3864 * `hp_change`: the amount of change. Negative when it is damage.
3865 * `reason`: a PlayerHPChangeReason table.
3866 * The `type` field will have one of the following values:
3867 * `set_hp`: A mod or the engine called `set_hp` without
3868 giving a type - use this for custom damage types.
3869 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
3871 * `node_damage`: `damage_per_second` from a neighbouring node.
3872 `reason.node` will hold the node name or nil.
3875 * Any of the above types may have additional fields from mods.
3876 * `reason.from` will be `mod` or `engine`.
3877 * `modifier`: when true, the function should return the actual `hp_change`.
3878 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
3879 Modifiers can return true as a second argument to stop the execution of further functions.
3880 Non-modifiers receive the final HP change calculated by the modifiers.
3881 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
3882 * Called when a player dies
3883 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
3884 * `minetest.register_on_respawnplayer(function(ObjectRef))`
3885 * Called when player is to be respawned
3886 * Called _before_ repositioning of player occurs
3887 * return true in func to disable regular player placement
3888 * `minetest.register_on_prejoinplayer(function(name, ip))`
3889 * Called before a player joins the game
3890 * If it returns a string, the player is disconnected with that string as
3892 * `minetest.register_on_joinplayer(function(ObjectRef))`
3893 * Called when a player joins the game
3894 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
3895 * Called when a player leaves the game
3896 * `timed_out`: True for timeout, false for other reasons.
3897 * `minetest.register_on_auth_fail(function(name, ip))`
3898 * Called when a client attempts to log into an account but supplies the
3900 * `ip`: The IP address of the client.
3901 * `name`: The account the client attempted to log into.
3902 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
3903 * Called when a player cheats
3904 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
3906 * `interacted_too_far`
3907 * `interacted_while_dead`
3908 * `finished_unknown_dig`
3911 * `minetest.register_on_chat_message(function(name, message))`
3912 * Called always when a player says something
3913 * Return `true` to mark the message as handled, which means that it will
3914 not be sent to other players.
3915 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
3916 * Called when the server received input from `player` in a formspec with
3917 the given `formname`. Specifically, this is called on any of the
3919 * a button was pressed,
3920 * Enter was pressed while the focus was on a text field
3921 * a checkbox was toggled,
3922 * something was selecteed in a drop-down list,
3923 * a different tab was selected,
3924 * selection was changed in a textlist or table,
3925 * an entry was double-clicked in a textlist or table,
3926 * a scrollbar was moved, or
3927 * the form was actively closed by the player.
3928 * Fields are sent for formspec elements which define a field. `fields`
3929 is a table containing each formspecs element value (as string), with
3930 the `name` parameter as index for each. The value depends on the
3931 formspec element type:
3932 * `button` and variants: If pressed, contains the user-facing button
3933 text as value. If not pressed, is `nil`
3934 * `field`, `textarea` and variants: Text in the field
3935 * `dropdown`: Text of selected item
3936 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
3937 * `checkbox`: `"true"` if checked, `"false"` if unchecked
3938 * `textlist`: See `minetest.explode_textlist_event`
3939 * `table`: See `minetest.explode_table_event`
3940 * `scrollbar`: See `minetest.explode_scrollbar_event`
3941 * Special case: `["quit"]="true"` is sent when the user actively
3942 closed the form by mouse click, keypress or through a button_exit[]
3944 * Special case: `["key_enter"]="true"` is sent when the user pressed
3945 the Enter key and the focus was either nowhere (causing the formspec
3946 to be closed) or on a button. If the focus was on a text field,
3947 additionally, the index `key_enter_field` contains the name of the
3948 text field. See also: `field_close_on_enter`.
3949 * Newest functions are called first
3950 * If function returns `true`, remaining functions are not called
3951 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
3952 * Called when `player` crafts something
3953 * `itemstack` is the output
3954 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
3956 * `craft_inv` is the inventory with the crafting grid
3957 * Return either an `ItemStack`, to replace the output, or `nil`, to not
3959 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
3960 * The same as before, except that it is called before the player crafts, to
3961 make craft prediction, and it should not change anything.
3962 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
3963 * Determinates how much of a stack may be taken, put or moved to a
3965 * `player` (type `ObjectRef`) is the player who modified the inventory
3966 `inventory` (type `InvRef`).
3967 * List of possible `action` (string) values and their
3968 `inventory_info` (table) contents:
3969 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
3970 * `put`: `{listname=string, index=number, stack=ItemStack}`
3971 * `take`: Same as `put`
3972 * Return a numeric value to limit the amount of items to be taken, put or
3973 moved. A value of `-1` for `take` will make the source stack infinite.
3974 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
3975 * Called after a take, put or move event from/to/in a player inventory
3976 * Function arguments: see `minetest.register_allow_player_inventory_action`
3977 * Does not accept or handle any return value.
3978 * `minetest.register_on_protection_violation(function(pos, name))`
3979 * Called by `builtin` and mods when a player violates protection at a
3980 position (eg, digs a node or punches a protected entity).
3981 * The registered functions can be called using
3982 `minetest.record_protection_violation`.
3983 * The provided function should check that the position is protected by the
3984 mod calling this function before it prints a message, if it does, to
3985 allow for multiple protection mods.
3986 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
3987 * Called when an item is eaten, by `minetest.item_eat`
3988 * Return `true` or `itemstack` to cancel the default item eat response
3989 (i.e.: hp increase).
3990 * `minetest.register_on_priv_grant(function(name, granter, priv))`
3991 * Called when `granter` grants the priv `priv` to `name`.
3992 * Note that the callback will be called twice if it's done by a player,
3993 once with granter being the player name, and again with granter being nil.
3994 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
3995 * Called when `revoker` revokes the priv `priv` from `name`.
3996 * Note that the callback will be called twice if it's done by a player,
3997 once with revoker being the player name, and again with revoker being nil.
3998 * `minetest.register_can_bypass_userlimit(function(name, ip))`
3999 * Called when `name` user connects with `ip`.
4000 * Return `true` to by pass the player limit
4001 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
4002 * Called when an incoming mod channel message is received
4003 * You should have joined some channels to receive events.
4004 * If message comes from a server mod, `sender` field is an empty string.
4009 * `minetest.settings`: Settings object containing all of the settings from the
4010 main config file (`minetest.conf`).
4011 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
4012 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
4017 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
4018 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
4019 * Convert between two privilege representations
4020 * `minetest.get_player_privs(name) -> {priv1=true,...}`
4021 * `minetest.check_player_privs(player_or_name, ...)`:
4022 returns `bool, missing_privs`
4023 * A quickhand for checking privileges.
4024 * `player_or_name`: Either a Player object or the name of a player.
4025 * `...` is either a list of strings, e.g. `"priva", "privb"` or
4026 a table, e.g. `{ priva = true, privb = true }`.
4028 * `minetest.check_password_entry(name, entry, password)`
4029 * Returns true if the "password entry" for a player with name matches given
4030 password, false otherwise.
4031 * The "password entry" is the password representation generated by the
4032 engine as returned as part of a `get_auth()` call on the auth handler.
4033 * Only use this function for making it possible to log in via password from
4034 external protocols such as IRC, other uses are frowned upon.
4035 * `minetest.get_password_hash(name, raw_password)`
4036 * Convert a name-password pair to a password hash that Minetest can use.
4037 * The returned value alone is not a good basis for password checks based
4038 on comparing the password hash in the database with the password hash
4039 from the function, with an externally provided password, as the hash
4040 in the db might use the new SRP verifier format.
4041 * For this purpose, use `minetest.check_password_entry` instead.
4042 * `minetest.get_player_ip(name)`: returns an IP address string for the player
4044 * The player needs to be online for this to be successful.
4046 * `minetest.get_auth_handler()`: Return the currently active auth handler
4047 * See the [Authentication handler definition]
4048 * Use this to e.g. get the authentication data for a player:
4049 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
4050 * `minetest.notify_authentication_modified(name)`
4051 * Must be called by the authentication handler for privilege changes.
4052 * `name`: string; if omitted, all auth data should be considered modified
4053 * `minetest.set_player_password(name, password_hash)`: Set password hash of
4055 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
4057 * `minetest.auth_reload()`
4058 * See `reload()` in authentication handler definition
4060 `minetest.set_player_password`, `minetest_set_player_privs`,
4061 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
4067 * `minetest.chat_send_all(text)`
4068 * `minetest.chat_send_player(name, text)`
4073 * `minetest.set_node(pos, node)`
4074 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
4075 * Set node at position `pos`
4076 * `node`: table `{name=string, param1=number, param2=number}`
4077 * If param1 or param2 is omitted, it's set to `0`.
4078 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
4079 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
4080 * Set node on all positions set in the first argument.
4081 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
4082 * For node specification or position syntax see `minetest.set_node` call
4083 * Faster than set_node due to single call, but still considerably slower
4084 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
4085 Unlike LVMs, this will call node callbacks. It also allows setting nodes
4086 in spread out positions which would cause LVMs to waste memory.
4087 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
4089 * `minetest.swap_node(pos, node)`
4090 * Set node at position, but don't remove metadata
4091 * `minetest.remove_node(pos)`
4092 * By default it does the same as `minetest.set_node(pos, {name="air"})`
4093 * `minetest.get_node(pos)`
4094 * Returns the node at the given position as table in the format
4095 `{name="node_name", param1=0, param2=0}`,
4096 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
4097 * `minetest.get_node_or_nil(pos)`
4098 * Same as `get_node` but returns `nil` for unloaded areas.
4099 * `minetest.get_node_light(pos, timeofday)`
4100 * Gets the light value at the given position. Note that the light value
4101 "inside" the node at the given position is returned, so you usually want
4102 to get the light value of a neighbor.
4103 * `pos`: The position where to measure the light.
4104 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
4105 * Returns a number between `0` and `15` or `nil`
4106 * `minetest.place_node(pos, node)`
4107 * Place node with the same effects that a player would cause
4108 * `minetest.dig_node(pos)`
4109 * Dig node with the same effects that a player would cause
4110 * Returns `true` if successful, `false` on failure (e.g. protected location)
4111 * `minetest.punch_node(pos)`
4112 * Punch node with the same effects that a player would cause
4113 * `minetest.spawn_falling_node(pos)`
4114 * Change node into falling node
4115 * Returns `true` if successful, `false` on failure
4117 * `minetest.find_nodes_with_meta(pos1, pos2)`
4118 * Get a table of positions of nodes that have metadata within a region
4120 * `minetest.get_meta(pos)`
4121 * Get a `NodeMetaRef` at that position
4122 * `minetest.get_node_timer(pos)`
4123 * Get `NodeTimerRef`
4125 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
4127 * Returns `ObjectRef`, or `nil` if failed
4128 * `minetest.add_item(pos, item)`: Spawn item
4129 * Returns `ObjectRef`, or `nil` if failed
4130 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
4131 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
4133 * `radius`: using an euclidean metric
4134 * `minetest.set_timeofday(val)`
4135 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
4136 * `minetest.get_timeofday()`
4137 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
4139 * `minetest.get_day_count()`: returns number days elapsed since world was
4141 * accounts for time changes.
4142 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
4144 * `radius`: using a maximum metric
4145 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4146 * `search_center` is an optional boolean (default: `false`)
4147 If true `pos` is also checked for the nodes
4148 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
4150 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4151 * First return value: Table with all node positions
4152 * Second return value: Table with the count of each node with the node name
4154 * Area volume is limited to 4,096,000 nodes
4155 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
4157 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4158 * Return value: Table with all node positions with a node air above
4159 * Area volume is limited to 4,096,000 nodes
4160 * `minetest.get_perlin(noiseparams)`
4161 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
4162 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
4163 * `minetest.get_voxel_manip([pos1, pos2])`
4164 * Return voxel manipulator object.
4165 * Loads the manipulator from the map if positions are passed.
4166 * `minetest.set_gen_notify(flags, {deco_ids})`
4167 * Set the types of on-generate notifications that should be collected.
4168 * `flags` is a flag field with the available flags:
4176 * The second parameter is a list of IDs of decorations which notification
4178 * `minetest.get_gen_notify()`
4179 * Returns a flagstring and a table with the `deco_id`s.
4180 * `minetest.get_decoration_id(decoration_name)`
4181 * Returns the decoration ID number for the provided decoration name string,
4182 or `nil` on failure.
4183 * `minetest.get_mapgen_object(objectname)`
4184 * Return requested mapgen object if available (see [Mapgen objects])
4185 * `minetest.get_heat(pos)`
4186 * Returns the heat at the position, or `nil` on failure.
4187 * `minetest.get_humidity(pos)`
4188 * Returns the humidity at the position, or `nil` on failure.
4189 * `minetest.get_biome_data(pos)`
4190 * Returns a table containing:
4191 * `biome` the biome id of the biome at that position
4192 * `heat` the heat at the position
4193 * `humidity` the humidity at the position
4194 * Or returns `nil` on failure.
4195 * `minetest.get_biome_id(biome_name)`
4196 * Returns the biome id, as used in the biomemap Mapgen object and returned
4197 by `minetest.get_biome_data(pos)`, for a given biome_name string.
4198 * `minetest.get_biome_name(biome_id)`
4199 * Returns the biome name string for the provided biome id, or `nil` on
4201 * If no biomes have been registered, such as in mgv6, returns `default`.
4202 * `minetest.get_mapgen_params()`
4203 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
4204 * Returns a table containing:
4210 * `minetest.set_mapgen_params(MapgenParams)`
4211 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
4213 * Set map generation parameters.
4214 * Function cannot be called after the registration period; only
4215 initialization and `on_mapgen_init`.
4216 * Takes a table as an argument with the fields:
4222 * Leave field unset to leave that parameter unchanged.
4223 * `flags` contains a comma-delimited string of flags to set, or if the
4224 prefix `"no"` is attached, clears instead.
4225 * `flags` is in the same format and has the same options as `mg_flags` in
4227 * `minetest.get_mapgen_setting(name)`
4228 * Gets the *active* mapgen setting (or nil if none exists) in string
4229 format with the following order of precedence:
4230 1) Settings loaded from map_meta.txt or overrides set during mod
4232 2) Settings set by mods without a metafile override
4233 3) Settings explicitly set in the user config file, minetest.conf
4234 4) Settings set as the user config default
4235 * `minetest.get_mapgen_setting_noiseparams(name)`
4236 * Same as above, but returns the value as a NoiseParams table if the
4237 setting `name` exists and is a valid NoiseParams.
4238 * `minetest.set_mapgen_setting(name, value, [override_meta])`
4239 * Sets a mapgen param to `value`, and will take effect if the corresponding
4240 mapgen setting is not already present in map_meta.txt.
4241 * `override_meta` is an optional boolean (default: `false`). If this is set
4242 to true, the setting will become the active setting regardless of the map
4244 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
4245 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
4246 * Same as above, except value is a NoiseParams table.
4247 * `minetest.set_noiseparams(name, noiseparams, set_default)`
4248 * Sets the noiseparams setting of `name` to the noiseparams table specified
4250 * `set_default` is an optional boolean (default: `true`) that specifies
4251 whether the setting should be applied to the default config or current
4253 * `minetest.get_noiseparams(name)`
4254 * Returns a table of the noiseparams for name.
4255 * `minetest.generate_ores(vm, pos1, pos2)`
4256 * Generate all registered ores within the VoxelManip `vm` and in the area
4257 from `pos1` to `pos2`.
4258 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4259 * `minetest.generate_decorations(vm, pos1, pos2)`
4260 * Generate all registered decorations within the VoxelManip `vm` and in the
4261 area from `pos1` to `pos2`.
4262 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4263 * `minetest.clear_objects([options])`
4264 * Clear all objects in the environment
4265 * Takes an optional table as an argument with the field `mode`.
4266 * mode = `"full"` : Load and go through every mapblock, clearing
4268 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
4269 clear objects in unloaded mapblocks only when the
4270 mapblocks are next activated.
4271 * `minetest.load_area(pos1[, pos2])`
4272 * Load the mapblocks containing the area from `pos1` to `pos2`.
4273 `pos2` defaults to `pos1` if not specified.
4274 * This function does not trigger map generation.
4275 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
4276 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
4277 asynchronously fetched from memory, loaded from disk, or if inexistent,
4279 * If `callback` is a valid Lua function, this will be called for each block
4281 * The function signature of callback is:
4282 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
4283 * `blockpos` is the *block* coordinates of the block that had been
4285 * `action` could be one of the following constant values:
4286 * `minetest.EMERGE_CANCELLED`
4287 * `minetest.EMERGE_ERRORED`
4288 * `minetest.EMERGE_FROM_MEMORY`
4289 * `minetest.EMERGE_FROM_DISK`
4290 * `minetest.EMERGE_GENERATED`
4291 * `calls_remaining` is the number of callbacks to be expected after
4293 * `param` is the user-defined parameter passed to emerge_area (or
4294 nil if the parameter was absent).
4295 * `minetest.delete_area(pos1, pos2)`
4296 * delete all mapblocks in the area from pos1 to pos2, inclusive
4297 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
4298 * Checks if there is anything other than air between pos1 and pos2.
4299 * Returns false if something is blocking the sight.
4300 * Returns the position of the blocking node when `false`
4301 * `pos1`: First position
4302 * `pos2`: Second position
4303 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
4304 * Creates a `Raycast` object.
4305 * `pos1`: start of the ray
4306 * `pos2`: end of the ray
4307 * `objects`: if false, only nodes will be returned. Default is `true`.
4308 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
4309 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
4310 * returns table containing path
4311 * returns a table of 3D points representing a path from `pos1` to `pos2` or
4313 * `pos1`: start position
4314 * `pos2`: end position
4315 * `searchdistance`: number of blocks to search in each direction using a
4317 * `max_jump`: maximum height difference to consider walkable
4318 * `max_drop`: maximum height difference to consider droppable
4319 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
4320 * `minetest.spawn_tree (pos, {treedef})`
4321 * spawns L-system tree at given `pos` with definition in `treedef` table
4322 * `minetest.transforming_liquid_add(pos)`
4323 * add node to liquid update queue
4324 * `minetest.get_node_max_level(pos)`
4325 * get max available level for leveled node
4326 * `minetest.get_node_level(pos)`
4327 * get level of leveled node (water, snow)
4328 * `minetest.set_node_level(pos, level)`
4329 * set level of leveled node, default `level` equals `1`
4330 * if `totallevel > maxlevel`, returns rest (`total-max`).
4331 * `minetest.add_node_level(pos, level)`
4332 * increase level of leveled node by level, default `level` equals `1`
4333 * if `totallevel > maxlevel`, returns rest (`total-max`)
4334 * can be negative for decreasing
4335 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
4336 * resets the light in a cuboid-shaped part of
4337 the map and removes lighting bugs.
4338 * Loads the area if it is not loaded.
4339 * `pos1` is the corner of the cuboid with the least coordinates
4340 (in node coordinates), inclusive.
4341 * `pos2` is the opposite corner of the cuboid, inclusive.
4342 * The actual updated cuboid might be larger than the specified one,
4343 because only whole map blocks can be updated.
4344 The actual updated area consists of those map blocks that intersect
4345 with the given cuboid.
4346 * However, the neighborhood of the updated area might change
4347 as well, as light can spread out of the cuboid, also light
4349 * returns `false` if the area is not fully generated,
4351 * `minetest.check_single_for_falling(pos)`
4352 * causes an unsupported `group:falling_node` node to fall and causes an
4353 unattached `group:attached_node` node to fall.
4354 * does not spread these updates to neighbours.
4355 * `minetest.check_for_falling(pos)`
4356 * causes an unsupported `group:falling_node` node to fall and causes an
4357 unattached `group:attached_node` node to fall.
4358 * spread these updates to neighbours and can cause a cascade
4360 * `minetest.get_spawn_level(x, z)`
4361 * Returns a player spawn y co-ordinate for the provided (x, z)
4362 co-ordinates, or `nil` for an unsuitable spawn point.
4363 * For most mapgens a 'suitable spawn point' is one with y between
4364 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
4365 so `nil` will be returned for many (x, z) co-ordinates.
4366 * The spawn level returned is for a player spawn in unmodified terrain.
4367 * The spawn level is intentionally above terrain level to cope with
4368 full-node biome 'dust' nodes.
4373 You can find mod channels communication scheme in `doc/mod_channels.png`.
4375 * `minetest.mod_channel_join(channel_name)`
4376 * Server joins channel `channel_name`, and creates it if necessary. You
4377 should listen for incoming messages with
4378 `minetest.register_on_modchannel_message`
4383 `minetest.get_inventory(location)`: returns an `InvRef`
4386 * `{type="player", name="celeron55"}`
4387 * `{type="node", pos={x=, y=, z=}}`
4388 * `{type="detached", name="creative"}`
4389 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
4391 * `callbacks`: See [Detached inventory callbacks]
4392 * `player_name`: Make detached inventory available to one player
4393 exclusively, by default they will be sent to every player (even if not
4395 Note that this parameter is mostly just a workaround and will be removed
4397 * Creates a detached inventory. If it already exists, it is cleared.
4398 * `minetest.remove_detached_inventory(name)`
4399 * Returns a `boolean` indicating whether the removal succeeded.
4400 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
4401 returns left over ItemStack.
4402 * See `minetest.item_eat` and `minetest.register_on_item_eat`
4407 * `minetest.show_formspec(playername, formname, formspec)`
4408 * `playername`: name of player to show formspec
4409 * `formname`: name passed to `on_player_receive_fields` callbacks.
4410 It should follow the `"modname:<whatever>"` naming convention
4411 * `formspec`: formspec to display
4412 * `minetest.close_formspec(playername, formname)`
4413 * `playername`: name of player to close formspec
4414 * `formname`: has to exactly match the one given in `show_formspec`, or the
4415 formspec will not close.
4416 * calling `show_formspec(playername, formname, "")` is equal to this
4418 * to close a formspec regardless of the formname, call
4419 `minetest.close_formspec(playername, "")`.
4420 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
4421 * `minetest.formspec_escape(string)`: returns a string
4422 * escapes the characters "[", "]", "\", "," and ";", which can not be used
4424 * `minetest.explode_table_event(string)`: returns a table
4425 * returns e.g. `{type="CHG", row=1, column=2}`
4427 * `"INV"`: no row selected
4429 * `"DCL"`: double-click
4430 * `minetest.explode_textlist_event(string)`: returns a table
4431 * returns e.g. `{type="CHG", index=1}`
4433 * `"INV"`: no row selected
4435 * `"DCL"`: double-click
4436 * `minetest.explode_scrollbar_event(string)`: returns a table
4437 * returns e.g. `{type="CHG", value=500}`
4439 * `"INV"`: something failed
4440 * `"CHG"`: has been changed
4441 * `"VAL"`: not changed
4446 * `minetest.inventorycube(img1, img2, img3)`
4447 * Returns a string for making an image of a cube (useful as an item image)
4448 * `minetest.get_pointed_thing_position(pointed_thing, above)`
4449 * Get position of a `pointed_thing` (that you can get from somewhere)
4450 * `minetest.dir_to_facedir(dir, is6d)`
4451 * Convert a vector to a facedir value, used in `param2` for
4452 `paramtype2="facedir"`.
4453 * passing something non-`nil`/`false` for the optional second parameter
4454 causes it to take the y component into account.
4455 * `minetest.facedir_to_dir(facedir)`
4456 * Convert a facedir back into a vector aimed directly out the "back" of a
4458 * `minetest.dir_to_wallmounted(dir)`
4459 * Convert a vector to a wallmounted value, used for
4460 `paramtype2="wallmounted"`.
4461 * `minetest.wallmounted_to_dir(wallmounted)`
4462 * Convert a wallmounted value back into a vector aimed directly out the
4464 * `minetest.dir_to_yaw(dir)`
4465 * Convert a vector into a yaw (angle)
4466 * `minetest.yaw_to_dir(yaw)`
4467 * Convert yaw (angle) to a vector
4468 * `minetest.is_colored_paramtype(ptype)`
4469 * Returns a boolean. Returns `true` if the given `paramtype2` contains
4470 color information (`color`, `colorwallmounted` or `colorfacedir`).
4471 * `minetest.strip_param2_color(param2, paramtype2)`
4472 * Removes everything but the color information from the
4473 given `param2` value.
4474 * Returns `nil` if the given `paramtype2` does not contain color
4476 * `minetest.get_node_drops(nodename, toolname)`
4477 * Returns list of item names.
4478 * **Note**: This will be removed or modified in a future version.
4479 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
4480 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4481 * `input.width` = for example `3`
4482 * `input.items` = for example
4483 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4484 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
4485 * `output.time` = a number, if unsuccessful: `0`
4486 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
4487 `decremented_input.items`
4488 * `decremented_input` = like `input`
4489 * `minetest.get_craft_recipe(output)`: returns input
4490 * returns last registered recipe for output item (node)
4491 * `output` is a node or item type such as `"default:torch"`
4492 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4493 * `input.width` = for example `3`
4494 * `input.items` = for example
4495 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4496 * `input.items` = `nil` if no recipe found
4497 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
4498 * returns indexed table with all registered recipes for query item (node)
4499 or `nil` if no recipe was found.
4500 * recipe entry table:
4501 * `method`: 'normal' or 'cooking' or 'fuel'
4502 * `width`: 0-3, 0 means shapeless recipe
4503 * `items`: indexed [1-9] table with recipe items
4504 * `output`: string with item name and quantity
4505 * Example query for `"default:gold_ingot"` will return table:
4508 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
4509 items = {1 = "default:gold_lump"}},
4510 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
4511 items = {1 = "default:goldblock"}}
4513 * `minetest.handle_node_drops(pos, drops, digger)`
4514 * `drops`: list of itemstrings
4515 * Handles drops from nodes after digging: Default action is to put them
4516 into digger's inventory.
4517 * Can be overridden to get different functionality (e.g. dropping items on
4519 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
4521 * Creates an item string which contains palette index information
4522 for hardware colorization. You can use the returned string
4523 as an output in a craft recipe.
4524 * `item`: the item stack which becomes colored. Can be in string,
4525 table and native form.
4526 * `palette_index`: this index is added to the item stack
4527 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
4528 * Creates an item string which contains static color information
4529 for hardware colorization. Use this method if you wish to colorize
4530 an item that does not own a palette. You can use the returned string
4531 as an output in a craft recipe.
4532 * `item`: the item stack which becomes colored. Can be in string,
4533 table and native form.
4534 * `colorstring`: the new color of the item stack
4539 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
4540 returns `{{actor, pos, time, oldnode, newnode}, ...}`
4541 * Find who has done something to a node, or near a node
4542 * `actor`: `"player:<name>"`, also `"liquid"`.
4543 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
4544 `boolean, log_messages`.
4545 * Revert latest actions of someone
4546 * `actor`: `"player:<name>"`, also `"liquid"`.
4548 Defaults for the `on_*` item definition functions
4549 -------------------------------------------------
4551 These functions return the leftover itemstack.
4553 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
4554 * Place item as a node
4555 * `param2` overrides `facedir` and wallmounted `param2`
4556 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
4557 for the newly placed node to prevent a callback and placement loop
4558 * returns `itemstack, success`
4559 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
4561 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
4562 * Use one of the above based on what the item is.
4563 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
4564 * **Note**: is not called when wielded item overrides `on_place`
4565 * `param2` overrides `facedir` and wallmounted `param2`
4566 * returns `itemstack, success`
4567 * `minetest.item_drop(itemstack, dropper, pos)`
4569 * `minetest.item_eat(hp_change, replace_with_item)`
4571 * `replace_with_item` is the itemstring which is added to the inventory.
4572 If the player is eating a stack, then replace_with_item goes to a
4573 different spot. Can be `nil`
4574 * See `minetest.do_item_eat`
4576 Defaults for the `on_punch` and `on_dig` node definition callbacks
4577 ------------------------------------------------------------------
4579 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
4580 * Calls functions registered by `minetest.register_on_punchnode()`
4581 * `minetest.node_dig(pos, node, digger)`
4582 * Checks if node can be dug, puts item into inventory, removes node
4583 * Calls functions registered by `minetest.registered_on_dignodes()`
4588 * `minetest.sound_play(spec, parameters)`: returns a handle
4589 * `spec` is a `SimpleSoundSpec`
4590 * `parameters` is a sound parameter table
4591 * `minetest.sound_stop(handle)`
4592 * `minetest.sound_fade(handle, step, gain)`
4593 * `handle` is a handle returned by `minetest.sound_play`
4594 * `step` determines how fast a sound will fade.
4595 Negative step will lower the sound volume, positive step will increase
4597 * `gain` the target gain for the fade.
4602 * `minetest.after(time, func, ...)`
4603 * Call the function `func` after `time` seconds, may be fractional
4604 * Optional: Variable number of arguments that are passed to `func`
4609 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
4610 server shutdown. Will display `message` to clients.
4611 * `reconnect` == true displays a reconnect button
4612 * `delay` adds an optional delay (in seconds) before shutdown.
4613 Negative delay cancels the current active shutdown.
4614 Zero delay triggers an immediate shutdown.
4615 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
4616 * `minetest.get_server_status(name, joined)`
4617 * Returns the server status string when a player joins or when the command
4618 `/status` is called. Returns `nil` or an empty string when the message is
4620 * `joined`: Boolean value, indicates whether the function was called when
4622 * This function may be overwritten by mods to customize the status message.
4623 * `minetest.get_server_uptime()`: returns the server uptime in seconds
4624 * `minetest.remove_player(name)`: remove player from database (if they are not
4626 * As auth data is not removed, minetest.player_exists will continue to
4627 return true. Call the below method as well if you want to remove auth
4629 * Returns a code (0: successful, 1: no such player, 2: player is connected)
4630 * `minetest.remove_player_auth(name)`: remove player authentication data
4631 * Returns boolean indicating success (false if player nonexistant)
4636 * `minetest.get_ban_list()`: returns the ban list
4637 (same as `minetest.get_ban_description("")`).
4638 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
4639 * `minetest.ban_player(name)`: ban a player
4640 * `minetest.unban_player_or_ip(name)`: unban player or IP address
4641 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional
4647 * `minetest.add_particle(particle definition)`
4648 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
4649 expirationtime, size, collisiondetection, texture, playername)`
4651 * `minetest.add_particlespawner(particlespawner definition)`
4652 * Add a `ParticleSpawner`, an object that spawns an amount of particles
4653 over `time` seconds.
4654 * Returns an `id`, and -1 if adding didn't succeed
4655 * Deprecated: `minetest.add_particlespawner(amount, time,
4659 minexptime, maxexptime,
4661 collisiondetection, texture, playername)`
4663 * `minetest.delete_particlespawner(id, player)`
4664 * Delete `ParticleSpawner` with `id` (return value from
4665 `minetest.add_particlespawner`).
4666 * If playername is specified, only deletes on the player's client,
4667 otherwise on all clients.
4672 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
4673 * Create a schematic from the volume of map specified by the box formed by
4675 * Apply the specified probability and per-node force-place to the specified
4676 nodes according to the `probability_list`.
4677 * `probability_list` is an array of tables containing two fields, `pos`
4679 * `pos` is the 3D vector specifying the absolute coordinates of the
4680 node being modified,
4681 * `prob` is an integer value from `0` to `255` that encodes
4682 probability and per-node force-place. Probability has levels
4683 0-127, then 128 may be added to encode per-node force-place.
4684 For probability stated as 0-255, divide by 2 and round down to
4685 get values 0-127, then add 128 to apply per-node force-place.
4686 * If there are two or more entries with the same pos value, the
4688 * If `pos` is not inside the box formed by `p1` and `p2`, it is
4690 * If `probability_list` equals `nil`, no probabilities are applied.
4691 * Apply the specified probability to the specified horizontal slices
4692 according to the `slice_prob_list`.
4693 * `slice_prob_list` is an array of tables containing two fields, `ypos`
4695 * `ypos` indicates the y position of the slice with a probability
4696 applied, the lowest slice being `ypos = 0`.
4697 * If slice probability list equals `nil`, no slice probabilities
4699 * Saves schematic in the Minetest Schematic format to filename.
4701 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
4702 * Place the schematic specified by schematic (see [Schematic specifier]) at
4704 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
4705 * If the `rotation` parameter is omitted, the schematic is not rotated.
4706 * `replacements` = `{["old_name"] = "convert_to", ...}`
4707 * `force_placement` is a boolean indicating whether nodes other than `air`
4708 and `ignore` are replaced by the schematic.
4709 * Returns nil if the schematic could not be loaded.
4710 * **Warning**: Once you have loaded a schematic from a file, it will be
4711 cached. Future calls will always use the cached version and the
4712 replacement list defined for it, regardless of whether the file or the
4713 replacement list parameter have changed. The only way to load the file
4714 anew is to restart the server.
4715 * `flags` is a flag field with the available flags:
4720 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
4721 * This function is analogous to minetest.place_schematic, but places a
4722 schematic onto the specified VoxelManip object `vmanip` instead of the
4724 * Returns false if any part of the schematic was cut-off due to the
4725 VoxelManip not containing the full area required, and true if the whole
4726 schematic was able to fit.
4727 * Returns nil if the schematic could not be loaded.
4728 * After execution, any external copies of the VoxelManip contents are
4730 * `flags` is a flag field with the available flags:
4735 * `minetest.serialize_schematic(schematic, format, options)`
4736 * Return the serialized schematic specified by schematic
4737 (see [Schematic specifier])
4738 * in the `format` of either "mts" or "lua".
4739 * "mts" - a string containing the binary MTS data used in the MTS file
4741 * "lua" - a string containing Lua code representing the schematic in table
4743 * `options` is a table containing the following optional parameters:
4744 * If `lua_use_comments` is true and `format` is "lua", the Lua code
4745 generated will have (X, Z) position comments for every X row
4746 generated in the schematic data for easier reading.
4747 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
4748 the Lua code generated will use that number of spaces as indentation
4749 instead of a tab character.
4754 * `minetest.request_http_api()`:
4755 * returns `HTTPApiTable` containing http functions if the calling mod has
4756 been granted access by being listed in the `secure.http_mods` or
4757 `secure.trusted_mods` setting, otherwise returns `nil`.
4758 * The returned table contains the functions `fetch`, `fetch_async` and
4759 `fetch_async_get` described below.
4760 * Only works at init time and must be called from the mod's main scope
4761 (not from a function).
4762 * Function only exists if minetest server was built with cURL support.
4763 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
4765 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
4766 * Performs given request asynchronously and calls callback upon completion
4767 * callback: `function(HTTPRequestResult res)`
4768 * Use this HTTP function if you are unsure, the others are for advanced use
4769 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
4770 * Performs given request asynchronously and returns handle for
4771 `HTTPApiTable.fetch_async_get`
4772 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
4773 * Return response data for given asynchronous HTTP request
4778 * `minetest.get_mod_storage()`:
4779 * returns reference to mod private `StorageRef`
4780 * must be called during mod load time
4785 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
4786 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
4787 * `minetest.player_exists(name)`: boolean, whether player exists
4788 (regardless of online status)
4789 * `minetest.hud_replace_builtin(name, hud_definition)`
4790 * Replaces definition of a builtin hud element
4791 * `name`: `"breath"` or `"health"`
4792 * `hud_definition`: definition to replace builtin definition
4793 * `minetest.send_join_message(player_name)`
4794 * This function can be overridden by mods to change the join message.
4795 * `minetest.send_leave_message(player_name, timed_out)`
4796 * This function can be overridden by mods to change the leave message.
4797 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
4798 * `pos`: table {x=number, y=number, z=number},
4799 * Gives a unique hash number for a node position (16+16+16=48bit)
4800 * `minetest.get_position_from_hash(hash)`: returns a position
4801 * Inverse transform of `minetest.hash_node_position`
4802 * `minetest.get_item_group(name, group)`: returns a rating
4803 * Get rating of a group of an item. (`0` means: not in group)
4804 * `minetest.get_node_group(name, group)`: returns a rating
4805 * Deprecated: An alias for the former.
4806 * `minetest.raillike_group(name)`: returns a rating
4807 * Returns rating of the connect_to_raillike group corresponding to name
4808 * If name is not yet the name of a connect_to_raillike group, a new group
4809 id is created, with that name.
4810 * `minetest.get_content_id(name)`: returns an integer
4811 * Gets the internal content ID of `name`
4812 * `minetest.get_name_from_content_id(content_id)`: returns a string
4813 * Gets the name of the content with that content ID
4814 * `minetest.parse_json(string[, nullvalue])`: returns something
4815 * Convert a string containing JSON data into the Lua equivalent
4816 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
4817 * On success returns a table, a string, a number, a boolean or `nullvalue`
4818 * On failure outputs an error message and returns `nil`
4819 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
4820 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
4822 * Convert a Lua table into a JSON string
4823 * styled: Outputs in a human-readable format if this is set, defaults to
4825 * Unserializable things like functions and userdata will cause an error.
4826 * **Warning**: JSON is more strict than the Lua table format.
4827 1. You can only use strings and positive integers of at least one as
4829 2. You can not mix string and integer keys.
4830 This is due to the fact that JSON has two distinct array and object
4832 * Example: `write_json({10, {a = false}})`,
4833 returns `"[10, {\"a\": false}]"`
4834 * `minetest.serialize(table)`: returns a string
4835 * Convert a table containing tables, strings, numbers, booleans and `nil`s
4836 into string form readable by `minetest.deserialize`
4837 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
4838 * `minetest.deserialize(string)`: returns a table
4839 * Convert a string returned by `minetest.deserialize` into a table
4840 * `string` is loaded in an empty sandbox environment.
4841 * Will load functions, but they cannot access the global environment.
4842 * Example: `deserialize('return { ["foo"] = "bar" }')`,
4843 returns `{foo='bar'}`
4844 * Example: `deserialize('print("foo")')`, returns `nil`
4845 (function call fails), returns
4846 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
4847 * `minetest.compress(data, method, ...)`: returns `compressed_data`
4848 * Compress a string of data.
4849 * `method` is a string identifying the compression method to be used.
4850 * Supported compression methods:
4851 * Deflate (zlib): `"deflate"`
4852 * `...` indicates method-specific arguments. Currently defined arguments
4854 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
4855 * `minetest.decompress(compressed_data, method, ...)`: returns data
4856 * Decompress a string of data (using ZLib).
4857 * See documentation on `minetest.compress()` for supported compression
4859 * `...` indicates method-specific arguments. Currently, no methods use this
4860 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
4861 * Each argument is a 8 Bit unsigned integer
4862 * Returns the ColorString from rgb or rgba values
4863 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
4864 * `minetest.encode_base64(string)`: returns string encoded in base64
4865 * Encodes a string in base64.
4866 * `minetest.decode_base64(string)`: returns string
4867 * Decodes a string encoded in base64.
4868 * `minetest.is_protected(pos, name)`: returns boolean
4869 * Returning `true` restricts the player `name` from modifying (i.e. digging,
4870 placing) the node at position `pos`.
4871 * `name` will be `""` for non-players or unknown players.
4872 * This function should be overridden by protection mods. It is highly
4873 recommended to grant access to players with the `protection_bypass` privilege.
4874 * Cache and call the old version of this function if the position is
4875 not protected by the mod. This will allow using multiple protection mods.
4878 local old_is_protected = minetest.is_protected
4879 function minetest.is_protected(pos, name)
4880 if mymod:position_protected_from(pos, name) then
4883 return old_is_protected(pos, name)
4885 * `minetest.record_protection_violation(pos, name)`
4886 * This function calls functions registered with
4887 `minetest.register_on_protection_violation`.
4888 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
4889 * Returns the position of the first node that `player_name` may not modify
4890 in the specified cuboid between `pos1` and `pos2`.
4891 * Returns `false` if no protections were found.
4892 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
4893 The points are spaced evenly throughout the volume and have a spacing
4894 similar to, but no larger than, `interval`.
4895 * All corners and edges of the defined volume are checked.
4896 * `interval` defaults to 4.
4897 * `interval` should be carefully chosen and maximised to avoid an excessive
4898 number of points being checked.
4899 * Like `minetest.is_protected`, this function may be extended or
4900 overwritten by mods to provide a faster implementation to check the
4901 cuboid for intersections.
4902 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
4903 orient_flags, prevent_after_place])`
4904 * Attempt to predict the desired orientation of the facedir-capable node
4905 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
4906 or hanging from the ceiling).
4907 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
4908 stacks are handled normally.
4909 * `orient_flags`: Optional table containing extra tweaks to the placement code:
4910 * `invert_wall`: if `true`, place wall-orientation on the ground and
4911 ground-orientation on the wall.
4912 * `force_wall` : if `true`, always place the node in wall orientation.
4913 * `force_ceiling`: if `true`, always place on the ceiling.
4914 * `force_floor`: if `true`, always place the node on the floor.
4915 * `force_facedir`: if `true`, forcefully reset the facedir to north
4916 when placing on the floor or ceiling.
4917 * The first four options are mutually-exclusive; the last in the list
4918 takes precedence over the first.
4919 * `prevent_after_place` is directly passed to `minetest.item_place_node`
4920 * Returns the new itemstack after placement
4921 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
4922 * calls `rotate_and_place()` with `infinitestacks` set according to the state
4923 of the creative mode setting, checks for "sneak" to set the `invert_wall`
4924 parameter and `prevent_after_place` set to `true`.
4926 * `minetest.forceload_block(pos[, transient])`
4927 * forceloads the position `pos`.
4928 * returns `true` if area could be forceloaded
4929 * If `transient` is `false` or absent, the forceload will be persistent
4930 (saved between server runs). If `true`, the forceload will be transient
4931 (not saved between server runs).
4933 * `minetest.forceload_free_block(pos[, transient])`
4934 * stops forceloading the position `pos`
4935 * If `transient` is `false` or absent, frees a persistent forceload.
4936 If `true`, frees a transient forceload.
4938 * `minetest.request_insecure_environment()`: returns an environment containing
4939 insecure functions if the calling mod has been listed as trusted in the
4940 `secure.trusted_mods` setting or security is disabled, otherwise returns
4942 * Only works at init time and must be called from the mod's main scope (not
4944 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
4945 IT IN A LOCAL VARIABLE!**
4947 * `minetest.global_exists(name)`
4948 * Checks if a global variable has been set, without triggering a warning.
4953 * `minetest.env`: `EnvRef` of the server environment and world.
4954 * Any function in the minetest namespace can be called using the syntax
4955 `minetest.env:somefunction(somearguments)`
4956 instead of `minetest.somefunction(somearguments)`
4957 * Deprecated, but support is not to be dropped soon
4962 ### Registered definition tables
4964 * `minetest.registered_items`
4965 * Map of registered items, indexed by name
4966 * `minetest.registered_nodes`
4967 * Map of registered node definitions, indexed by name
4968 * `minetest.registered_craftitems`
4969 * Map of registered craft item definitions, indexed by name
4970 * `minetest.registered_tools`
4971 * Map of registered tool definitions, indexed by name
4972 * `minetest.registered_entities`
4973 * Map of registered entity prototypes, indexed by name
4974 * `minetest.object_refs`
4975 * Map of object references, indexed by active object id
4976 * `minetest.luaentities`
4977 * Map of Lua entities, indexed by active object id
4978 * `minetest.registered_abms`
4979 * List of ABM definitions
4980 * `minetest.registered_lbms`
4981 * List of LBM definitions
4982 * `minetest.registered_aliases`
4983 * Map of registered aliases, indexed by name
4984 * `minetest.registered_ores`
4985 * Map of registered ore definitions, indexed by the `name` field.
4986 * If `name` is nil, the key is the object handle returned by
4987 `minetest.register_ore`.
4988 * `minetest.registered_biomes`
4989 * Map of registered biome definitions, indexed by the `name` field.
4990 * If `name` is nil, the key is the object handle returned by
4991 `minetest.register_biome`.
4992 * `minetest.registered_decorations`
4993 * Map of registered decoration definitions, indexed by the `name` field.
4994 * If `name` is nil, the key is the object handle returned by
4995 `minetest.register_decoration`.
4996 * `minetest.registered_schematics`
4997 * Map of registered schematic definitions, indexed by the `name` field.
4998 * If `name` is nil, the key is the object handle returned by
4999 `minetest.register_schematic`.
5000 * `minetest.registered_chatcommands`
5001 * Map of registered chat command definitions, indexed by name
5002 * `minetest.registered_privileges`
5003 * Map of registered privilege definitions, indexed by name
5005 ### Registered callback tables
5007 All callbacks registered with [Global callback registration functions] are added
5008 to corresponding `minetest.registered_*` tables.
5016 Sorted alphabetically.
5021 A fast access data structure to store areas, and find areas near a given
5023 Every area has a `data` string attribute to store additional information.
5024 You can create an empty `AreaStore` by calling `AreaStore()`, or
5025 `AreaStore(type_name)`.
5026 If you chose the parameter-less constructor, a fast implementation will be
5027 automatically chosen for you.
5031 * `get_area(id, include_borders, include_data)`: returns the area with the id
5033 (optional) Boolean values `include_borders` and `include_data` control what's
5035 Returns nil if specified area id does not exist.
5036 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas
5037 that contain the position `pos`.
5038 (optional) Boolean values `include_borders` and `include_data` control what's
5040 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
5041 returns all areas that contain all nodes inside the area specified by `edge1`
5042 and `edge2` (inclusive).
5043 If `accept_overlap` is true, also areas are returned that have nodes in
5044 common with the specified area.
5045 (optional) Boolean values `include_borders` and `include_data` control what's
5047 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
5048 Returns the new area's ID, or nil if the insertion failed.
5049 The (inclusive) positions `edge1` and `edge2` describe the area.
5050 `data` is a string stored with the area. If passed, `id` will be used as the
5051 internal area ID, it must be a unique number between 0 and 2^32-2. If you use
5052 the `id` parameter you must always use it, or insertions are likely to fail
5054 * `reserve(count)`: reserves resources for at most `count` many contained
5056 Only needed for efficiency, and only some implementations profit.
5057 * `remove_area(id)`: removes the area with the given id from the store, returns
5059 * `set_cache_params(params)`: sets params for the included prefiltering cache.
5060 Calling invalidates the cache, so that its elements have to be newly
5062 * `params` is a table with the following fields:
5064 enabled = boolean, -- Whether to enable, default true
5065 block_radius = int, -- The radius (in nodes) of the areas the cache
5066 -- generates prefiltered lists for, minimum 16,
5068 limit = int, -- The cache size, minimum 20, default 1000
5069 * `to_string()`: Experimental. Returns area store serialized as a (binary)
5071 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
5073 * `from_string(str)`: Experimental. Deserializes string and loads it into the
5075 Returns success and, optionally, an error message.
5076 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
5082 An `InvRef` is a reference to an inventory.
5086 * `is_empty(listname)`: return `true` if list is empty
5087 * `get_size(listname)`: get size of a list
5088 * `set_size(listname, size)`: set size of a list
5089 * returns `false` on error (e.g. invalid `listname` or `size`)
5090 * `get_width(listname)`: get width of a list
5091 * `set_width(listname, width)`: set width of list; currently used for crafting
5092 * `get_stack(listname, i)`: get a copy of stack index `i` in list
5093 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
5094 * `get_list(listname)`: return full list
5095 * `set_list(listname, list)`: set full list (size will not change)
5096 * `get_lists()`: returns list of inventory lists
5097 * `set_lists(lists)`: sets inventory lists (size will not change)
5098 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
5100 * `room_for_item(listname, stack):` returns `true` if the stack of items
5101 can be fully added to the list
5102 * `contains_item(listname, stack, [match_meta])`: returns `true` if
5103 the stack of items can be fully taken from the list.
5104 If `match_meta` is false, only the items' names are compared
5106 * `remove_item(listname, stack)`: take as many items as specified from the
5107 list, returns the items that were actually removed (as an `ItemStack`)
5108 -- note that any item metadata is ignored, so attempting to remove a specific
5109 unique item this way will likely remove the wrong one -- to do that use
5110 `set_stack` with an empty `ItemStack`.
5111 * `get_location()`: returns a location compatible to
5112 `minetest.get_inventory(location)`.
5113 * returns `{type="undefined"}` in case location is not known
5118 An `ItemStack` is a stack of items.
5120 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
5121 an itemstring, a table or `nil`.
5125 * `is_empty()`: returns `true` if stack is empty.
5126 * `get_name()`: returns item name (e.g. `"default:stone"`).
5127 * `set_name(item_name)`: returns a boolean indicating whether the item was
5129 * `get_count()`: Returns number of items on the stack.
5130 * `set_count(count)`: returns a boolean indicating whether the item was cleared
5131 * `count`: number, unsigned 16 bit integer
5132 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
5133 * `set_wear(wear)`: returns boolean indicating whether item was cleared
5134 * `wear`: number, unsigned 16 bit integer
5135 * `get_meta()`: returns ItemStackMetaRef. See section for more details
5136 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
5138 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
5139 * `clear()`: removes all items from the stack, making it empty.
5140 * `replace(item)`: replace the contents of this stack.
5141 * `item` can also be an itemstring or table.
5142 * `to_string()`: returns the stack in itemstring form.
5143 * `to_table()`: returns the stack in Lua table form.
5144 * `get_stack_max()`: returns the maximum size of the stack (depends on the
5146 * `get_free_space()`: returns `get_stack_max() - get_count()`.
5147 * `is_known()`: returns `true` if the item name refers to a defined item type.
5148 * `get_definition()`: returns the item definition table.
5149 * `get_tool_capabilities()`: returns the digging properties of the item,
5150 or those of the hand if none are defined for this item type
5151 * `add_wear(amount)`
5152 * Increases wear by `amount` if the item is a tool
5153 * `amount`: number, integer
5154 * `add_item(item)`: returns leftover `ItemStack`
5155 * Put some item or stack onto this stack
5156 * `item_fits(item)`: returns `true` if item or stack can be fully added to
5158 * `take_item(n)`: returns taken `ItemStack`
5159 * Take (and remove) up to `n` items from this stack
5160 * `n`: number, default: `1`
5161 * `peek_item(n)`: returns taken `ItemStack`
5162 * Copy (don't remove) up to `n` items from this stack
5163 * `n`: number, default: `1`
5168 ItemStack metadata: reference extra data and functionality stored in a stack.
5169 Can be obtained via `item:get_meta()`.
5173 * All methods in MetaDataRef
5174 * `set_tool_capabilities([tool_capabilities])`
5175 * Overrides the item's tool capabilities
5176 * A nil value will clear the override data and restore the original
5182 See [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`], and [`PlayerMetaRef`].
5186 * `contains(key)`: Returns true if key present, otherwise false.
5187 * Returns `nil` when the MetaData is inexistent.
5188 * `get(key)`: Returns `nil` if key not present, else the stored string.
5189 * `set_string(key, value)`: Value of `""` will delete the key.
5190 * `get_string(key)`: Returns `""` if key not present.
5191 * `set_int(key, value)`
5192 * `get_int(key)`: Returns `0` if key not present.
5193 * `set_float(key, value)`
5194 * `get_float(key)`: Returns `0` if key not present.
5195 * `to_table()`: returns `nil` or a table with keys:
5196 * `fields`: key-value storage
5197 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
5198 * `from_table(nil or {})`
5199 * Any non-table value will clear the metadata
5200 * See [Node Metadata] for an example
5201 * returns `true` on success
5203 * returns `true` if this metadata has the same key-value pairs as `other`
5208 An interface to use mod channels on client and server
5212 * `leave()`: leave the mod channel.
5213 * Server leaves channel `channel_name`.
5214 * No more incoming or outgoing messages can be sent to this channel from
5216 * This invalidate all future object usage.
5217 * Ensure you set mod_channel to nil after that to free Lua resources.
5218 * `is_writeable()`: returns true if channel is writeable and mod can send over
5220 * `send_all(message)`: Send `message` though the mod channel.
5221 * If mod channel is not writeable or invalid, message will be dropped.
5222 * Message size is limited to 65535 characters by protocol.
5227 Node metadata: reference extra data and functionality stored in a node.
5228 Can be obtained via `minetest.get_meta(pos)`.
5232 * All methods in MetaDataRef
5233 * `get_inventory()`: returns `InvRef`
5234 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
5235 This will prevent them from being sent to the client. Note that the "private"
5236 status will only be remembered if an associated key-value pair exists,
5237 meaning it's best to call this when initializing all other meta (e.g.
5243 Node Timers: a high resolution persistent per-node timer.
5244 Can be gotten via `minetest.get_node_timer(pos)`.
5248 * `set(timeout,elapsed)`
5249 * set a timer's state
5250 * `timeout` is in seconds, and supports fractional values (0.1 etc)
5251 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
5252 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
5256 * equivalent to `set(timeout,0)`
5259 * `get_timeout()`: returns current timeout in seconds
5260 * if `timeout` equals `0`, timer is inactive
5261 * `get_elapsed()`: returns current elapsed time in seconds
5262 * the node's `on_timer` function will be called after `(timeout - elapsed)`
5264 * `is_started()`: returns boolean state of timer
5265 * returns `true` if timer is started, otherwise `false`
5270 Moving things in the game are generally these.
5272 This is basically a reference to a C++ `ServerActiveObject`
5276 * `get_pos()`: returns `{x=num, y=num, z=num}`
5277 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
5278 * `move_to(pos, continuous=false)`: interpolated move
5279 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
5280 * `puncher` = another `ObjectRef`,
5281 * `time_from_last_punch` = time since last punch action of the puncher
5282 * `direction`: can be `nil`
5283 * `right_click(clicker)`; `clicker` is another `ObjectRef`
5284 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
5285 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
5286 * See reason in register_on_player_hpchange
5287 * `get_inventory()`: returns an `InvRef`
5288 * `get_wield_list()`: returns the name of the inventory list the wielded item
5290 * `get_wield_index()`: returns the index of the wielded item
5291 * `get_wielded_item()`: returns an `ItemStack`
5292 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
5294 * `set_armor_groups({group1=rating, group2=rating, ...})`
5295 * `get_armor_groups()`: returns a table with the armor group ratings
5296 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
5297 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
5298 * `frame_speed`: number, default: `15.0`
5299 * `frame_blend`: number, default: `0.0`
5300 * `frame_loop`: boolean, default: `true`
5301 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
5303 * `set_animation_frame_speed(frame_speed)`
5304 * `frame_speed`: number, default: `15.0`
5305 * `set_attach(parent, bone, position, rotation)`
5307 * `position`: `{x=num, y=num, z=num}` (relative)
5308 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
5309 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
5312 * `set_bone_position(bone, position, rotation)`
5314 * `position`: `{x=num, y=num, z=num}` (relative)
5315 * `rotation`: `{x=num, y=num, z=num}`
5316 * `get_bone_position(bone)`: returns position and rotation of the bone
5317 * `set_properties(object property table)`
5318 * `get_properties()`: returns object property table
5319 * `is_player()`: returns true for players, false otherwise
5320 * `get_nametag_attributes()`
5321 * returns a table with the attributes of the nametag of an object
5323 color = {a=0..255, r=0..255, g=0..255, b=0..255},
5326 * `set_nametag_attributes(attributes)`
5327 * sets the attributes of the nametag of an object
5331 text = "My Nametag",
5334 #### Lua entity only (no-op for other objects)
5336 * `remove()`: remove object (after returning from Lua)
5337 * `set_velocity(vel)`
5338 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5339 * `add_velocity(vel)`
5340 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5341 * In comparison to using get_velocity, adding the velocity and then using
5342 set_velocity, add_velocity is supposed to avoid synchronization problems.
5343 * `get_velocity()`: returns the velocity, a vector
5344 * `set_acceleration(acc)`
5346 * `get_acceleration()`: returns the acceleration, a vector
5347 * `set_rotation(rot)`
5348 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
5349 and Z is roll (bank).
5350 * `get_rotation()`: returns the rotation, a vector (radians)
5351 * `set_yaw(radians)`: sets the yaw (heading).
5352 * `get_yaw()`: returns number in radians
5353 * `set_texture_mod(mod)`
5354 * `get_texture_mod()` returns current texture modifier
5355 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
5356 * Select sprite from spritesheet with optional animation and Dungeon Master
5357 style texture selection based on yaw relative to camera
5358 * `p`: {x=number, y=number}, the coordinate of the first frame
5359 (x: column, y: row), default: `{x=0, y=0}`
5360 * `num_frames`: number, default: `1`
5361 * `framelength`: number, default: `0.2`
5362 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
5363 Master mob, default: `false`
5364 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
5367 #### Player only (no-op for other objects)
5369 * `get_player_name()`: returns `""` if is not a player
5370 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
5371 table {x, y, z} representing the player's instantaneous velocity in nodes/s
5372 * `get_look_dir()`: get camera direction as a unit vector
5373 * `get_look_vertical()`: pitch in radians
5374 * Angle ranges between -pi/2 and pi/2, which are straight up and down
5376 * `get_look_horizontal()`: yaw in radians
5377 * Angle is counter-clockwise from the +z direction.
5378 * `set_look_vertical(radians)`: sets look pitch
5379 * radians: Angle from looking forward, where positive is downwards.
5380 * `set_look_horizontal(radians)`: sets look yaw
5381 * radians: Angle from the +z direction, where positive is counter-clockwise.
5382 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
5383 `get_look_vertical`.
5384 * Angle ranges between -pi/2 and pi/2, which are straight down and up
5386 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
5387 `get_look_horizontal`.
5388 * Angle is counter-clockwise from the +x direction.
5389 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
5390 `set_look_vertical`.
5391 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
5392 `set_look_horizontal`.
5393 * `get_breath()`: returns players breath
5394 * `set_breath(value)`: sets players breath
5396 * `0`: player is drowning
5397 * max: bubbles bar is not shown
5398 * See [Object properties] for more information
5399 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
5400 * Sets an extra attribute with value on player.
5401 * `value` must be a string, or a number which will be converted to a
5403 * If `value` is `nil`, remove attribute from player.
5404 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
5405 * Returns value (a string) for extra attribute.
5406 * Returns `nil` if no attribute found.
5407 * `get_meta()`: Returns a PlayerMetaRef.
5408 * `set_inventory_formspec(formspec)`
5409 * Redefine player's inventory form
5410 * Should usually be called in `on_joinplayer`
5411 * `get_inventory_formspec()`: returns a formspec string
5412 * `set_formspec_prepend(formspec)`:
5413 * the formspec string will be added to every formspec shown to the user,
5414 except for those with a no_prepend[] tag.
5415 * This should be used to set style elements such as background[] and
5416 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
5417 * Only affects formspecs shown after this is called.
5418 * `get_formspec_prepend(formspec)`: returns a formspec string.
5419 * `get_player_control()`: returns table with player pressed keys
5420 * The table consists of fields with boolean value representing the pressed
5421 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
5422 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
5423 sneak=true, aux1=false, down=false, up=false}`
5424 * `get_player_control_bits()`: returns integer with bit packed player pressed
5426 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
5428 * `set_physics_override(override_table)`
5429 * `override_table` is a table with the following fields:
5430 * `speed`: multiplier to default walking speed value (default: `1`)
5431 * `jump`: multiplier to default jump value (default: `1`)
5432 * `gravity`: multiplier to default gravity value (default: `1`)
5433 * `sneak`: whether player can sneak (default: `true`)
5434 * `sneak_glitch`: whether player can use the new move code replications
5435 of the old sneak side-effects: sneak ladders and 2 node sneak jump
5437 * `new_move`: use new move/sneak code. When `false` the exact old code
5438 is used for the specific old sneak behaviour (default: `true`)
5439 * `get_physics_override()`: returns the table given to `set_physics_override`
5440 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
5442 * `hud_remove(id)`: remove the HUD element of the specified id
5443 * `hud_change(id, stat, value)`: change a value of a previously added HUD
5445 * element `stat` values:
5446 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
5447 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
5448 * `hud_set_flags(flags)`: sets specified HUD flags of player.
5449 * `flags`: A table with the following fields set to boolean values
5457 * If a flag equals `nil`, the flag is not modified
5458 * `minimap`: Modifies the client's permission to view the minimap.
5459 The client may locally elect to not view the minimap.
5460 * `minimap_radar` is only usable when `minimap` is true
5461 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
5462 * See `hud_set_flags` for a list of flags that can be toggled.
5463 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
5464 * `count`: number of items, must be between `1` and `32`
5465 * `hud_get_hotbar_itemcount`: returns number of visible items
5466 * `hud_set_hotbar_image(texturename)`
5467 * sets background image for hotbar
5468 * `hud_get_hotbar_image`: returns texturename
5469 * `hud_set_hotbar_selected_image(texturename)`
5470 * sets image for selected item of hotbar
5471 * `hud_get_hotbar_selected_image`: returns texturename
5472 * `set_sky(bgcolor, type, {texture names}, clouds)`
5473 * `bgcolor`: ColorSpec, defaults to white
5474 * `type`: Available types:
5475 * `"regular"`: Uses 0 textures, `bgcolor` ignored
5476 * `"skybox"`: Uses 6 textures, `bgcolor` used
5477 * `"plain"`: Uses 0 textures, `bgcolor` used
5478 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
5479 `"plain"` custom skyboxes (default: `true`)
5480 * `get_sky()`: returns bgcolor, type, table of textures, clouds
5481 * `set_clouds(parameters)`: set cloud parameters
5482 * `parameters` is a table with the following optional fields:
5483 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
5484 * `color`: basic cloud color with alpha channel, ColorSpec
5485 (default `#fff0f0e5`).
5486 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
5487 ColorSpec (alpha ignored, default `#000000`)
5488 * `height`: cloud height, i.e. y of cloud base (default per conf,
5490 * `thickness`: cloud thickness in nodes (default `16`)
5491 * `speed`: 2D cloud speed + direction in nodes per second
5492 (default `{x=0, z=-2}`).
5493 * `get_clouds()`: returns a table with the current cloud parameters as in
5495 * `override_day_night_ratio(ratio or nil)`
5496 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
5498 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
5499 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
5500 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
5501 set animation for player model in third person view
5503 set_local_animation({x=0, y=79}, -- stand/idle animation key frames
5504 {x=168, y=187}, -- walk animation key frames
5505 {x=189, y=198}, -- dig animation key frames
5506 {x=200, y=219}, -- walk+dig animation key frames
5507 frame_speed=30) -- animation frame speed
5508 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
5510 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
5512 * in first person view
5513 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
5514 * `get_eye_offset()`: returns `offset_first` and `offset_third`
5515 * `send_mapblock(blockpos)`:
5516 * Sends a server-side loaded mapblock to the player.
5517 * Returns `false` if failed.
5518 * Resource intensive - use sparsely
5519 * To get blockpos, integer divide pos by 16
5524 A 32-bit pseudorandom number generator.
5525 Uses PCG32, an algorithm of the permuted congruential generator family,
5526 offering very strong randomness.
5528 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
5532 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
5533 * `next(min, max)`: return next integer random number [`min`...`max`]
5534 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
5535 random number [`min`...`max`].
5536 * This is only a rough approximation of a normal distribution with:
5537 * `mean = (max - min) / 2`, and
5538 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
5539 * Increasing `num_trials` improves accuracy of the approximation
5544 A perlin noise generator.
5545 It can be created via `PerlinNoise(seed, octaves, persistence, spread)`
5546 or `PerlinNoise(noiseparams)`.
5547 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
5548 or `minetest.get_perlin(noiseparams)`.
5552 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
5553 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
5558 A fast, bulk perlin noise generator.
5560 It can be created via `PerlinNoiseMap(noiseparams, size)` or
5561 `minetest.get_perlin_map(noiseparams, size)`.
5563 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
5564 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
5567 For each of the functions with an optional `buffer` parameter: If `buffer` is
5568 not nil, this table will be used to store the result instead of creating a new
5573 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
5574 with values starting at `pos={x=,y=}`
5575 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
5576 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
5577 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
5578 array of 2D noise with values starting at `pos={x=,y=}`
5579 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
5580 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
5581 is stored internally.
5582 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
5583 is stored internally.
5584 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
5585 returns a slice of the most recently computed noise results. The result slice
5586 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
5587 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
5589 `noisevals = noise:get_map_slice({y=20}, {y=2})`
5590 It is important to note that `slice_offset` offset coordinates begin at 1,
5591 and are relative to the starting position of the most recently calculated
5593 To grab a single vertical column of noise starting at map coordinates
5594 x = 1023, y=1000, z = 1000:
5595 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
5596 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
5602 Uses the same method of storage as the deprecated player attribute API, so
5603 data there will also be in player meta.
5604 Can be obtained using `player:get_meta()`.
5608 * All methods in MetaDataRef
5613 A 16-bit pseudorandom number generator.
5614 Uses a well-known LCG algorithm introduced by K&R.
5616 It can be created via `PseudoRandom(seed)`.
5620 * `next()`: return next integer random number [`0`...`32767`]
5621 * `next(min, max)`: return next integer random number [`min`...`max`]
5622 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
5623 due to the simple implementation making bad distribution otherwise.
5628 A raycast on the map. It works with selection boxes.
5629 Can be used as an iterator in a for loop as:
5631 local ray = Raycast(...)
5632 for pointed_thing in ray do
5636 The map is loaded as the ray advances. If the map is modified after the
5637 `Raycast` is created, the changes may or may not have an effect on the object.
5639 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
5640 `minetest.raycast(pos1, pos2, objects, liquids)` where:
5642 * `pos1`: start of the ray
5643 * `pos2`: end of the ray
5644 * `objects`: if false, only nodes will be returned. Default is true.
5645 * `liquids`: if false, liquid nodes won't be returned. Default is false.
5649 * `next()`: returns a `pointed_thing` with exact pointing location
5650 * Returns the next thing pointed by the ray or nil.
5655 Interface for the operating system's crypto-secure PRNG.
5657 It can be created via `SecureRandom()`. The constructor returns nil if a
5658 secure random device cannot be found on the system.
5662 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
5663 random bytes, as a string.
5668 An interface to read config files in the format of `minetest.conf`.
5670 It can be created via `Settings(filename)`.
5674 * `get(key)`: returns a value
5675 * `get_bool(key, [default])`: returns a boolean
5676 * `default` is the value returned if `key` is not found.
5677 * Returns `nil` if `key` is not found and `default` not specified.
5678 * `get_np_group(key)`: returns a NoiseParams table
5680 * Setting names can't contain whitespace or any of `="{}#`.
5681 * Setting values can't contain the sequence `\n"""`.
5682 * Setting names starting with "secure." can't be set on the main settings
5683 object (`minetest.settings`).
5684 * `set_bool(key, value)`
5685 * See documentation for set() above.
5686 * `set_np_group(key, value)`
5687 * `value` is a NoiseParams table.
5688 * Also, see documentation for set() above.
5689 * `remove(key)`: returns a boolean (`true` for success)
5690 * `get_names()`: returns `{key1,...}`
5691 * `write()`: returns a boolean (`true` for success)
5692 * Writes changes to file.
5693 * `to_table()`: returns `{[key1]=value1,...}`
5698 Mod metadata: per mod metadata, saved automatically.
5699 Can be obtained via `minetest.get_mod_storage()` during load time.
5703 * All methods in MetaDataRef
5714 Used by `ObjectRef` methods. Part of an Entity definition.
5718 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
5721 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
5724 -- For players only. Zoom FOV in degrees.
5725 -- Note that zoom loads and/or generates world beyond the server's
5726 -- maximum send and generate distances, so acts like a telescope.
5727 -- Smaller zoom_fov values increase the distance loaded/generated.
5728 -- Defaults to 15 in creative mode, 0 in survival mode.
5729 -- zoom_fov = 0 disables zooming for the player.
5732 -- For players only. Camera height above feet position in nodes.
5733 -- Defaults to 1.625.
5737 collide_with_objects = true,
5738 -- Collide with other objects if physical = true
5742 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
5743 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
5744 -- Selection box uses collision box dimensions when not set.
5745 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
5749 -- Overrides selection box when false
5751 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
5752 -- "cube" is a node-sized cube.
5753 -- "sprite" is a flat texture always facing the player.
5754 -- "upright_sprite" is a vertical flat texture.
5755 -- "mesh" uses the defined mesh model.
5756 -- "wielditem" is used for dropped items.
5757 -- (see builtin/game/item_entity.lua).
5758 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
5759 -- If the item has a 'wield_image' the object will be an extrusion of
5761 -- If 'itemname' is a cubic node or nodebox the object will appear
5762 -- identical to 'itemname'.
5763 -- If 'itemname' is a plantlike node the object will be an extrusion
5765 -- Otherwise for non-node items, the object will be an extrusion of
5766 -- 'inventory_image'.
5767 -- If 'itemname' contains a ColorString or palette index (e.g. from
5768 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
5769 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
5771 visual_size = {x = 1, y = 1, z = 1},
5772 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
5773 -- to scale the entity along both horizontal axes.
5778 -- Number of required textures depends on visual.
5779 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
5780 -- "sprite" uses 1 texture.
5781 -- "upright_sprite" uses 2 textures: {front, back}.
5782 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
5785 -- Number of required colors depends on visual
5787 use_texture_alpha = false,
5788 -- Use texture's alpha channel.
5789 -- Excludes "upright_sprite" and "wielditem".
5790 -- Note: currently causes visual issues when viewed through other
5791 -- semi-transparent materials such as water.
5793 spritediv = {x = 1, y = 1},
5794 -- Used with spritesheet textures for animation and/or frame selection
5795 -- according to position relative to player.
5796 -- Defines the number of columns and rows in the spritesheet:
5799 initial_sprite_basepos = {x = 0, y = 0},
5800 -- Used with spritesheet textures.
5801 -- Defines the {column, row} position of the initially used frame in the
5806 makes_footstep_sound = false,
5808 automatic_rotate = 0,
5809 -- Set constant rotation in radians per second, positive or negative.
5810 -- Set to 0 to disable constant rotation.
5814 automatic_face_movement_dir = 0.0,
5815 -- Automatically set yaw to movement direction, offset in degrees.
5816 -- 'false' to disable.
5818 automatic_face_movement_max_rotation_per_sec = -1,
5819 -- Limit automatic rotation to this value in degrees per second.
5820 -- No limit if value <= 0.
5822 backface_culling = true,
5823 -- Set to false to disable backface_culling for model
5826 -- Add this much extra lighting when calculating texture color.
5827 -- Value < 0 disables light's effect on texture color.
5828 -- For faking self-lighting, UI style entities, or programmatic coloring
5832 -- By default empty, for players their name is shown if empty
5834 nametag_color = <ColorSpec>,
5835 -- Sets color of nametag
5838 -- By default empty, text to be shown when pointed at object
5841 -- If false, never save this object statically. It will simply be
5842 -- deleted when the block gets unloaded.
5843 -- The get_staticdata() callback is never called then.
5844 -- Defaults to 'true'.
5850 Used by `minetest.register_entity`.
5853 initial_properties = {
5855 mesh = "boats_boat.obj",
5858 -- A table of object properties, see the `Object properties` section.
5859 -- Object properties being read directly from the entity definition
5860 -- table is deprecated. Define object properties in this
5861 -- `initial_properties` table instead.
5863 on_activate = function(self, staticdata, dtime_s),
5865 on_step = function(self, dtime),
5867 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
5869 on_rightclick = function(self, clicker),
5871 get_staticdata = function(self),
5872 -- Called sometimes; the string returned is passed to on_activate when
5873 -- the entity is re-activated from static state
5875 _custom_field = whatever,
5876 -- You can define arbitrary member variables here (see Item definition
5877 -- for more info) by using a '_' prefix
5880 ABM (ActiveBlockModifier) definition
5881 ------------------------------------
5883 Used by `minetest.register_abm`.
5886 label = "Lava cooling",
5887 -- Descriptive label for profiling purposes (optional).
5888 -- Definitions with identical labels will be listed as one.
5890 nodenames = {"default:lava_source"},
5891 -- Apply `action` function to these nodes.
5892 -- `group:groupname` can also be used here.
5894 neighbors = {"default:water_source", "default:water_flowing"},
5895 -- Only apply `action` to nodes that have one of, or any
5896 -- combination of, these neighbors.
5897 -- If left out or empty, any neighbor will do.
5898 -- `group:groupname` can also be used here.
5901 -- Operation interval in seconds
5904 -- Chance of triggering `action` per-node per-interval is 1.0 / this
5908 -- If true, catch-up behaviour is enabled: The `chance` value is
5909 -- temporarily reduced when returning to an area to simulate time lost
5910 -- by the area being unattended. Note that the `chance` value can often
5913 action = function(pos, node, active_object_count, active_object_count_wider),
5914 -- Function triggered for each qualifying node.
5915 -- `active_object_count` is number of active objects in the node's
5917 -- `active_object_count_wider` is number of active objects in the node's
5918 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
5919 -- mapblocks are unloaded an estmate is calculated for them based on
5920 -- loaded mapblocks.
5923 LBM (LoadingBlockModifier) definition
5924 -------------------------------------
5926 Used by `minetest.register_lbm`.
5929 label = "Upgrade legacy doors",
5930 -- Descriptive label for profiling purposes (optional).
5931 -- Definitions with identical labels will be listed as one.
5933 name = "modname:replace_legacy_door",
5935 nodenames = {"default:lava_source"},
5936 -- List of node names to trigger the LBM on.
5937 -- Also non-registered nodes will work.
5938 -- Groups (as of group:groupname) will work as well.
5940 run_at_every_load = false,
5941 -- Whether to run the LBM's action every time a block gets loaded,
5942 -- and not just for blocks that were saved last time before LBMs were
5943 -- introduced to the world.
5945 action = function(pos, node),
5952 * `{name="image.png", animation={Tile Animation definition}}`
5953 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
5954 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
5955 * backface culling enabled by default for most nodes
5956 * tileable flags are info for shaders, how they should treat texture
5957 when displacement mapping is used.
5958 Directions are from the point of view of the tile texture,
5959 not the node it's on.
5960 * align style determines whether the texture will be rotated with the node
5961 or kept aligned with its surroundings. "user" means that client
5962 setting will be used, similar to `glasslike_framed_optional`.
5963 Note: supported by solid nodes and nodeboxes only.
5964 * scale is used to make texture span several (exactly `scale`) nodes,
5965 instead of just one, in each direction. Works for world-aligned
5967 Note that as the effect is applied on per-mapblock basis, `16` should
5968 be equally divisible by `scale` or you may get wrong results.
5969 * `{name="image.png", color=ColorSpec}`
5970 * the texture's color will be multiplied with this color.
5971 * the tile's color overrides the owning node's color in all cases.
5972 * deprecated, yet still supported field names:
5975 Tile animation definition
5976 -------------------------
5979 type = "vertical_frames",
5982 -- Width of a frame in pixels
5985 -- Height of a frame in pixels
5995 -- Width in number of frames
5998 -- Height in number of frames
6001 -- Length of a single frame
6007 Used by `minetest.register_node`, `minetest.register_craftitem`, and
6008 `minetest.register_tool`.
6011 description = "Steel Axe",
6014 -- key = name, value = rating; rating = 1..3.
6015 -- If rating not applicable, use 1.
6016 -- e.g. {wool = 1, fluffy = 3}
6017 -- {soil = 2, outerspace = 1, crumbly = 1}
6018 -- {bendy = 2, snappy = 1},
6019 -- {hard = 1, metal = 1, spikes = 1}
6021 inventory_image = "default_tool_steelaxe.png",
6023 inventory_overlay = "overlay.png",
6024 -- An overlay which does not get colorized
6031 -- An image file containing the palette of a node.
6032 -- You can set the currently used color as the "palette_index" field of
6033 -- the item stack metadata.
6034 -- The palette is always stretched to fit indices between 0 and 255, to
6035 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
6037 color = "0xFFFFFFFF",
6038 -- The color of the item. The palette overrides this.
6040 wield_scale = {x = 1, y = 1, z = 1},
6046 liquids_pointable = false,
6048 -- See "Tools" section
6049 tool_capabilities = {
6050 full_punch_interval = 1.0,
6054 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
6055 uses = 20, maxlevel = 2},
6057 damage_groups = {groupname = damage},
6060 node_placement_prediction = nil,
6061 -- If nil and item is node, prediction is made automatically.
6062 -- If nil and item is not a node, no prediction is made.
6063 -- If "" and item is anything, no prediction is made.
6064 -- Otherwise should be name of node which the client immediately places
6065 -- on ground when the player places the item. Server will always update
6066 -- actual result to client in a short moment.
6068 node_dig_prediction = "air",
6069 -- if "", no prediction is made.
6070 -- if "air", node is removed.
6071 -- Otherwise should be name of node which the client immediately places
6072 -- upon digging. Server will always update actual result shortly.
6075 breaks = "default_tool_break", -- tools only
6076 place = <SimpleSoundSpec>,
6077 eat = <SimpleSoundSpec>,
6080 on_place = function(itemstack, placer, pointed_thing),
6081 -- Shall place item and return the leftover itemstack.
6082 -- The placer may be any ObjectRef or nil.
6083 -- default: minetest.item_place
6085 on_secondary_use = function(itemstack, user, pointed_thing),
6086 -- Same as on_place but called when pointing at nothing.
6087 -- The user may be any ObjectRef or nil.
6088 -- pointed_thing: always { type = "nothing" }
6090 on_drop = function(itemstack, dropper, pos),
6091 -- Shall drop item and return the leftover itemstack.
6092 -- The dropper may be any ObjectRef or nil.
6093 -- default: minetest.item_drop
6095 on_use = function(itemstack, user, pointed_thing),
6097 -- Function must return either nil if no item shall be removed from
6098 -- inventory, or an itemstack to replace the original itemstack.
6099 -- e.g. itemstack:take_item(); return itemstack
6100 -- Otherwise, the function is free to do what it wants.
6101 -- The user may be any ObjectRef or nil.
6102 -- The default functions handle regular use cases.
6104 after_use = function(itemstack, user, node, digparams),
6106 -- If defined, should return an itemstack and will be called instead of
6107 -- wearing out the tool. If returns nil, does nothing.
6108 -- If after_use doesn't exist, it is the same as:
6109 -- function(itemstack, user, node, digparams)
6110 -- itemstack:add_wear(digparams.wear)
6113 -- The user may be any ObjectRef or nil.
6115 _custom_field = whatever,
6116 -- Add your own custom fields. By convention, all custom field names
6117 -- should start with `_` to avoid naming collisions with future engine
6124 Used by `minetest.register_node`.
6127 -- <all fields allowed in item definitions>,
6129 drawtype = "normal", -- See "Node drawtypes"
6132 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
6133 -- "firelike", "mesh".
6134 -- For plantlike and firelike, the image will start at the bottom of the
6135 -- node, for the other drawtypes the image will be centered on the node.
6136 -- Note that positioning for "torchlike" may still change.
6138 tiles = {tile definition 1, def2, def3, def4, def5, def6},
6139 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
6140 -- Old field name was 'tile_images'.
6141 -- List can be shortened to needed length.
6143 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
6144 -- Same as `tiles`, but these textures are drawn on top of the base
6145 -- tiles. You can use this to colorize only specific parts of your
6146 -- texture. If the texture name is an empty string, that overlay is not
6147 -- drawn. Since such tiles are drawn twice, it is not recommended to use
6148 -- overlays on very common nodes.
6150 special_tiles = {tile definition 1, Tile definition 2},
6151 -- Special textures of node; used rarely.
6152 -- Old field name was 'special_materials'.
6153 -- List can be shortened to needed length.
6156 -- The node's original color will be multiplied with this color.
6157 -- If the node has a palette, then this setting only has an effect in
6158 -- the inventory and on the wield item.
6160 use_texture_alpha = false,
6161 -- Use texture's alpha channel
6163 palette = "palette.png",
6164 -- The node's `param2` is used to select a pixel from the image.
6165 -- Pixels are arranged from left to right and from top to bottom.
6166 -- The node's color will be multiplied with the selected pixel's color.
6167 -- Tiles can override this behavior.
6168 -- Only when `paramtype2` supports palettes.
6170 post_effect_color = "green#0F",
6171 -- Screen tint if player is inside node, see "ColorSpec"
6173 paramtype = "none", -- See "Nodes"
6175 paramtype2 = "none", -- See "Nodes"
6177 place_param2 = nil, -- Force value for param2 when player places node
6179 is_ground_content = true,
6180 -- If false, the cave generator and dungeon generator will not carve
6181 -- through this node.
6182 -- Specifically, this stops mod-added nodes being removed by caves and
6183 -- dungeons when those generate in a neighbor mapchunk and extend out
6184 -- beyond the edge of that mapchunk.
6186 sunlight_propagates = false,
6187 -- If true, sunlight will go infinitely through this node
6189 walkable = true, -- If true, objects collide with node
6191 pointable = true, -- If true, can be pointed at
6193 diggable = true, -- If false, can never be dug
6195 climbable = false, -- If true, can be climbed on (ladder)
6197 buildable_to = false, -- If true, placed nodes can replace this node
6200 -- If true, liquids flow into and replace this node.
6201 -- Warning: making a liquid node 'floodable' will cause problems.
6203 liquidtype = "none", -- "none" / "source" / "flowing"
6205 liquid_alternative_flowing = "", -- Flowing version of source liquid
6207 liquid_alternative_source = "", -- Source version of flowing liquid
6209 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
6211 liquid_renewable = true,
6212 -- If true, a new liquid source can be created by placing two or more
6216 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
6217 -- Allows defining the nodebox height without using param2.
6218 -- The nodebox height is 'leveled' / 64 nodes.
6219 -- The maximum value of 'leveled' is 127.
6221 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
6224 -- Player will take this amount of damage if no bubbles are left
6227 -- Amount of light emitted by node.
6228 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
6229 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
6232 damage_per_second = 0,
6233 -- If player is inside node, this damage is caused
6235 node_box = {type="regular"}, -- See "Node boxes"
6237 connects_to = nodenames,
6238 -- Used for nodebox nodes with the type == "connected".
6239 -- Specifies to what neighboring nodes connections will be drawn.
6240 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
6242 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
6243 -- Tells connected nodebox nodes to connect only to these sides of this
6251 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6254 -- Custom selection box definition. Multiple boxes can be defined.
6255 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
6256 -- definition is used for the selection box.
6261 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6264 -- Custom collision box definition. Multiple boxes can be defined.
6265 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
6266 -- definition is used for the collision box.
6267 -- Both of the boxes above are defined as:
6268 -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
6270 -- Support maps made in and before January 2012
6271 legacy_facedir_simple = false,
6272 legacy_wallmounted = false,
6275 -- Valid for drawtypes:
6276 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
6277 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
6278 -- 2 - wave node like leaves (whole node moves side-to-side)
6279 -- 3 - wave node like liquids (whole node moves up and down)
6280 -- Not all models will properly wave.
6281 -- plantlike drawtype can only wave like plants.
6282 -- allfaces_optional drawtype can only wave like leaves.
6283 -- liquid, flowingliquid drawtypes can only wave like liquids.
6286 footstep = <SimpleSoundSpec>,
6287 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
6288 dug = <SimpleSoundSpec>,
6289 place = <SimpleSoundSpec>,
6290 place_failed = <SimpleSoundSpec>,
6291 fall = <SimpleSoundSpec>,
6295 -- Name of dropped item when dug.
6296 -- Default dropped item is the node itself.
6297 -- Using a table allows multiple items, drop chances and tool filtering:
6300 -- Maximum number of item lists to drop.
6301 -- The entries in 'items' are processed in order. For each:
6302 -- Tool filtering is applied, chance of drop is applied, if both are
6303 -- successful the entire item list is dropped.
6304 -- Entry processing continues until the number of dropped item lists
6305 -- equals 'max_items'.
6306 -- Therefore, entries should progress from low to high drop chance.
6310 -- 1 in 1000 chance of dropping a diamond.
6311 -- Default rarity is '1'.
6313 items = {"default:diamond"},
6316 -- Only drop if using a tool whose name is identical to one
6318 tools = {"default:shovel_mese", "default:shovel_diamond"},
6320 items = {"default:dirt"},
6321 -- Whether all items in the dropped item list inherit the
6322 -- hardware coloring palette color from the dug node.
6323 -- Default is 'false'.
6324 inherit_color = true,
6327 -- Only drop if using a tool whose name contains
6328 -- "default:shovel_".
6329 tools = {"~default:shovel_"},
6331 -- The item list dropped.
6332 items = {"default:sand", "default:desert_sand"},
6337 on_construct = function(pos),
6338 -- Node constructor; called after adding node.
6339 -- Can set up metadata and stuff like that.
6340 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
6343 on_destruct = function(pos),
6344 -- Node destructor; called before removing node.
6345 -- Not called for bulk node placement.
6348 after_destruct = function(pos, oldnode),
6349 -- Node destructor; called after removing node.
6350 -- Not called for bulk node placement.
6353 on_flood = function(pos, oldnode, newnode),
6354 -- Called when a liquid (newnode) is about to flood oldnode, if it has
6355 -- `floodable = true` in the nodedef. Not called for bulk node placement
6356 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
6357 -- node is not flooded, but on_flood callback will most likely be called
6358 -- over and over again every liquid update interval.
6360 -- Warning: making a liquid node 'floodable' will cause problems.
6362 preserve_metadata = function(pos, oldnode, oldmeta, drops),
6363 -- Called when oldnode is about be converted to an item, but before the
6364 -- node is deleted from the world or the drops are added. This is
6365 -- generally the result of either the node being dug or an attached node
6366 -- becoming detached.
6367 -- drops is a table of ItemStacks, so any metadata to be preserved can
6368 -- be added directly to one or more of the dropped items. See
6369 -- "ItemStackMetaRef".
6372 after_place_node = function(pos, placer, itemstack, pointed_thing),
6373 -- Called after constructing node when node was placed using
6374 -- minetest.item_place_node / minetest.place_node.
6375 -- If return true no item is taken from itemstack.
6376 -- `placer` may be any valid ObjectRef or nil.
6379 after_dig_node = function(pos, oldnode, oldmetadata, digger),
6380 -- oldmetadata is in table format.
6381 -- Called after destructing node when node was dug using
6382 -- minetest.node_dig / minetest.dig_node.
6385 can_dig = function(pos, [player]),
6387 on_punch = function(pos, node, puncher, pointed_thing),
6388 -- Returns true if node can be dug, or false if not.
6390 -- default: minetest.node_punch
6391 -- By default calls minetest.register_on_punchnode callbacks.
6393 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
6395 -- itemstack will hold clicker's wielded item.
6396 -- Shall return the leftover itemstack.
6397 -- Note: pointed_thing can be nil, if a mod calls this function.
6398 -- This function does not get triggered by clients <=0.4.16 if the
6399 -- "formspec" node metadata field is set.
6401 on_dig = function(pos, node, digger),
6402 -- default: minetest.node_dig
6403 -- By default checks privileges, wears out tool and removes node.
6405 on_timer = function(pos, elapsed),
6407 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
6408 -- elapsed is the total time passed since the timer was started.
6409 -- return true to run the timer for another cycle with the same timeout
6412 on_receive_fields = function(pos, formname, fields, sender),
6413 -- fields = {name1 = value1, name2 = value2, ...}
6414 -- Called when an UI form (e.g. sign text input) returns data.
6415 -- See minetest.register_on_player_receive_fields for more info.
6418 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6419 -- Called when a player wants to move items inside the inventory.
6420 -- Return value: number of items allowed to move.
6422 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
6423 -- Called when a player wants to put something into the inventory.
6424 -- Return value: number of items allowed to put.
6425 -- Return value -1: Allow and don't modify item count in inventory.
6427 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
6428 -- Called when a player wants to take something out of the inventory.
6429 -- Return value: number of items allowed to take.
6430 -- Return value -1: Allow and don't modify item count in inventory.
6432 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6433 on_metadata_inventory_put = function(pos, listname, index, stack, player),
6434 on_metadata_inventory_take = function(pos, listname, index, stack, player),
6435 -- Called after the actual action has happened, according to what was
6439 on_blast = function(pos, intensity),
6440 -- intensity: 1.0 = mid range of regular TNT.
6441 -- If defined, called when an explosion touches the node, instead of
6442 -- removing the node.
6448 Used by `minetest.register_craft`.
6453 output = 'default:pick_stone',
6455 {'default:cobble', 'default:cobble', 'default:cobble'},
6456 {'', 'default:stick', ''},
6457 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
6459 replacements = <list of item pairs>,
6460 -- replacements: replace one input item with another item on crafting
6468 output = 'mushrooms:mushroom_stew',
6471 "mushrooms:mushroom_brown",
6472 "mushrooms:mushroom_red",
6474 replacements = <list of item pairs>,
6480 type = "toolrepair",
6481 additional_wear = -0.02,
6484 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
6490 output = "default:glass",
6491 recipe = "default:sand",
6499 recipe = "bucket:bucket_lava",
6501 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
6507 Used by `minetest.register_ore`.
6509 See [Ores] section above for essential information.
6512 ore_type = "scatter",
6514 ore = "default:stone_with_coal",
6517 -- Facedir rotation. Default is 0 (unchanged rotation)
6519 wherein = "default:stone",
6520 -- A list of nodenames is supported too
6522 clust_scarcity = 8 * 8 * 8,
6523 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
6524 -- If the desired average distance between ores is 'd', set this to
6528 -- Number of ores in a cluster
6531 -- Size of the bounding box of the cluster.
6532 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
6533 -- nodes are coal ore.
6537 -- Lower and upper limits for ore
6540 -- Attributes for the ore generation, see 'Ore attributes' section above
6542 noise_threshold = 0.5,
6543 -- If noise is above this threshold, ore is placed. Not needed for a
6544 -- uniform distribution.
6549 spread = {x = 100, y = 100, z = 100},
6554 -- NoiseParams structure describing one of the perlin noises used for
6555 -- ore distribution.
6556 -- Needed by "sheet", "puff", "blob" and "vein" ores.
6557 -- Omit from "scatter" ore for a uniform ore distribution.
6558 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
6561 biomes = {"desert", "rainforest"},
6562 -- List of biomes in which this ore occurs.
6563 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
6564 -- being used does not support biomes.
6565 -- Can be a list of (or a single) biome names, IDs, or definitions.
6567 -- Type-specific parameters
6570 column_height_min = 1,
6571 column_height_max = 16,
6572 column_midpoint_factor = 0.5,
6578 spread = {x = 100, y = 100, z = 100},
6586 spread = {x = 100, y = 100, z = 100},
6593 random_factor = 1.0,
6596 np_stratum_thickness = {
6599 spread = {x = 100, y = 100, z = 100},
6604 stratum_thickness = 8,
6610 Used by `minetest.register_biome`.
6615 node_dust = "default:snow",
6616 -- Node dropped onto upper surface after all else is generated
6618 node_top = "default:dirt_with_snow",
6620 -- Node forming surface layer of biome and thickness of this layer
6622 node_filler = "default:permafrost",
6624 -- Node forming lower layer of biome and thickness of this layer
6626 node_stone = "default:bluestone",
6627 -- Node that replaces all stone nodes between roughly y_min and y_max.
6629 node_water_top = "default:ice",
6630 depth_water_top = 10,
6631 -- Node forming a surface layer in seawater with the defined thickness
6634 -- Node that replaces all seawater nodes not in the surface layer
6636 node_river_water = "default:ice",
6637 -- Node that replaces river water in mapgens that use
6638 -- default:river_water
6640 node_riverbed = "default:gravel",
6642 -- Node placed under river water and thickness of this layer
6644 node_cave_liquid = "default:lava_source",
6645 node_cave_liquid = {"default:water_source", "default:lava_source"},
6646 -- Nodes placed inside 50% of the medium size caves.
6647 -- Multiple nodes can be specified, each cave will use a randomly
6648 -- chosen node from the list.
6649 -- If this field is left out or 'nil', cave liquids fall back to
6650 -- classic behaviour of lava and water distributed using 3D noise.
6651 -- For no cave liquid, specify "air".
6653 node_dungeon = "default:cobble",
6654 -- Node used for primary dungeon structure.
6655 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
6656 -- alias, if that is also absent, dungeon nodes fall back to the biome
6658 -- If present, the following two nodes are also used.
6660 node_dungeon_alt = "default:mossycobble",
6661 -- Node used for randomly-distributed alternative structure nodes.
6662 -- If alternative structure nodes are not wanted leave this absent for
6663 -- performance reasons.
6665 node_dungeon_stair = "stairs:stair_cobble",
6666 -- Node used for dungeon stairs.
6667 -- If absent, stairs fall back to 'node_dungeon'.
6671 -- Upper and lower limits for biome.
6672 -- Alternatively you can use xyz limits as shown below.
6674 max_pos = {x = 31000, y = 128, z = 31000},
6675 min_pos = {x = -31000, y = 9, z = -31000},
6676 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
6677 -- Biome is limited to a cuboid defined by these positions.
6678 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
6679 -- 31000 in 'max_pos'.
6682 -- Vertical distance in nodes above 'y_max' over which the biome will
6683 -- blend with the biome above.
6684 -- Set to 0 for no vertical blend. Defaults to 0.
6687 humidity_point = 50,
6688 -- Characteristic temperature and humidity for the biome.
6689 -- These values create 'biome points' on a voronoi diagram with heat and
6690 -- humidity as axes. The resulting voronoi cells determine the
6691 -- distribution of the biomes.
6692 -- Heat and humidity have average values of 50, vary mostly between
6693 -- 0 and 100 but can exceed these values.
6696 Decoration definition
6697 ---------------------
6699 See [Decoration types]. Used by `minetest.register_decoration`.
6702 deco_type = "simple",
6704 place_on = "default:dirt_with_grass",
6705 -- Node (or list of nodes) that the decoration can be placed on
6708 -- Size of the square divisions of the mapchunk being generated.
6709 -- Determines the resolution of noise variation if used.
6710 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
6711 -- equal to the chunk size.
6714 -- The value determines 'decorations per surface node'.
6715 -- Used only if noise_params is not specified.
6716 -- If >= 10.0 complete coverage is enabled and decoration placement uses
6717 -- a different and much faster method.
6722 spread = {x = 100, y = 100, z = 100},
6729 -- NoiseParams structure describing the perlin noise used for decoration
6731 -- A noise value is calculated for each square division and determines
6732 -- 'decorations per surface node' within each division.
6733 -- If the noise value >= 10.0 complete coverage is enabled and
6734 -- decoration placement uses a different and much faster method.
6736 biomes = {"Oceanside", "Hills", "Plains"},
6737 -- List of biomes in which this decoration occurs. Occurs in all biomes
6738 -- if this is omitted, and ignored if the Mapgen being used does not
6740 -- Can be a list of (or a single) biome names, IDs, or definitions.
6744 -- Lower and upper limits for decoration.
6745 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
6747 spawn_by = "default:water",
6748 -- Node (or list of nodes) that the decoration only spawns next to.
6749 -- Checks two horizontal planes of 8 neighbouring nodes (including
6750 -- diagonal neighbours), one plane level with the 'place_on' node and a
6751 -- plane one node above that.
6754 -- Number of spawn_by nodes that must be surrounding the decoration
6755 -- position to occur.
6756 -- If absent or -1, decorations occur next to any nodes.
6758 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
6759 -- Flags for all decoration types.
6760 -- "liquid_surface": Instead of placement on the highest solid surface
6761 -- in a mapchunk column, placement is on the highest liquid surface.
6762 -- Placement is disabled if solid nodes are found above the liquid
6764 -- "force_placement": Nodes other than "air" and "ignore" are replaced
6765 -- by the decoration.
6766 -- "all_floors", "all_ceilings": Instead of placement on the highest
6767 -- surface in a mapchunk the decoration is placed on all floor and/or
6768 -- ceiling surfaces, for example in caves and dungeons.
6769 -- Ceiling decorations act as an inversion of floor decorations so the
6770 -- effect of 'place_offset_y' is inverted.
6771 -- Y-slice probabilities do not function correctly for ceiling
6772 -- schematic decorations as the behaviour is unchanged.
6773 -- If a single decoration registration has both flags the floor and
6774 -- ceiling decorations will be aligned vertically.
6776 ----- Simple-type parameters
6778 decoration = "default:grass",
6779 -- The node name used as the decoration.
6780 -- If instead a list of strings, a randomly selected node from the list
6781 -- is placed as the decoration.
6784 -- Decoration height in nodes.
6785 -- If height_max is not 0, this is the lower limit of a randomly
6789 -- Upper limit of the randomly selected height.
6790 -- If absent, the parameter 'height' is used as a constant.
6793 -- Param2 value of decoration nodes.
6794 -- If param2_max is not 0, this is the lower limit of a randomly
6798 -- Upper limit of the randomly selected param2.
6799 -- If absent, the parameter 'param2' is used as a constant.
6802 -- Y offset of the decoration base node relative to the standard base
6804 -- Can be positive or negative. Default is 0.
6805 -- Effect is inverted for "all_ceilings" decorations.
6806 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6807 -- to the 'place_on' node.
6809 ----- Schematic-type parameters
6811 schematic = "foobar.mts",
6812 -- If schematic is a string, it is the filepath relative to the current
6813 -- working directory of the specified Minetest schematic file.
6814 -- Could also be the ID of a previously registered schematic.
6817 size = {x = 4, y = 6, z = 4},
6819 {name = "default:cobble", param1 = 255, param2 = 0},
6820 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
6821 {name = "air", param1 = 255, param2 = 0},
6825 {ypos = 2, prob = 128},
6826 {ypos = 5, prob = 64},
6830 -- Alternative schematic specification by supplying a table. The fields
6831 -- size and data are mandatory whereas yslice_prob is optional.
6832 -- See 'Schematic specifier' for details.
6834 replacements = {["oldname"] = "convert_to", ...},
6836 flags = "place_center_x, place_center_y, place_center_z",
6837 -- Flags for schematic decorations. See 'Schematic attributes'.
6840 -- Rotation can be "0", "90", "180", "270", or "random"
6843 -- If the flag 'place_center_y' is set this parameter is ignored.
6844 -- Y offset of the schematic base node layer relative to the 'place_on'
6846 -- Can be positive or negative. Default is 0.
6847 -- Effect is inverted for "all_ceilings" decorations.
6848 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6849 -- to the 'place_on' node.
6852 Chat command definition
6853 -----------------------
6855 Used by `minetest.register_chatcommand`.
6858 params = "<name> <privilege>", -- Short parameter description
6860 description = "Remove privilege from player", -- Full description
6862 privs = {privs=true}, -- Require the "privs" privilege to run
6864 func = function(name, param),
6865 -- Called when command is run. Returns boolean success and text output.
6868 Note that in params, use of symbols is as follows:
6870 * `<>` signifies a placeholder to be replaced when the command is used. For
6871 example, when a player name is needed: `<name>`
6872 * `[]` signifies param is optional and not required when the command is used.
6873 For example, if you require param1 but param2 is optional:
6874 `<param1> [<param2>]`
6875 * `|` signifies exclusive or. The command requires one param from the options
6876 provided. For example: `<param1> | <param2>`
6877 * `()` signifies grouping. For example, when param1 and param2 are both
6878 required, or only param3 is required: `(<param1> <param2>) | <param3>`
6880 Privilege definition
6881 --------------------
6883 Used by `minetest.register_privilege`.
6886 description = "Can teleport", -- Privilege description
6888 give_to_singleplayer = false,
6889 -- Whether to grant the privilege to singleplayer (default true).
6891 give_to_admin = true,
6892 -- Whether to grant the privilege to the server admin.
6893 -- Uses value of 'give_to_singleplayer' by default.
6895 on_grant = function(name, granter_name),
6896 -- Called when given to player 'name' by 'granter_name'.
6897 -- 'granter_name' will be nil if the priv was granted by a mod.
6899 on_revoke = function(name, revoker_name),
6900 -- Called when taken from player 'name' by 'revoker_name'.
6901 -- 'revoker_name' will be nil if the priv was revoked by a mod.
6903 -- Note that the above two callbacks will be called twice if a player is
6904 -- responsible, once with the player name, and then with a nil player
6906 -- Return true in the above callbacks to stop register_on_priv_grant or
6907 -- revoke being called.
6910 Detached inventory callbacks
6911 ----------------------------
6913 Used by `minetest.create_detached_inventory`.
6916 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
6917 -- Called when a player wants to move items inside the inventory.
6918 -- Return value: number of items allowed to move.
6920 allow_put = function(inv, listname, index, stack, player),
6921 -- Called when a player wants to put something into the inventory.
6922 -- Return value: number of items allowed to put.
6923 -- Return value -1: Allow and don't modify item count in inventory.
6925 allow_take = function(inv, listname, index, stack, player),
6926 -- Called when a player wants to take something out of the inventory.
6927 -- Return value: number of items allowed to take.
6928 -- Return value -1: Allow and don't modify item count in inventory.
6930 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
6931 on_put = function(inv, listname, index, stack, player),
6932 on_take = function(inv, listname, index, stack, player),
6933 -- Called after the actual action has happened, according to what was
6943 Used by `Player:hud_add`. Returned by `Player:hud_get`.
6946 hud_elem_type = "image", -- See HUD element types
6947 -- Type of element, can be "image", "text", "statbar", or "inventory"
6949 position = {x=0.5, y=0.5},
6950 -- Left corner position of element
6954 scale = {x = 2, y = 2},
6961 -- Selected item in inventory. 0 for no item selected.
6964 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
6966 alignment = {x=0, y=0},
6968 offset = {x=0, y=0},
6970 size = { x=100, y=100 },
6971 -- Size of element in pixels
6977 Used by `minetest.add_particle`.
6980 pos = {x=0, y=0, z=0},
6981 velocity = {x=0, y=0, z=0},
6982 acceleration = {x=0, y=0, z=0},
6983 -- Spawn particle at pos with velocity and acceleration
6986 -- Disappears after expirationtime seconds
6989 -- Scales the visual size of the particle texture.
6991 collisiondetection = false,
6992 -- If true collides with `walkable` nodes and, depending on the
6993 -- `object_collision` field, objects too.
6995 collision_removal = false,
6996 -- If true particle is removed when it collides.
6997 -- Requires collisiondetection = true to have any effect.
6999 object_collision = false,
7000 -- If true particle collides with objects that are defined as
7001 -- `physical = true,` and `collide_with_objects = true,`.
7002 -- Requires collisiondetection = true to have any effect.
7005 -- If true faces player using y axis only
7007 texture = "image.png",
7009 playername = "singleplayer",
7010 -- Optional, if specified spawns particle only on the player's client
7012 animation = {Tile Animation definition},
7013 -- Optional, specifies how to animate the particle texture
7016 -- Optional, specify particle self-luminescence in darkness.
7021 `ParticleSpawner` definition
7022 ----------------------------
7024 Used by `minetest.add_particlespawner`.
7028 -- Number of particles spawned over the time period `time`.
7031 -- Lifespan of spawner in seconds.
7032 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
7033 -- a per-second basis.
7035 minpos = {x=0, y=0, z=0},
7036 maxpos = {x=0, y=0, z=0},
7037 minvel = {x=0, y=0, z=0},
7038 maxvel = {x=0, y=0, z=0},
7039 minacc = {x=0, y=0, z=0},
7040 maxacc = {x=0, y=0, z=0},
7045 -- The particles' properties are random values between the min and max
7047 -- pos, velocity, acceleration, expirationtime, size
7049 collisiondetection = false,
7050 -- If true collide with `walkable` nodes and, depending on the
7051 -- `object_collision` field, objects too.
7053 collision_removal = false,
7054 -- If true particles are removed when they collide.
7055 -- Requires collisiondetection = true to have any effect.
7057 object_collision = false,
7058 -- If true particles collide with objects that are defined as
7059 -- `physical = true,` and `collide_with_objects = true,`.
7060 -- Requires collisiondetection = true to have any effect.
7062 attached = ObjectRef,
7063 -- If defined, particle positions, velocities and accelerations are
7064 -- relative to this object's position and yaw
7067 -- If true face player using y axis only
7069 texture = "image.png",
7071 playername = "singleplayer",
7072 -- Optional, if specified spawns particles only on the player's client
7074 animation = {Tile Animation definition},
7075 -- Optional, specifies how to animate the particles' texture
7078 -- Optional, specify particle self-luminescence in darkness.
7082 `HTTPRequest` definition
7083 ------------------------
7085 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
7088 url = "http://example.org",
7091 -- Timeout for connection in seconds. Default is 3 seconds.
7093 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
7094 -- Optional, if specified a POST request with post_data is performed.
7095 -- Accepts both a string and a table. If a table is specified, encodes
7096 -- table as x-www-form-urlencoded key-value pairs.
7097 -- If post_data is not specified, a GET request is performed instead.
7099 user_agent = "ExampleUserAgent",
7100 -- Optional, if specified replaces the default minetest user agent with
7103 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
7104 -- Optional, if specified adds additional headers to the HTTP request.
7105 -- You must make sure that the header strings follow HTTP specification
7109 -- Optional, if true performs a multipart HTTP request.
7110 -- Default is false.
7113 `HTTPRequestResult` definition
7114 ------------------------------
7116 Passed to `HTTPApiTable.fetch` callback. Returned by
7117 `HTTPApiTable.fetch_async_get`.
7121 -- If true, the request has finished (either succeeded, failed or timed
7125 -- If true, the request was successful
7128 -- If true, the request timed out
7136 Authentication handler definition
7137 ---------------------------------
7139 Used by `minetest.register_authentication_handler`.
7142 get_auth = function(name),
7143 -- Get authentication data for existing player `name` (`nil` if player
7145 -- Returns following structure:
7146 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
7148 create_auth = function(name, password),
7149 -- Create new auth data for player `name`.
7150 -- Note that `password` is not plain-text but an arbitrary
7151 -- representation decided by the engine.
7153 delete_auth = function(name),
7154 -- Delete auth data of player `name`.
7155 -- Returns boolean indicating success (false if player is nonexistent).
7157 set_password = function(name, password),
7158 -- Set password of player `name` to `password`.
7159 -- Auth data should be created if not present.
7161 set_privileges = function(name, privileges),
7162 -- Set privileges of player `name`.
7163 -- `privileges` is in table form, auth data should be created if not
7166 reload = function(),
7167 -- Reload authentication data from the storage location.
7168 -- Returns boolean indicating success.
7170 record_login = function(name),
7171 -- Called when player joins, used for keeping track of last_login
7173 iterate = function(),
7174 -- Returns an iterator (use with `for` loops) for all player names
7175 -- currently in the auth database