1 Minetest Lua Modding API Reference 0.4.14
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
67 It can also contain a settingtypes.txt in the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be displayed
69 in the "Games" category in the settings tab.
73 Games can provide custom main menu images. They are put inside a `menu` directory
74 inside the game directory.
76 The images are named `$identifier.png`, where `$identifier` is
77 one of `overlay,background,footer,header`.
78 If you want to specify multiple images for one identifier, add additional images named
79 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
80 image will be chosen from the provided ones.
87 * `$path_share/games/gameid/mods/`
89 * `$path_user/games/gameid/mods/`
90 * `$path_user/mods/` (User-installed mods)
91 * `$worldpath/worldmods/`
93 In a run-in-place version (e.g. the distributed windows version):
95 * `minetest-0.4.x/games/gameid/mods/`
96 * `minetest-0.4.x/mods/` (User-installed mods)
97 * `minetest-0.4.x/worlds/worldname/worldmods/`
99 On an installed version on Linux:
101 * `/usr/share/minetest/games/gameid/mods/`
102 * `$HOME/.minetest/mods/` (User-installed mods)
103 * `$HOME/.minetest/worlds/worldname/worldmods`
105 Mod load path for world-specific games
106 --------------------------------------
107 It is possible to include a game in a world; in this case, no mods or
108 games are loaded or checked from anywhere else.
110 This is useful for e.g. adventure worlds.
112 This happens if the following directory exists:
116 Mods should be then be placed in:
122 Mods can be put in a subdirectory, if the parent directory, which otherwise
123 should be a mod, contains a file named `modpack.txt`. This file shall be
124 empty, except for lines starting with `#`, which are comments.
126 Mod directory structure
127 ------------------------
133 | |-- description.txt
134 | |-- settingtypes.txt
138 | | |-- modname_stuff.png
139 | | `-- modname_something_else.png
147 The location of this directory can be fetched by using
148 `minetest.get_modpath(modname)`.
151 List of mods that have to be loaded before loading this mod.
153 A single line contains a single modname.
155 Optional dependencies can be defined by appending a question mark
156 to a single modname. Their meaning is that if the specified mod
157 is missing, that does not prevent this mod from being loaded.
160 A screenshot shown in the mod manager within the main menu. It should
161 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
163 ### `description.txt`
164 A File containing description to be shown within mainmenu.
166 ### `settingtypes.txt`
167 A file in the same format as the one in builtin. It will be parsed by the
168 settings menu and the settings will be displayed in the "Mods" category.
171 The main Lua script. Running this script should register everything it
172 wants to register. Subsequent execution depends on minetest calling the
173 registered callbacks.
175 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
176 to read custom or existing settings at load time, if necessary.
179 Models for entities or meshnodes.
181 ### `textures`, `sounds`, `media`
182 Media files (textures, sounds, whatever) that will be transferred to the
183 client and will be available for use by the mod.
185 Naming convention for registered textual names
186 ----------------------------------------------
187 Registered names should generally be in this format:
189 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
191 This is to prevent conflicting names from corrupting maps and is
192 enforced by the mod loader.
195 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
196 So the name should be `experimental:tnt`.
198 Enforcement can be overridden by prefixing the name with `:`. This can
199 be used for overriding the registrations of some other mod.
201 Example: Any mod can redefine `experimental:tnt` by using the name
206 (also that mod is required to have `experimental` as a dependency)
208 The `:` prefix can also be used for maintaining backwards compatibility.
211 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
212 `minetest.register_alias_force(name, convert_to).
214 This will make Minetest to convert things called name to things called
217 The only difference between `minetest.register_alias` and
218 `minetest.register_alias_force` is that if an item called `name` exists,
219 `minetest.register_alias` will do nothing while
220 `minetest.register_alias_force` will unregister it.
222 This can be used for maintaining backwards compatibility.
224 This can be also used for setting quick access names for things, e.g. if
225 you have an item called `epiclylongmodname:stuff`, you could do
227 minetest.register_alias("stuff", "epiclylongmodname:stuff")
229 and be able to use `/giveme stuff`.
233 Mods should generally prefix their textures with `modname_`, e.g. given
234 the mod name `foomod`, a texture could be called:
238 Textures are referred to by their complete name, or alternatively by
239 stripping out the file extension:
241 * e.g. `foomod_foothing.png`
242 * e.g. `foomod_foothing`
246 There are various texture modifiers that can be used
247 to generate textures on-the-fly.
249 ### Texture overlaying
250 Textures can be overlaid by putting a `^` between them.
254 default_dirt.png^default_grass_side.png
256 `default_grass_side.png` is overlayed over `default_dirt.png`.
257 The texture with the lower resolution will be automatically upscaled to
258 the higher resolution texture.
261 Textures can be grouped together by enclosing them in `(` and `)`.
263 Example: `cobble.png^(thing1.png^thing2.png)`
265 A texture for `thing1.png^thing2.png` is created and the resulting
266 texture is overlaid on top of `cobble.png`.
269 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
270 passing complex texture names as arguments. Escaping is done with backslash and
271 is required for `^` and `:`.
273 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
275 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
276 on top of `cobble.png`.
278 ### Advanced texture modifiers
280 #### `[crack:<n>:<p>`
281 * `<n>` = animation frame count
282 * `<p>` = current animation frame
284 Draw a step of the crack animation on the texture.
288 default_cobble.png^[crack:10:1
290 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
295 * `<file>` = texture to combine
297 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
298 specified coordinates.
302 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
304 #### `[resize:<w>x<h>`
305 Resizes the texture to the given dimensions.
309 default_sandstone.png^[resize:16x16
312 Makes the base image transparent according to the given ratio.
313 r must be between 0 and 255.
314 0 means totally transparent.
315 255 means totally opaque.
319 default_sandstone.png^[opacity:127
321 #### `[invert:<mode>`
322 Inverts the given channels of the base image.
323 Mode may contain the characters "r", "g", "b", "a".
324 Only the channels that are mentioned in the mode string will be inverted.
328 default_apple.png^[invert:rgb
331 Brightens the texture.
335 tnt_tnt_side.png^[brighten
338 Makes the texture completely opaque.
342 default_leaves.png^[noalpha
344 #### `[makealpha:<r>,<g>,<b>`
345 Convert one color to transparency.
349 default_cobble.png^[makealpha:128,128,128
352 * `<t>` = transformation(s) to apply
354 Rotates and/or flips the image.
356 `<t>` can be a number (between 0 and 7) or a transform name.
357 Rotations are counter-clockwise.
360 1 R90 rotate by 90 degrees
361 2 R180 rotate by 180 degrees
362 3 R270 rotate by 270 degrees
364 5 FXR90 flip X then rotate by 90 degrees
366 7 FYR90 flip Y then rotate by 90 degrees
370 default_stone.png^[transformFXR90
372 #### `[inventorycube{<top>{<left>{<right>`
373 Escaping does not apply here and `^` is replaced by `&` in texture names instead.
375 Create an inventory cube texture using the side textures.
379 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
381 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
382 `dirt.png^grass_side.png` textures
384 #### `[lowpart:<percent>:<file>`
385 Blit the lower `<percent>`% part of `<file>` on the texture.
389 base.png^[lowpart:25:overlay.png
391 #### `[verticalframe:<t>:<n>`
392 * `<t>` = animation frame count
393 * `<n>` = current animation frame
395 Crops the texture to a frame of a vertical animation.
399 default_torch_animated.png^[verticalframe:16:8
402 Apply a mask to the base image.
404 The mask is applied using binary AND.
406 #### `[colorize:<color>:<ratio>`
407 Colorize the textures with the given color.
408 `<color>` is specified as a `ColorString`.
409 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
410 it is an int, then it specifies how far to interpolate between the
411 colors where 0 is only the texture color and 255 is only `<color>`. If
412 omitted, the alpha of `<color>` will be used as the ratio. If it is
413 the word "`alpha`", then each texture pixel will contain the RGB of
414 `<color>` and the alpha of `<color>` multiplied by the alpha of the
419 Only Ogg Vorbis files are supported.
421 For positional playing of sounds, only single-channel (mono) files are
422 supported. Otherwise OpenAL will play them non-positionally.
424 Mods should generally prefix their sounds with `modname_`, e.g. given
425 the mod name "`foomod`", a sound could be called:
429 Sounds are referred to by their name with a dot, a single digit and the
430 file extension stripped out. When a sound is played, the actual sound file
431 is chosen randomly from the matching sounds.
433 When playing the sound `foomod_foosound`, the sound is chosen randomly
434 from the available ones of the following files:
436 * `foomod_foosound.ogg`
437 * `foomod_foosound.0.ogg`
438 * `foomod_foosound.1.ogg`
440 * `foomod_foosound.9.ogg`
442 Examples of sound parameter tables:
444 -- Play location-less on all clients
446 gain = 1.0, -- default
448 -- Play location-less to a player
451 gain = 1.0, -- default
453 -- Play in a location
456 gain = 1.0, -- default
457 max_hear_distance = 32, -- default, uses an euclidean metric
459 -- Play connected to an object, looped
461 object = <an ObjectRef>,
462 gain = 1.0, -- default
463 max_hear_distance = 32, -- default, uses an euclidean metric
464 loop = true, -- only sounds connected to objects can be looped
467 ### `SimpleSoundSpec`
469 * e.g. `"default_place_node"`
471 * e.g. `{name="default_place_node"}`
472 * e.g. `{name="default_place_node", gain=1.0}`
474 Registered definitions of stuff
475 -------------------------------
476 Anything added using certain `minetest.register_*` functions get added to
477 the global `minetest.registered_*` tables.
479 * `minetest.register_entity(name, prototype table)`
480 * added to `minetest.registered_entities[name]`
482 * `minetest.register_node(name, node definition)`
483 * added to `minetest.registered_items[name]`
484 * added to `minetest.registered_nodes[name]`
486 * `minetest.register_tool(name, item definition)`
487 * added to `minetest.registered_items[name]`
489 * `minetest.register_craftitem(name, item definition)`
490 * added to `minetest.registered_items[name]`
492 * `minetest.unregister_item(name)`
493 * Unregisters the item name from engine, and deletes the entry with key
494 * `name` from `minetest.registered_items` and from the associated item
495 * table according to its nature: minetest.registered_nodes[] etc
497 * `minetest.register_biome(biome definition)`
498 * returns an integer uniquely identifying the registered biome
499 * added to `minetest.registered_biome` with the key of `biome.name`
500 * if `biome.name` is nil, the key is the returned ID
502 * `minetest.register_ore(ore definition)`
503 * returns an integer uniquely identifying the registered ore
504 * added to `minetest.registered_ores` with the key of `ore.name`
505 * if `ore.name` is nil, the key is the returned ID
507 * `minetest.register_decoration(decoration definition)`
508 * returns an integer uniquely identifying the registered decoration
509 * added to `minetest.registered_decorations` with the key of `decoration.name`
510 * if `decoration.name` is nil, the key is the returned ID
512 * `minetest.register_schematic(schematic definition)`
513 * returns an integer uniquely identifying the registered schematic
514 * added to `minetest.registered_schematic` with the key of `schematic.name`
515 * if `schematic.name` is nil, the key is the returned ID
516 * if the schematic is loaded from a file, schematic.name is set to the filename
517 * if the function is called when loading the mod, and schematic.name is a relative
518 path, then the current mod path will be prepended to the schematic filename
520 * `minetest.clear_registered_biomes()`
521 * clears all biomes currently registered
523 * `minetest.clear_registered_ores()`
524 * clears all ores currently registered
526 * `minetest.clear_registered_decorations()`
527 * clears all decorations currently registered
529 * `minetest.clear_registered_schematics()`
530 * clears all schematics currently registered
532 Note that in some cases you will stumble upon things that are not contained
533 in these tables (e.g. when a mod has been removed). Always check for
534 existence before trying to access the fields.
536 Example: If you want to check the drawtype of a node, you could do:
538 local function get_nodedef_field(nodename, fieldname)
539 if not minetest.registered_nodes[nodename] then
542 return minetest.registered_nodes[nodename][fieldname]
544 local drawtype = get_nodedef_field(nodename, "drawtype")
546 Example: `minetest.get_item_group(name, group)` has been implemented as:
548 function minetest.get_item_group(name, group)
549 if not minetest.registered_items[name] or not
550 minetest.registered_items[name].groups[group] then
553 return minetest.registered_items[name].groups[group]
558 Nodes are the bulk data of the world: cubes and other things that take the
559 space of a cube. Huge amounts of them are handled efficiently, but they
562 The definition of a node is stored and can be accessed by name in
564 minetest.registered_nodes[node.name]
566 See "Registered definitions of stuff".
568 Nodes are passed by value between Lua and the engine.
569 They are represented by a table:
571 {name="name", param1=num, param2=num}
573 `param1` and `param2` are 8-bit integers. The engine uses them for certain
574 automated functions. If you don't use these functions, you can use them to
575 store arbitrary values.
577 The functions of `param1` and `param2` are determined by certain fields in the
580 `param1` is reserved for the engine when `paramtype != "none"`:
583 ^ The value stores light with and without sun in its upper and lower 4 bits
584 respectively. Allows light to propagate from or through the node with
585 light value falling by 1 per node. This is essential for a light source
586 node to spread its light.
588 `param2` is reserved for the engine when any of these are used:
590 liquidtype == "flowing"
591 ^ The level and some flags of the liquid is stored in param2
592 drawtype == "flowingliquid"
593 ^ The drawn liquid level is read from param2
594 drawtype == "torchlike"
595 drawtype == "signlike"
596 paramtype2 == "wallmounted"
597 ^ The rotation of the node is stored in param2. You can make this value
598 by using minetest.dir_to_wallmounted().
599 paramtype2 == "facedir"
600 ^ The rotation of the node is stored in param2. Furnaces and chests are
601 rotated this way. Can be made by using minetest.dir_to_facedir().
603 facedir / 4 = axis direction:
604 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
605 facedir modulo 4 = rotation around that axis
606 paramtype2 == "leveled"
607 paramtype2 == "degrotate"
608 ^ The rotation of this node is stored in param2. Plants are rotated this way.
609 Values range 0 - 179. The value stored in param2 is multiplied by two to
610 get the actual rotation of the node.
611 paramtype2 == "meshoptions"
612 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
613 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
614 a mesh selector. Currently the following meshes are choosable:
615 0 = a "x" shaped plant (ordinary plant)
616 1 = a "+" shaped plant (just rotated 45 degrees)
617 2 = a "*" shaped plant with 3 faces instead of 2
618 3 = a "#" shaped plant with 4 faces instead of 2
619 4 = a "#" shaped plant with 4 faces that lean outwards
620 5-7 are unused and reserved for future meshes.
621 Bits 3 through 7 are optional flags that can be combined and give these
623 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
624 bit 4 (0x10) - Makes the plant mesh 1.4x larger
625 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
626 bits 6-7 are reserved for future use.
630 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
633 ^ defines list of collision boxes for the node. If empty, collision boxes
634 will be the same as nodeboxes, in case of any other nodes will be full cube
635 as in the example above.
637 Nodes can also contain extra data. See "Node Metadata".
641 There are a bunch of different looking node types.
643 Look for examples in `games/minimal` or `games/minetest_game`.
651 * `glasslike_framed_optional`
653 * `allfaces_optional`
660 * `nodebox` -- See below. (**Experimental!**)
661 * `mesh` -- use models for nodes
663 `*_optional` drawtypes need less rendering time if deactivated (always client side).
667 Node selection boxes are defined using "node boxes"
669 The `nodebox` node drawtype allows defining visual of nodes consisting of
670 arbitrary number of boxes. It allows defining stuff like stairs. Only the
671 `fixed` and `leveled` box type is supported for these.
673 Please note that this is still experimental, and may be incompatibly
674 changed in the future.
676 A nodebox is defined as any of:
679 -- A normal cube; the default in most things
683 -- A fixed box (facedir param2 is used, if applicable)
685 fixed = box OR {box1, box2, ...}
688 -- A box like the selection box for torches
689 -- (wallmounted param2 is used, if applicable)
690 type = "wallmounted",
696 -- A node that has optional boxes depending on neighbouring nodes'
697 -- presence and type. See also `connects_to`.
699 fixed = box OR {box1, box2, ...}
700 connect_top = box OR {box1, box2, ...}
701 connect_bottom = box OR {box1, box2, ...}
702 connect_front = box OR {box1, box2, ...}
703 connect_left = box OR {box1, box2, ...}
704 connect_back = box OR {box1, box2, ...}
705 connect_right = box OR {box1, box2, ...}
708 A `box` is defined as:
710 {x1, y1, z1, x2, y2, z2}
712 A box of a regular node would look like:
714 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
716 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
717 set to level from `param2`.
722 If drawtype `mesh` is used, tiles should hold model materials textures.
723 Only static meshes are implemented.
724 For supported model formats see Irrlicht engine documentation.
729 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
733 Offset that the noise is translated by (i.e. added) after calculation.
736 Factor that the noise is scaled by (i.e. multiplied) after calculation.
739 Vector containing values by which each coordinate is divided by before calculation.
740 Higher spread values result in larger noise features.
742 A value of `{x=250, y=250, z=250}` is common.
745 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
746 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
749 Number of times the noise gradient is accumulated into the noise.
751 Increase this number to increase the amount of detail in the resulting noise.
753 A value of `6` is common.
756 Factor by which the effect of the noise gradient function changes with each successive octave.
758 Values less than `1` make the details of successive octaves' noise diminish, while values
759 greater than `1` make successive octaves stronger.
761 A value of `0.6` is common.
764 Factor by which the noise feature sizes change with each successive octave.
766 A value of `2.0` is common.
769 Leave this field unset for no special handling.
771 Currently supported are `defaults`, `eased` and `absvalue`.
774 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
778 Maps noise gradient values onto a quintic S-curve before performing interpolation.
779 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
780 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
783 Accumulates the absolute value of each noise gradient result.
785 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
789 spread = {x=500, y=500, z=500},
794 flags = "defaults, absvalue"
796 ^ A single noise parameter table can be used to get 2D or 3D noise,
797 when getting 2D noise spread.z is ignored.
802 These tell in what manner the ore is generated.
804 All default ores are of the uniformly-distributed scatter type.
807 Randomly chooses a location and generates a cluster of ore.
809 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
810 that point is greater than the `noise_threshold`, giving the ability to create
811 a non-equal distribution of ore.
814 Creates a sheet of ore in a blob shape according to the 2D perlin noise
815 described by `noise_params` and `noise_threshold`. This is essentially an
816 improved version of the so-called "stratus" ore seen in some unofficial mods.
818 This sheet consists of vertical columns of uniform randomly distributed height,
819 varying between the inclusive range `column_height_min` and `column_height_max`.
820 If `column_height_min` is not specified, this parameter defaults to 1.
821 If `column_height_max` is not specified, this parameter defaults to `clust_size`
822 for reverse compatibility. New code should prefer `column_height_max`.
824 The `column_midpoint_factor` parameter controls the position of the column at which
825 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
826 columns grow equally starting from each direction. `column_midpoint_factor` is a
827 decimal number ranging in value from 0 to 1. If this parameter is not specified,
830 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
833 Creates a sheet of ore in a cloud-like puff shape.
835 As with the `sheet` ore type, the size and shape of puffs are described by
836 `noise_params` and `noise_threshold` and are placed at random vertical positions
837 within the currently generated chunk.
839 The vertical top and bottom displacement of each puff are determined by the noise
840 parameters `np_puff_top` and `np_puff_bottom`, respectively.
844 Creates a deformed sphere of ore according to 3d perlin noise described by
845 `noise_params`. The maximum size of the blob is `clust_size`, and
846 `clust_scarcity` has the same meaning as with the `scatter` type.
849 Creates veins of ore varying in density by according to the intersection of two
850 instances of 3d perlin noise with diffferent seeds, both described by
851 `noise_params`. `random_factor` varies the influence random chance has on
852 placement of an ore inside the vein, which is `1` by default. Note that
853 modifying this parameter may require adjusting `noise_threshold`.
854 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
855 by this ore type. This ore type is difficult to control since it is sensitive
856 to small changes. The following is a decent set of parameters to work from:
861 spread = {x=200, y=200, z=200},
867 noise_threshold = 1.6
869 WARNING: Use this ore type *very* sparingly since it is ~200x more
870 computationally expensive than any other ore.
874 See section "Flag Specifier Format".
876 Currently supported flags: `absheight`
879 Also produce this same ore between the height range of `-y_max` and `-y_min`.
881 Useful for having ore in sky realms without having to duplicate ore entries.
884 If set, puff ore generation will not taper down large differences in displacement
885 when approaching the edge of a puff. This flag has no effect for ore types other
888 ### `puff_additive_composition`
889 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
890 negative displacement, the sub-column at that point is not generated. With this
891 attribute set, puff ore generation will instead generate the absolute difference in
892 noise displacement values. This flag has no effect for ore types other than `puff`.
896 The varying types of decorations that can be placed.
899 Creates a 1 times `H` times 1 column of a specified node (or a random node from
900 a list, if a decoration list is specified). Can specify a certain node it must
901 spawn next to, such as water or lava, for example. Can also generate a
902 decoration of random height between a specified lower and upper bound.
903 This type of decoration is intended for placement of grass, flowers, cacti,
904 papyri, waterlilies and so on.
907 Copies a box of `MapNodes` from a specified schematic file (or raw description).
908 Can specify a probability of a node randomly appearing when placed.
909 This decoration type is intended to be used for multi-node sized discrete
910 structures, such as trees, cave spikes, rocks, and so on.
915 A schematic specifier identifies a schematic by either a filename to a
916 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
917 in the form of a table. This table specifies the following fields:
919 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
920 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
921 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
922 * The `data` field is a flat table of MapNode tables making up the schematic,
923 in the order of `[z [y [x]]]`. (required)
924 Each MapNode table contains:
925 * `name`: the name of the map node to place (required)
926 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
927 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
928 * `force_place`: boolean representing if the node should forcibly overwrite any
929 previous contents (default: false)
931 About probability values:
932 * A probability value of `0` or `1` means that node will never appear (0% chance).
933 * A probability value of `254` or `255` means the node will always appear (100% chance).
934 * If the probability value `p` is greater than `1`, then there is a
935 `(p / 256 * 100)` percent chance that node will appear when the schematic is
941 See section "Flag Specifier Format".
943 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
946 * `place_center_x`: Placement of this decoration is centered along the X axis.
947 * `place_center_y`: Placement of this decoration is centered along the Y axis.
948 * `place_center_z`: Placement of this decoration is centered along the Z axis.
949 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
954 The position field is used for all element types.
956 To account for differing resolutions, the position coordinates are the percentage
957 of the screen, ranging in value from `0` to `1`.
959 The name field is not yet used, but should contain a description of what the
960 HUD element represents. The direction field is the direction in which something
963 `0` draws from left to right, `1` draws from right to left, `2` draws from
964 top to bottom, and `3` draws from bottom to top.
966 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
967 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
968 Fractional values can be used.
970 The `offset` field specifies a pixel offset from the position. Contrary to position,
971 the offset is not scaled to screen size. This allows for some precisely-positioned
974 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
976 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
978 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
979 in the experimental stages.
982 Displays an image on the HUD.
984 * `scale`: The scale of the image, with 1 being the original texture size.
985 Only the X coordinate scale is used (positive values).
986 Negative values represent that percentage of the screen it
987 should take; e.g. `x=-100` means 100% (width).
988 * `text`: The name of the texture that is displayed.
989 * `alignment`: The alignment of the image.
990 * `offset`: offset in pixels from position.
993 Displays text on the HUD.
995 * `scale`: Defines the bounding rectangle of the text.
996 A value such as `{x=100, y=100}` should work.
997 * `text`: The text to be displayed in the HUD element.
998 * `number`: An integer containing the RGB value of the color used to draw the text.
999 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1000 * `alignment`: The alignment of the text.
1001 * `offset`: offset in pixels from position.
1004 Displays a horizontal bar made up of half-images.
1006 * `text`: The name of the texture that is used.
1007 * `number`: The number of half-textures that are displayed.
1008 If odd, will end with a vertically center-split texture.
1010 * `offset`: offset in pixels from position.
1011 * `size`: If used, will force full-image size to this value (override texture pack image size)
1014 * `text`: The name of the inventory list to be displayed.
1015 * `number`: Number of items in the inventory to be displayed.
1016 * `item`: Position of item that is selected.
1018 * `offset`: offset in pixels from position.
1021 Displays distance to selected world position.
1023 * `name`: The name of the waypoint.
1024 * `text`: Distance suffix. Can be blank.
1025 * `number:` An integer containing the RGB value of the color used to draw the text.
1026 * `world_pos`: World position of the waypoint.
1028 Representations of simple things
1029 --------------------------------
1033 {x=num, y=num, z=num}
1035 For helper functions see "Vector helpers".
1038 * `{type="nothing"}`
1039 * `{type="node", under=pos, above=pos}`
1040 * `{type="object", ref=ObjectRef}`
1042 Flag Specifier Format
1043 ---------------------
1044 Flags using the standardized flag specifier format can be specified in either of
1045 two ways, by string or table.
1047 The string format is a comma-delimited set of flag names; whitespace and
1048 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1049 flag, and specifying a flag prefixed by the string `"no"` explicitly
1050 clears the flag from whatever the default may be.
1052 In addition to the standard string flag format, the schematic flags field can
1053 also be a table of flag names to boolean values representing whether or not the
1054 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1055 is present, mapped to a boolean of any value, the specified flag is unset.
1057 E.g. A flag field of value
1059 {place_center_x = true, place_center_y=false, place_center_z=true}
1063 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1065 which is equivalent to
1067 "place_center_x, noplace_center_y, place_center_z"
1071 "place_center_x, place_center_z"
1073 since, by default, no schematic attributes are set.
1079 There are three kinds of items: nodes, tools and craftitems.
1081 * Node (`register_node`): A node from the world.
1082 * Tool (`register_tool`): A tool/weapon that can dig and damage
1083 things according to `tool_capabilities`.
1084 * Craftitem (`register_craftitem`): A miscellaneous item.
1087 Items and item stacks can exist in three formats: Serializes, table format
1091 This is called "stackstring" or "itemstring":
1093 * e.g. `'default:dirt 5'`
1094 * e.g. `'default:pick_wood 21323'`
1095 * e.g. `'default:apple'`
1102 {name="default:dirt", count=5, wear=0, metadata=""}
1104 A wooden pick about 1/3 worn out:
1106 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1110 {name="default:apple", count=1, wear=0, metadata=""}
1113 A native C++ format with many helper methods. Useful for converting
1114 between formats. See the Class reference section for details.
1116 When an item must be passed to a function, it can usually be in any of
1122 In a number of places, there is a group table. Groups define the
1123 properties of a thing (item, node, armor of entity, capabilities of
1124 tool) in such a way that the engine and other mods can can interact with
1125 the thing without actually knowing what the thing is.
1128 Groups are stored in a table, having the group names with keys and the
1129 group ratings as values. For example:
1131 groups = {crumbly=3, soil=1}
1134 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1135 -- ^ A more special dirt-kind of thing
1137 Groups always have a rating associated with them. If there is no
1138 useful meaning for a rating for an enabled group, it shall be `1`.
1140 When not defined, the rating of a group defaults to `0`. Thus when you
1141 read groups, you must interpret `nil` and `0` as the same value, `0`.
1143 You can read the rating of a group for an item or a node by using
1145 minetest.get_item_group(itemname, groupname)
1148 Groups of items can define what kind of an item it is (e.g. wool).
1151 In addition to the general item things, groups are used to define whether
1152 a node is destroyable and how long it takes to destroy by a tool.
1154 ### Groups of entities
1155 For entities, groups are, as of now, used only for calculating damage.
1156 The rating is the percentage of damage caused by tools with this damage group.
1157 See "Entity damage mechanism".
1159 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1160 object.set_armor_groups({fleshy=30, cracky=80})
1163 Groups in tools define which groups of nodes and entities they are
1166 ### Groups in crafting recipes
1167 An example: Make meat soup from any meat, any water and any bowl:
1170 output = 'food:meat_soup_raw',
1176 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1179 Another example: Make red wool from white wool and red dye:
1183 output = 'wool:red',
1184 recipe = {'wool:white', 'group:dye,basecolor_red'},
1188 * `immortal`: Disables the group damage system for an entity
1189 * `level`: Can be used to give an additional sense of progression in the game.
1190 * A larger level will cause e.g. a weapon of a lower level make much less
1191 damage, and get worn out much faster, or not be able to get drops
1192 from destroyed nodes.
1193 * `0` is something that is directly accessible at the start of gameplay
1194 * There is no upper limit
1195 * `dig_immediate`: (player can always pick up node without tool wear)
1196 * `2`: node is removed without tool wear after 0.5 seconds or so
1198 * `3`: node is removed without tool wear immediately (torch)
1199 * `disable_jump`: Player (and possibly other things) cannot jump from node
1200 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1201 * `bouncy`: value is bounce speed in percent
1202 * `falling_node`: if there is no walkable block under the node it will fall
1203 * `attached_node`: if the node under it is not a walkable block the node will be
1204 dropped as an item. If the node is wallmounted the wallmounted direction is
1206 * `soil`: saplings will grow on nodes in this group
1207 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1208 connect to each other
1210 ### Known damage and digging time defining groups
1211 * `crumbly`: dirt, sand
1212 * `cracky`: tough but crackable stuff like stone.
1213 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1214 plants, wire, sheets of metal
1215 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1216 * `fleshy`: Living things like animals and the player. This could imply
1217 some blood effects when hitting.
1218 * `explody`: Especially prone to explosions
1219 * `oddly_breakable_by_hand`:
1220 Can be added to nodes that shouldn't logically be breakable by the
1221 hand but are. Somewhat similar to `dig_immediate`, but times are more
1222 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1223 speed of a tool if the tool can dig at a faster speed than this
1224 suggests for the hand.
1226 ### Examples of custom groups
1227 Item groups are often used for defining, well, _groups of items_.
1228 * `meat`: any meat-kind of a thing (rating might define the size or healing
1229 ability or be irrelevant -- it is not defined as of yet)
1230 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1232 * `flammable`: can be set on fire. Rating might define the intensity of the
1233 fire, affecting e.g. the speed of the spreading of an open fire.
1234 * `wool`: any wool (any origin, any color)
1235 * `metal`: any metal
1236 * `weapon`: any weapon
1237 * `heavy`: anything considerably heavy
1239 ### Digging time calculation specifics
1240 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1241 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1242 faster digging time.
1244 The `level` group is used to limit the toughness of nodes a tool can dig
1245 and to scale the digging times / damage to a greater extent.
1247 **Please do understand this**, otherwise you cannot use the system to it's
1250 Tools define their properties by a list of parameters for groups. They
1251 cannot dig other groups; thus it is important to use a standard bunch of
1252 groups to enable interaction with tools.
1254 #### Tools definition
1257 * Full punch interval
1258 * Maximum drop level
1259 * For an arbitrary list of groups:
1260 * Uses (until the tool breaks)
1261 * Maximum level (usually `0`, `1`, `2` or `3`)
1265 #### Full punch interval
1266 When used as a weapon, the tool will do full damage if this time is spent
1267 between punches. If e.g. half the time is spent, the tool will do half
1270 #### Maximum drop level
1271 Suggests the maximum level of node, when dug with the tool, that will drop
1272 it's useful item. (e.g. iron ore to drop a lump of iron).
1274 This is not automated; it is the responsibility of the node definition
1278 Determines how many uses the tool has when it is used for digging a node,
1279 of this group, of the maximum level. For lower leveled nodes, the use count
1280 is multiplied by `3^leveldiff`.
1282 * `uses=10, leveldiff=0`: actual uses: 10
1283 * `uses=10, leveldiff=1`: actual uses: 30
1284 * `uses=10, leveldiff=2`: actual uses: 90
1287 Tells what is the maximum level of a node of this group that the tool will
1291 List of digging times for different ratings of the group, for nodes of the
1294 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1295 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1296 for this group, and unable to dig the rating `1`, which is the toughest.
1297 Unless there is a matching group that enables digging otherwise.
1300 List of damage for groups of entities. See "Entity damage mechanism".
1302 #### Example definition of the capabilities of a tool
1304 tool_capabilities = {
1305 full_punch_interval=1.5,
1308 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1310 damage_groups = {fleshy=2},
1313 This makes the tool be able to dig nodes that fulfil both of these:
1315 * Have the `crumbly` group
1316 * Have a `level` group less or equal to `2`
1318 Table of resulting digging times:
1320 crumbly 0 1 2 3 4 <- level
1322 1 0.80 1.60 1.60 - -
1323 2 0.60 1.20 1.20 - -
1324 3 0.40 0.80 0.80 - -
1326 level diff: 2 1 0 -1 -2
1328 Table of resulting tool uses:
1337 * At `crumbly==0`, the node is not diggable.
1338 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1339 easy nodes to be quickly breakable.
1340 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1342 Entity damage mechanism
1343 -----------------------
1347 foreach group in cap.damage_groups:
1348 damage += cap.damage_groups[group] * limit(actual_interval /
1349 cap.full_punch_interval, 0.0, 1.0)
1350 * (object.armor_groups[group] / 100.0)
1351 -- Where object.armor_groups[group] is 0 for inexistent values
1354 Client predicts damage based on damage groups. Because of this, it is able to
1355 give an immediate response when an entity is damaged or dies; the response is
1356 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1358 Currently a smoke puff will appear when an entity dies.
1360 The group `immortal` completely disables normal damage.
1362 Entities can define a special armor group, which is `punch_operable`. This
1363 group disables the regular damage mechanism for players punching it by hand or
1364 a non-tool item, so that it can do something else than take damage.
1366 On the Lua side, every punch calls:
1368 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
1370 This should never be called directly, because damage is usually not handled by
1373 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1374 accessed unless absolutely required, to encourage interoperability.
1375 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1376 * `tool_capabilities` can be `nil`.
1377 * `direction` is a unit vector, pointing from the source of the punch to
1380 To punch an entity/object in Lua, call:
1382 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1384 * Return value is tool wear.
1385 * Parameters are equal to the above callback.
1386 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1387 `direction` will be automatically filled in based on the location of `puncher`.
1391 The instance of a node in the world normally only contains the three values
1392 mentioned in "Nodes". However, it is possible to insert extra data into a
1393 node. It is called "node metadata"; See "`NodeMetaRef`".
1395 Metadata contains two things:
1400 Some of the values in the key-value store are handled specially:
1402 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1403 * `infotext`: Text shown on the screen when the node is pointed at
1407 local meta = minetest.get_meta(pos)
1408 meta:set_string("formspec",
1410 "list[context;main;0,0;8,4;]"..
1411 "list[current_player;main;0,5;8,4;]")
1412 meta:set_string("infotext", "Chest");
1413 local inv = meta:get_inventory()
1414 inv:set_size("main", 8*4)
1415 print(dump(meta:to_table()))
1418 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1419 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1420 [10] = "", [11] = "", [12] = "", [13] = "",
1421 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1422 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1423 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1424 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1428 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1435 Formspec defines a menu. Currently not much else than inventories are
1436 supported. It is a string, with a somewhat strange format.
1438 Spaces and newlines can be inserted between the blocks, as is used in the
1446 list[context;main;0,0;8,4;]
1447 list[current_player;main;0,5;8,4;]
1452 list[context;fuel;2,3;1,1;]
1453 list[context;src;2,1;1,1;]
1454 list[context;dst;5,1;2,2;]
1455 list[current_player;main;0,5;8,4;]
1457 #### Minecraft-like player inventory
1460 image[1,0.6;1,2;player.png]
1461 list[current_player;main;0,3.5;8,4;]
1462 list[current_player;craft;3,0;3,3;]
1463 list[current_player;craftpreview;7,1;1,1;]
1467 #### `size[<W>,<H>,<fixed_size>]`
1468 * Define the size of the menu in inventory slots
1469 * `fixed_size`: `true`/`false` (optional)
1470 * deprecated: `invsize[<W>,<H>;]`
1472 #### `container[<X>,<Y>]`
1473 * Start of a container block, moves all physical elements in the container by (X, Y)
1474 * Must have matching container_end
1475 * Containers can be nested, in which case the offsets are added
1476 (child containers are relative to parent containers)
1478 #### `container_end[]`
1479 * End of a container, following elements are no longer relative to this container
1481 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1482 * Show an inventory list
1484 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1485 * Show an inventory list
1487 #### `listring[<inventory location>;<list name>]`
1488 * Allows to create a ring of inventory lists
1489 * Shift-clicking on items in one element of the ring
1490 will send them to the next inventory list inside the ring
1491 * The first occurrence of an element inside the ring will
1492 determine the inventory where items will be sent to
1495 * Shorthand for doing `listring[<inventory location>;<list name>]`
1496 for the last two inventory lists added by list[...]
1498 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1499 * Sets background color of slots as `ColorString`
1500 * Sets background color of slots on mouse hovering
1502 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1503 * Sets background color of slots as `ColorString`
1504 * Sets background color of slots on mouse hovering
1505 * Sets color of slots border
1507 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1508 * Sets background color of slots as `ColorString`
1509 * Sets background color of slots on mouse hovering
1510 * Sets color of slots border
1511 * Sets default background color of tooltips
1512 * Sets default font color of tooltips
1514 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1515 * Adds tooltip for an element
1516 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1517 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1519 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1521 * Position and size units are inventory slots
1523 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1524 * Show an inventory image of registered item/node
1525 * Position and size units are inventory slots
1527 #### `bgcolor[<color>;<fullscreen>]`
1528 * Sets background color of formspec as `ColorString`
1529 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1531 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1532 * Use a background. Inventory rectangles are not drawn then.
1533 * Position and size units are inventory slots
1534 * Example for formspec 8x4 in 16x resolution: image shall be sized
1535 8 times 16px times 4 times 16px.
1537 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1538 * Use a background. Inventory rectangles are not drawn then.
1539 * Position and size units are inventory slots
1540 * Example for formspec 8x4 in 16x resolution:
1541 image shall be sized 8 times 16px times 4 times 16px
1542 * If `true` the background is clipped to formspec size
1543 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1545 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1546 * Textual password style field; will be sent to server when a button is clicked
1547 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1549 * `x` and `y` position the field relative to the top left of the menu
1550 * `w` and `h` are the size of the field
1551 * Fields are a set height, but will be vertically centred on `h`
1552 * Position and size units are inventory slots
1553 * `name` is the name of the field as returned in fields to `on_receive_fields`
1554 * `label`, if not blank, will be text printed on the top left above the field
1555 * See field_close_on_enter to stop enter closing the formspec
1557 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1558 * Textual field; will be sent to server when a button is clicked
1559 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1561 * `x` and `y` position the field relative to the top left of the menu
1562 * `w` and `h` are the size of the field
1563 * Fields are a set height, but will be vertically centred on `h`
1564 * Position and size units are inventory slots
1565 * `name` is the name of the field as returned in fields to `on_receive_fields`
1566 * `label`, if not blank, will be text printed on the top left above the field
1567 * `default` is the default value of the field
1568 * `default` may contain variable references such as `${text}'` which
1569 will fill the value from the metadata value `text`
1570 * **Note**: no extra text or more than a single variable is supported ATM.
1571 * See field_close_on_enter to stop enter closing the formspec
1573 #### `field[<name>;<label>;<default>]`
1574 * As above, but without position/size units
1575 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1577 * Special field for creating simple forms, such as sign text input
1578 * Must be used without a `size[]` element
1579 * A "Proceed" button will be added automatically
1580 * See field_close_on_enter to stop enter closing the formspec
1582 #### `field_close_on_enter[<name>;<close_on_enter>]`
1583 * <name> is the name of the field
1584 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
1585 * defaults to true when not specified (ie: no tag for a field)
1587 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1588 * Same as fields above, but with multi-line input
1590 #### `label[<X>,<Y>;<label>]`
1591 * `x` and `y` work as per field
1592 * `label` is the text on the label
1593 * Position and size units are inventory slots
1595 #### `vertlabel[<X>,<Y>;<label>]`
1596 * Textual label drawn vertically
1597 * `x` and `y` work as per field
1598 * `label` is the text on the label
1599 * Position and size units are inventory slots
1601 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1602 * Clickable button. When clicked, fields will be sent.
1603 * `x`, `y` and `name` work as per field
1604 * `w` and `h` are the size of the button
1605 * `label` is the text on the button
1606 * Position and size units are inventory slots
1608 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1609 * `x`, `y`, `w`, `h`, and `name` work as per button
1610 * `texture name` is the filename of an image
1611 * Position and size units are inventory slots
1613 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1614 * `x`, `y`, `w`, `h`, and `name` work as per button
1615 * `texture name` is the filename of an image
1616 * Position and size units are inventory slots
1617 * `noclip=true` means the image button doesn't need to be within specified formsize
1618 * `drawborder`: draw button border or not
1619 * `pressed texture name` is the filename of an image on pressed state
1621 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1622 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1623 * `item name` is the registered name of an item/node,
1624 tooltip will be made out of its description
1625 to override it use tooltip element
1626 * Position and size units are inventory slots
1628 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1629 * When clicked, fields will be sent and the form will quit.
1631 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1632 * When clicked, fields will be sent and the form will quit.
1634 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1635 * Scrollable item list showing arbitrary text elements
1636 * `x` and `y` position the itemlist relative to the top left of the menu
1637 * `w` and `h` are the size of the itemlist
1638 * `name` fieldname sent to server on doubleclick value is current selected element
1639 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1640 * if you want a listelement to start with "#" write "##".
1642 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1643 * Scrollable itemlist showing arbitrary text elements
1644 * `x` and `y` position the item list relative to the top left of the menu
1645 * `w` and `h` are the size of the item list
1646 * `name` fieldname sent to server on doubleclick value is current selected element
1647 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1648 * if you want a listelement to start with "#" write "##"
1649 * Index to be selected within textlist
1650 * `true`/`false`: draw transparent background
1651 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1653 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1654 * Show a tab**header** at specific position (ignores formsize)
1655 * `x` and `y` position the itemlist relative to the top left of the menu
1656 * `name` fieldname data is transferred to Lua
1657 * `caption 1`...: name shown on top of tab
1658 * `current_tab`: index of selected tab 1...
1659 * `transparent` (optional): show transparent
1660 * `draw_border` (optional): draw border
1662 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1663 * Simple colored semitransparent box
1664 * `x` and `y` position the box relative to the top left of the menu
1665 * `w` and `h` are the size of box
1666 * `color` is color specified as a `ColorString`
1668 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1669 * Show a dropdown field
1670 * **Important note**: There are two different operation modes:
1671 1. handle directly on change (only changed dropdown is submitted)
1672 2. read the value on pressing a button (all dropdown values are available)
1673 * `x` and `y` position of dropdown
1675 * Fieldname data is transferred to Lua
1676 * Items to be shown in dropdown
1677 * Index of currently selected dropdown item
1679 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
1681 * `x` and `y`: position of checkbox
1682 * `name` fieldname data is transferred to Lua
1683 * `label` to be shown left of checkbox
1684 * `selected` (optional): `true`/`false`
1686 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1688 * There are two ways to use it:
1689 1. handle the changed event (only changed scrollbar is available)
1690 2. read the value on pressing a button (all scrollbars are available)
1691 * `x` and `y`: position of trackbar
1692 * `w` and `h`: width and height
1693 * `orientation`: `vertical`/`horizontal`
1694 * Fieldname data is transferred to Lua
1695 * Value this trackbar is set to (`0`-`1000`)
1696 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1698 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1699 * Show scrollable table using options defined by the previous `tableoptions[]`
1700 * Displays cells as defined by the previous `tablecolumns[]`
1701 * `x` and `y`: position the itemlist relative to the top left of the menu
1702 * `w` and `h` are the size of the itemlist
1703 * `name`: fieldname sent to server on row select or doubleclick
1704 * `cell 1`...`cell n`: cell contents given in row-major order
1705 * `selected idx`: index of row to be selected within table (first row = `1`)
1706 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1708 #### `tableoptions[<opt 1>;<opt 2>;...]`
1709 * Sets options for `table[]`
1711 * default text color (`ColorString`), defaults to `#FFFFFF`
1712 * `background=#RRGGBB`
1713 * table background color (`ColorString`), defaults to `#000000`
1714 * `border=<true/false>`
1715 * should the table be drawn with a border? (default: `true`)
1716 * `highlight=#RRGGBB`
1717 * highlight background color (`ColorString`), defaults to `#466432`
1718 * `highlight_text=#RRGGBB`
1719 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1720 * `opendepth=<value>`
1721 * all subtrees up to `depth < value` are open (default value = `0`)
1722 * only useful when there is a column of type "tree"
1724 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1725 * Sets columns for `table[]`
1726 * Types: `text`, `image`, `color`, `indent`, `tree`
1727 * `text`: show cell contents as text
1728 * `image`: cell contents are an image index, use column options to define images
1729 * `color`: cell contents are a ColorString and define color of following cell
1730 * `indent`: cell contents are a number and define indentation of following cell
1731 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1734 * for `text` and `image`: content alignment within cells.
1735 Available values: `left` (default), `center`, `right`, `inline`
1737 * for `text` and `image`: minimum width in em (default: `0`)
1738 * for `indent` and `tree`: indent width in em (default: `1.5`)
1739 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1740 Exception: defaults to 0 for indent columns
1741 * `tooltip=<value>`: tooltip text (default: empty)
1742 * `image` column options:
1743 * `0=<value>` sets image for image index 0
1744 * `1=<value>` sets image for image index 1
1745 * `2=<value>` sets image for image index 2
1746 * and so on; defined indices need not be contiguous empty or
1747 non-numeric cells are treated as `0`.
1748 * `color` column options:
1749 * `span=<value>`: number of following columns to affect (default: infinite)
1751 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1752 pass key press events to formspec!
1756 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1757 * `"current_player"`: Player to whom the menu is shown
1758 * `"player:<name>"`: Any player
1759 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1760 * `"detached:<name>"`: A detached inventory
1764 `#RGB` defines a color in hexadecimal format.
1766 `#RGBA` defines a color in hexadecimal format and alpha channel.
1768 `#RRGGBB` defines a color in hexadecimal format.
1770 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1772 Named colors are also supported and are equivalent to
1773 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1774 To specify the value of the alpha channel, append `#AA` to the end of the color name
1775 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1776 value must (always) be two hexadecimal digits.
1780 A ColorSpec specifies a 32-bit color. It can be written in either:
1781 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
1782 `colorspec = {a=255, r=0, g=255, b=0}`
1783 numerical form, the raw integer value of an ARGB8 quad:
1784 `colorspec = 0xFF00FF00`
1785 or string form, a ColorString (defined above):
1786 `colorspec = "green"`
1790 Most text can contain escape sequences, that can for example color the text.
1791 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
1792 The following functions provide escape sequences:
1793 * `core.get_color_escape_sequence(color)`:
1794 * `color` is a ColorString
1795 * The escape sequence sets the text color to `color`
1796 * `core.colorize(color, message)`:
1798 `core.get_color_escape_sequence(color) ..
1800 core.get_color_escape_sequence("#ffffff")`
1801 * `color.get_background_escape_sequence(color)`
1802 * `color` is a ColorString
1803 * The escape sequence sets the background of the whole text element to
1804 `color`. Only defined for item descriptions and tooltips.
1808 * `vector.new(a[, b, c])`: returns a vector:
1809 * A copy of `a` if `a` is a vector.
1810 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
1811 * `vector.direction(p1, p2)`: returns a vector
1812 * `vector.distance(p1, p2)`: returns a number
1813 * `vector.length(v)`: returns a number
1814 * `vector.normalize(v)`: returns a vector
1815 * `vector.floor(v)`: returns a vector, each dimension rounded down
1816 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
1817 * `vector.apply(v, func)`: returns a vector
1818 * `vector.equals(v1, v2)`: returns a boolean
1820 For the following functions `x` can be either a vector or a number:
1822 * `vector.add(v, x)`: returns a vector
1823 * `vector.subtract(v, x)`: returns a vector
1824 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
1825 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
1829 * `dump2(obj, name="_", dumped={})`
1830 * Return object serialized as a string, handles reference loops
1831 * `dump(obj, dumped={})`
1832 * Return object serialized as a string
1833 * `math.hypot(x, y)`
1834 * Get the hypotenuse of a triangle with legs x and y.
1835 Useful for distance calculation.
1836 * `math.sign(x, tolerance)`
1837 * Get the sign of a number.
1838 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1839 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1840 * sep_is_pattern=false)`
1841 * If `max_splits` is negative, do not limit splits.
1842 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1843 * e.g. `string:split("a,b", ",") == {"a","b"}`
1845 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1846 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns `"(X,Y,Z)"`
1847 * Convert position to a printable string
1848 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
1849 * `minetest.string_to_pos(string)`: returns a position
1850 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1851 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
1852 * Converts a string representing an area box into two positions
1853 * `minetest.formspec_escape(string)`: returns a string
1854 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1855 * `minetest.is_yes(arg)`
1856 * returns whether `arg` can be interpreted as yes
1857 * `minetest.get_us_time()`
1858 * returns time with microsecond precision. May not return wall time.
1859 * `table.copy(table)`: returns a table
1860 * returns a deep copy of `table`
1862 `minetest` namespace reference
1863 ------------------------------
1867 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
1868 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1869 * Useful for loading additional `.lua` modules or static data from mod
1870 * `minetest.get_modnames()`: returns a list of installed mods
1871 * Return a list of installed mods, sorted alphabetically
1872 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1873 * Useful for storing custom data
1874 * `minetest.is_singleplayer()`
1875 * `minetest.features`
1876 * Table containing API feature flags: `{foo=true, bar=true}`
1877 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1878 * `arg`: string or table in format `{foo=true, bar=true}`
1879 * `missing_features`: `{foo=true, bar=true}`
1880 * `minetest.get_player_information(player_name)`: returns a table containing
1881 information about player. Example return value:
1883 address = "127.0.0.1", -- IP address of client
1884 ip_version = 4, -- IPv4 / IPv6
1885 min_rtt = 0.01, -- minimum round trip time
1886 max_rtt = 0.2, -- maximum round trip time
1887 avg_rtt = 0.02, -- average round trip time
1888 min_jitter = 0.01, -- minimum packet time jitter
1889 max_jitter = 0.5, -- maximum packet time jitter
1890 avg_jitter = 0.03, -- average packet time jitter
1891 connection_uptime = 200, -- seconds since client connected
1893 -- following information is available on debug build only!!!
1894 -- DO NOT USE IN MODS
1895 --ser_vers = 26, -- serialization version used by client
1896 --prot_vers = 23, -- protocol version used by client
1897 --major = 0, -- major version number
1898 --minor = 4, -- minor version number
1899 --patch = 10, -- patch version number
1900 --vers_string = "0.4.9-git", -- full version string
1901 --state = "Active" -- current client state
1903 * `minetest.mkdir(path)`: returns success.
1904 * Creates a directory specified by `path`, creating parent directories
1905 if they don't exist.
1906 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
1908 * nil: return all entries,
1909 * true: return only subdirectory names, or
1910 * false: return only file names.
1911 * `minetest.get_version()`: returns a table containing components of the
1912 engine version. Components:
1913 * `project`: Name of the project, eg, "Minetest"
1914 * `string`: Simple version, eg, "1.2.3-dev"
1915 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
1916 Use this for informational purposes only. The information in the returned
1917 table does not represent the capabilities of the engine, nor is it
1918 reliable or verifyable. Compatible forks will have a different name and
1919 version entirely. To check for the presence of engine features, test
1920 whether the functions exported by the wanted features exist. For example:
1921 `if core.nodeupdate then ... end`.
1924 * `minetest.debug(...)`
1925 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
1926 * `minetest.log([level,] text)`
1927 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
1928 `"info"`, or `"verbose"`. Default is `"none"`.
1930 ### Registration functions
1931 Call these functions only at load time!
1933 * `minetest.register_entity(name, prototype table)`
1934 * `minetest.register_abm(abm definition)`
1935 * `minetest.register_lbm(lbm definition)`
1936 * `minetest.register_node(name, node definition)`
1937 * `minetest.register_tool(name, item definition)`
1938 * `minetest.register_craftitem(name, item definition)`
1939 * `minetest.unregister_item(name)`
1940 * `minetest.register_alias(name, convert_to)`
1941 * `minetest.register_alias_force(name, convert_to)`
1942 * `minetest.register_craft(recipe)`
1943 * Check recipe table syntax for different types below.
1944 * `minetest.clear_craft(recipe)`
1945 * Will erase existing craft based either on output item or on input recipe.
1946 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
1947 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
1948 * If no erase candidate could be found, Lua exception will be thrown.
1949 * Warning! The type field ("shaped","cooking" or any other) will be ignored if the recipe
1950 contains output. Erasing is then done independently from the crafting method.
1951 * `minetest.register_ore(ore definition)`
1952 * `minetest.register_biome(biome definition)`
1953 * `minetest.register_decoration(decoration definition)`
1954 * `minetest.override_item(name, redefinition)`
1955 * Overrides fields of an item registered with register_node/tool/craftitem.
1956 * Note: Item must already be defined, (opt)depend on the mod defining it.
1957 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
1958 * `minetest.clear_registered_ores()`
1959 * `minetest.clear_registered_biomes()`
1960 * `minetest.clear_registered_decorations()`
1962 ### Global callback registration functions
1963 Call these functions only at load time!
1965 * `minetest.register_globalstep(func(dtime))`
1966 * Called every server step, usually interval of 0.1s
1967 * `minetest.register_on_shutdown(func())`
1968 * Called before server shutdown
1969 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
1970 callbacks **will likely not be run**. Data should be saved at
1971 semi-frequent intervals as well as on server shutdown.
1972 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
1973 * Called when a node has been placed
1974 * If return `true` no item is taken from `itemstack`
1975 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
1977 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
1978 * Called when a node has been dug.
1979 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
1981 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
1982 * Called when a node is punched
1983 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
1984 * Called after generating a piece of world. Modifying nodes inside the area
1985 is a bit faster than usually.
1986 * `minetest.register_on_newplayer(func(ObjectRef))`
1987 * Called after a new player has been created
1988 * `minetest.register_on_dieplayer(func(ObjectRef))`
1989 * Called when a player dies
1990 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
1991 * Called when a player is punched
1992 * `player` - ObjectRef - Player that was punched
1993 * `hitter` - ObjectRef - Player that hit
1994 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
1995 * `tool_capabilities`: capability table of used tool (can be nil)
1996 * `dir`: unit vector of direction of punch. Always defined. Points from
1997 the puncher to the punched.
1998 * `damage` - number that represents the damage calculated by the engine
1999 * should return `true` to prevent the default damage mechanism
2000 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2001 * Called when the player gets damaged or healed
2002 * `player`: ObjectRef of the player
2003 * `hp_change`: the amount of change. Negative when it is damage.
2004 * `modifier`: when true, the function should return the actual hp_change.
2005 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2006 modifiers can return true as a second argument to stop the execution of further functions.
2007 Non-modifiers receive the final hp change calculated by the modifiers.
2008 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2009 * Called when player is to be respawned
2010 * Called _before_ repositioning of player occurs
2011 * return true in func to disable regular player placement
2012 * `minetest.register_on_prejoinplayer(func(name, ip))`
2013 * Called before a player joins the game
2014 * If it returns a string, the player is disconnected with that string as reason
2015 * `minetest.register_on_joinplayer(func(ObjectRef))`
2016 * Called when a player joins the game
2017 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2018 * Called when a player leaves the game
2019 * `timed_out`: True for timeout, false for other reasons.
2020 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2021 * Called when a player cheats
2022 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2023 * `"moved_too_fast"`
2024 * `"interacted_too_far"`
2025 * `"finished_unknown_dig"`
2028 * `minetest.register_on_chat_message(func(name, message))`
2029 * Called always when a player says something
2030 * Return `true` to mark the message as handled, which means that it will not be sent to other players
2031 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2032 * Called when a button is pressed in player's inventory form
2033 * Newest functions are called first
2034 * If function returns `true`, remaining functions are not called
2035 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2036 * Called when `player` crafts something
2037 * `itemstack` is the output
2038 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2039 * `craft_inv` is the inventory with the crafting grid
2040 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2041 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2042 * The same as before, except that it is called before the player crafts, to make
2043 craft prediction, and it should not change anything.
2044 * `minetest.register_on_protection_violation(func(pos, name))`
2045 * Called by `builtin` and mods when a player violates protection at a position
2046 (eg, digs a node or punches a protected entity).
2047 * The registered functions can be called using `minetest.record_protection_violation`
2048 * The provided function should check that the position is protected by the mod
2049 calling this function before it prints a message, if it does, to allow for
2050 multiple protection mods.
2051 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2052 * Called when an item is eaten, by `minetest.item_eat`
2053 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2055 ### Other registration functions
2056 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2057 * `minetest.register_privilege(name, definition)`
2058 * `definition`: `"description text"`
2059 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2060 the default of `give_to_singleplayer` is true
2061 * To allow players with basic_privs to grant, see basic_privs minetest.conf setting.
2062 * `minetest.register_authentication_handler(handler)`
2063 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
2066 * `minetest.setting_set(name, value)`
2067 * Setting names can't contain whitespace or any of `="{}#`.
2068 * Setting values can't contain the sequence `\n"""`.
2069 * Setting names starting with "secure." can't be set.
2070 * `minetest.setting_get(name)`: returns string or `nil`
2071 * `minetest.setting_setbool(name, value)`
2072 * See documentation on `setting_set` for restrictions.
2073 * `minetest.setting_getbool(name)`: returns boolean or `nil`
2074 * `minetest.setting_get_pos(name)`: returns position or nil
2075 * `minetest.setting_save()`, returns `nil`, save all settings to config file
2078 * `minetest.notify_authentication_modified(name)`
2079 * Should be called by the authentication handler if privileges changes.
2080 * To report everybody, set `name=nil`.
2081 * `minetest.check_password_entry(name, entry, password)`
2082 * Returns true if the "db entry" for a player with name matches given
2083 * password, false otherwise.
2084 * The "db entry" is the usually player-individual value that is derived
2085 * from the player's chosen password and stored on the server in order to allow
2086 * authentication whenever the player desires to log in.
2087 * Only use this function for making it possible to log in via the password from
2088 * via protocols like IRC, other uses for inside the game are frowned upon.
2089 * `minetest.get_password_hash(name, raw_password)`
2090 * Convert a name-password pair to a password hash that Minetest can use.
2091 * The returned value alone is not a good basis for password checks based
2092 * on comparing the password hash in the database with the password hash
2093 * from the function, with an externally provided password, as the hash
2094 * in the db might use the new SRP verifier format.
2095 * For this purpose, use minetest.check_password_entry instead.
2096 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2097 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2098 * Convert between two privilege representations
2099 * `minetest.set_player_password(name, password_hash)`
2100 * `minetest.set_player_privs(name, {priv1=true,...})`
2101 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2102 * `minetest.auth_reload()`
2103 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2104 * A quickhand for checking privileges.
2105 * `player_or_name`: Either a Player object or the name of a player.
2106 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2107 a table, e.g. `{ priva = true, privb = true }`.
2108 * `minetest.get_player_ip(name)`: returns an IP address string
2110 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2111 and `minetest.auth_reload` call the authetification handler.
2114 * `minetest.chat_send_all(text)`
2115 * `minetest.chat_send_player(name, text)`
2117 ### Environment access
2118 * `minetest.set_node(pos, node)`
2119 * `minetest.add_node(pos, node): alias set_node(pos, node)`
2120 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
2121 * `minetest.swap_node(pos, node`
2122 * Set node at position, but don't remove metadata
2123 * `minetest.remove_node(pos)`
2124 * Equivalent to `set_node(pos, "air")`
2125 * `minetest.get_node(pos)`
2126 * Returns the node at the given position as table in the format
2127 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2129 * `minetest.get_node_or_nil(pos)`
2130 * Same as `get_node` but returns `nil` for unloaded areas.
2131 * `minetest.get_node_light(pos, timeofday)`
2132 * Gets the light value at the given position. Note that the light value
2133 "inside" the node at the given position is returned, so you usually want
2134 to get the light value of a neighbor.
2135 * `pos`: The position where to measure the light.
2136 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2137 * Returns a number between `0` and `15` or `nil`
2138 * `minetest.place_node(pos, node)`
2139 * Place node with the same effects that a player would cause
2140 * `minetest.dig_node(pos)`
2141 * Dig node with the same effects that a player would cause
2142 * Returns `true` if successful, `false` on failure (e.g. protected location)
2143 * `minetest.punch_node(pos)`
2144 * Punch node with the same effects that a player would cause
2146 * `minetest.find_nodes_with_meta(pos1, pos2)`
2147 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2148 * `minetest.get_meta(pos)`
2149 * Get a `NodeMetaRef` at that position
2150 * `minetest.get_node_timer(pos)`
2151 * Get `NodeTimerRef`
2153 * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
2154 * Returns `ObjectRef`, or `nil` if failed
2155 * `minetest.add_item(pos, item)`: Spawn item
2156 * Returns `ObjectRef`, or `nil` if failed
2157 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2158 * `minetest.get_objects_inside_radius(pos, radius)`
2159 * `radius`: using an euclidean metric
2160 * `minetest.set_timeofday(val)`
2161 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2162 * `minetest.get_timeofday()`
2163 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2164 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2165 * accounting for time changes.
2166 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
2167 * `radius`: using a maximum metric
2168 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2169 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
2170 * returns as second value a table with the count of the individual nodes found
2171 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2172 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
2173 * returned positions are nodes with a node air above
2174 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2175 * `minetest.get_perlin(noiseparams)`
2176 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2177 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2178 * `minetest.get_voxel_manip([pos1, pos2])`
2179 * Return voxel manipulator object.
2180 * Loads the manipulator from the map if positions are passed.
2181 * `minetest.set_gen_notify(flags, {deco_ids})`
2182 * Set the types of on-generate notifications that should be collected
2183 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2184 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2185 * The second parameter is a list of IDS of decorations which notification is requested for
2186 * `get_gen_notify()`: returns a flagstring and a table with the deco_ids
2187 * `minetest.get_mapgen_object(objectname)`
2188 * Return requested mapgen object if available (see "Mapgen objects")
2189 * `minetest.get_biome_id(biome_name)`
2190 * Returns the biome id, as used in the biomemap Mapgen object, for a
2191 given biome_name string.
2192 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2193 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2194 * Deprecated: use minetest.get_mapgen_setting(name) instead
2195 * `minetest.set_mapgen_params(MapgenParams)`
2196 * Deprecated: use minetest.set_mapgen_setting(name, value, override) instead
2197 * Set map generation parameters
2198 * Function cannot be called after the registration period; only initialization
2199 and `on_mapgen_init`
2200 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2202 * Leave field unset to leave that parameter unchanged
2203 * `flags` contains a comma-delimited string of flags to set,
2204 or if the prefix `"no"` is attached, clears instead.
2205 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2206 * `minetest.get_mapgen_setting(name)`
2207 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2208 order of precedence:
2209 1) Settings loaded from map_meta.txt or overrides set during mod execution
2210 2) Settings set by mods without a metafile override
2211 3) Settings explicitly set in the user config file, minetest.conf
2212 4) Settings set as the user config default
2213 * `minetest.get_mapgen_setting_noiseparams(name)`
2214 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2215 and is a valid NoiseParams
2216 * `minetest.set_mapgen_setting(name, value, [override_meta])`
2217 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2218 is not already present in map_meta.txt.
2219 * `override_meta` is an optional boolean (default: `false`). If this is set to true,
2220 the setting will become the active setting regardless of the map metafile contents.
2221 * Note: to set the seed, use "seed", not "fixed_map_seed"
2222 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
2223 * Same as above, except value is a NoiseParams table.
2224 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2225 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2226 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2227 should be applied to the default config or current active config
2228 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2229 * `minetest.generate_ores(vm, pos1, pos2)`
2230 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2231 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2232 * `minetest.generate_decorations(vm, pos1, pos2)`
2233 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2234 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2235 * `minetest.clear_objects([options])`
2236 * Clear all objects in the environment
2237 * Takes an optional table as an argument with the field `mode`.
2238 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2239 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2240 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2241 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2242 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2243 * fetched from memory, loaded from disk, or if inexistent, generates them.
2244 * If `callback` is a valid Lua function, this will be called for each block emerged.
2245 * The function signature of callback is:
2246 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2247 * - `blockpos` is the *block* coordinates of the block that had been emerged
2248 * - `action` could be one of the following constant values:
2249 * `core.EMERGE_CANCELLED`, `core.EMERGE_ERRORED`, `core.EMERGE_FROM_MEMORY`,
2250 * `core.EMERGE_FROM_DISK`, `core.EMERGE_GENERATED`
2251 * - `calls_remaining` is the number of callbacks to be expected after this one
2252 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2253 * parameter was absent)
2254 * `minetest.delete_area(pos1, pos2)`
2255 * delete all mapblocks in the area from pos1 to pos2, inclusive
2256 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2257 * Check if there is a direct line of sight between `pos1` and `pos2`
2258 * Returns the position of the blocking node when `false`
2259 * `pos1`: First position
2260 * `pos2`: Second position
2261 * `stepsize`: smaller gives more accurate results but requires more computing
2262 time. Default is `1`.
2263 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2264 * returns table containing path
2265 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2266 * `pos1`: start position
2267 * `pos2`: end position
2268 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2269 * `max_jump`: maximum height difference to consider walkable
2270 * `max_drop`: maximum height difference to consider droppable
2271 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2272 * `minetest.spawn_tree (pos, {treedef})`
2273 * spawns L-system tree at given `pos` with definition in `treedef` table
2274 * Warning: L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
2275 Often these bugs appear as subtle shadows in water.
2276 * `minetest.transforming_liquid_add(pos)`
2277 * add node to liquid update queue
2278 * `minetest.get_node_max_level(pos)`
2279 * get max available level for leveled node
2280 * `minetest.get_node_level(pos)`
2281 * get level of leveled node (water, snow)
2282 * `minetest.set_node_level(pos, level)`
2283 * set level of leveled node, default `level` equals `1`
2284 * if `totallevel > maxlevel`, returns rest (`total-max`).
2285 * `minetest.add_node_level(pos, level)`
2286 * increase level of leveled node by level, default `level` equals `1`
2287 * if `totallevel > maxlevel`, returns rest (`total-max`)
2288 * can be negative for decreasing
2289 * `nodeupdate_single(pos)`
2290 * causes an unsupported `group:falling_node` node to fall and causes an
2291 unattached `group:attached_node` node to fall.
2292 * does not spread these updates to neighbours
2293 * a helper function, not officially part of the API, but useful
2296 `minetest.get_inventory(location)`: returns an `InvRef`
2299 * `{type="player", name="celeron55"}`
2300 * `{type="node", pos={x=, y=, z=}}`
2301 * `{type="detached", name="creative"}`
2302 * `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
2303 * callbacks: See "Detached inventory callbacks"
2304 * Creates a detached inventory. If it already exists, it is cleared.
2305 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2306 returns left over ItemStack
2307 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2310 * `minetest.show_formspec(playername, formname, formspec)`
2311 * `playername`: name of player to show formspec
2312 * `formname`: name passed to `on_player_receive_fields` callbacks.
2313 It should follow the `"modname:<whatever>"` naming convention
2314 * `formspec`: formspec to display
2315 * `minetest.formspec_escape(string)`: returns a string
2316 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2317 * `minetest.explode_table_event(string)`: returns a table
2318 * returns e.g. `{type="CHG", row=1, column=2}`
2320 * `"INV"`: no row selected)
2321 * `"CHG"`: selected)
2322 * `"DCL"`: double-click
2323 * `minetest.explode_textlist_event(string)`: returns a table
2324 * returns e.g. `{type="CHG", index=1}`
2326 * `"INV"`: no row selected)
2327 * `"CHG"`: selected)
2328 * `"DCL"`: double-click
2329 * `minetest.explode_scrollbar_event(string)`: returns a table
2330 * returns e.g. `{type="CHG", value=500}`
2332 * `"INV"`: something failed
2333 * `"CHG"`: has been changed
2334 * `"VAL"`: not changed
2337 * `minetest.inventorycube(img1, img2, img3)`
2338 * Returns a string for making an image of a cube (useful as an item image)
2339 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2340 * Get position of a `pointed_thing` (that you can get from somewhere)
2341 * `minetest.dir_to_facedir(dir, is6d)`
2342 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2343 * passing something non-`nil`/`false` for the optional second parameter causes it to
2344 take the y component into account
2345 * `minetest.facedir_to_dir(facedir)`
2346 * Convert a facedir back into a vector aimed directly out the "back" of a node
2347 * `minetest.dir_to_wallmounted(dir)`
2348 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2349 * `minetest.wallmounted_to_dir(wallmounted)`
2350 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2351 * `minetest.get_node_drops(nodename, toolname)`
2352 * Returns list of item names.
2353 * **Note**: This will be removed or modified in a future version.
2354 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2355 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2356 * `input.width` = for example `3`
2357 * `input.items` = for example
2358 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2359 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2360 * `output.time` = a number, if unsuccessful: `0`
2361 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2362 `decremented_input.items`
2363 * `decremented_input` = like `input`
2364 * `minetest.get_craft_recipe(output)`: returns input
2365 * returns last registered recipe for output item (node)
2366 * `output` is a node or item type such as `"default:torch"`
2367 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2368 * `input.width` = for example `3`
2369 * `input.items` = for example
2370 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2371 * `input.items` = `nil` if no recipe found
2372 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2373 * returns indexed table with all registered recipes for query item (node)
2374 or `nil` if no recipe was found
2375 * recipe entry table:
2377 method = 'normal' or 'cooking' or 'fuel'
2378 width = 0-3, 0 means shapeless recipe
2379 items = indexed [1-9] table with recipe items
2380 output = string with item name and quantity
2382 * Example query for `"default:gold_ingot"` will return table:
2384 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2385 items = {1 = "default:gold_lump"}},
2386 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2387 items = {1 = "default:goldblock"}}
2389 * `minetest.handle_node_drops(pos, drops, digger)`
2390 * `drops`: list of itemstrings
2391 * Handles drops from nodes after digging: Default action is to put them into
2393 * Can be overridden to get different functionality (e.g. dropping items on
2397 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2398 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2399 * Find who has done something to a node, or near a node
2400 * `actor`: `"player:<name>"`, also `"liquid"`.
2401 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2402 * Revert latest actions of someone
2403 * `actor`: `"player:<name>"`, also `"liquid"`.
2405 ### Defaults for the `on_*` item definition functions
2406 These functions return the leftover itemstack.
2408 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2409 * Place item as a node
2410 * `param2` overrides `facedir` and wallmounted `param2`
2411 * returns `itemstack, success`
2412 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2414 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2415 * Use one of the above based on what the item is.
2416 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2417 * **Note**: is not called when wielded item overrides `on_place`
2418 * `param2` overrides `facedir` and wallmounted `param2`
2419 * returns `itemstack, success`
2420 * `minetest.item_drop(itemstack, dropper, pos)`
2422 * `minetest.item_eat(hp_change, replace_with_item)`
2424 * `replace_with_item` is the itemstring which is added to the inventory.
2425 If the player is eating a stack, then replace_with_item goes to a
2426 different spot. Can be `nil`
2427 * See `minetest.do_item_eat`
2429 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2430 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2431 * Calls functions registered by `minetest.register_on_punchnode()`
2432 * `minetest.node_dig(pos, node, digger)`
2433 * Checks if node can be dug, puts item into inventory, removes node
2434 * Calls functions registered by `minetest.registered_on_dignodes()`
2437 * `minetest.sound_play(spec, parameters)`: returns a handle
2438 * `spec` is a `SimpleSoundSpec`
2439 * `parameters` is a sound parameter table
2440 * `minetest.sound_stop(handle)`
2443 * `minetest.after(time, func, ...)`
2444 * Call the function `func` after `time` seconds, may be fractional
2445 * Optional: Variable number of arguments that are passed to `func`
2448 * `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
2449 and `reconnect` == true displays a reconnect button.
2450 * `minetest.get_server_status()`: returns server status string
2453 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2454 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2455 * `minetest.ban_player(name)`: ban a player
2456 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2457 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2460 * `minetest.add_particle(particle definition)`
2461 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2462 size, collisiondetection, texture, playername)`
2464 * `minetest.add_particlespawner(particlespawner definition)`
2465 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2466 * Returns an `id`, and -1 if adding didn't succeed
2467 * `Deprecated: minetest.add_particlespawner(amount, time,
2471 minexptime, maxexptime,
2473 collisiondetection, texture, playername)`
2475 * `minetest.delete_particlespawner(id, player)``
2476 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2477 * If playername is specified, only deletes on the player's client,
2478 * otherwise on all clients
2481 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2482 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2483 * Apply the specified probability values to the specified nodes in `probability_list`.
2484 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2485 * `pos` is the 3D vector specifying the absolute coordinates of the
2486 node being modified,
2487 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2488 * If there are two or more entries with the same pos value, the
2490 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2491 * If `probability_list` equals `nil`, no probabilities are applied.
2492 * Slice probability works in the same manner, except takes a field
2493 called `ypos` instead which
2494 indicates the y position of the slice with a probability applied.
2495 * If slice probability list equals `nil`, no slice probabilities are applied.
2496 * Saves schematic in the Minetest Schematic format to filename.
2498 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2499 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2500 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2501 * If the `rotation` parameter is omitted, the schematic is not rotated.
2502 * `replacements` = `{["old_name"] = "convert_to", ...}`
2503 * `force_placement` is a boolean indicating whether nodes other than `air` and
2504 `ignore` are replaced by the schematic
2505 * Returns nil if the schematic could not be loaded.
2507 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2508 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2509 specified VoxelManip object `vmanip` instead of the whole map.
2510 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
2511 containing the full area required, and true if the whole schematic was able to fit.
2512 * Returns nil if the schematic could not be loaded.
2513 * After execution, any external copies of the VoxelManip contents are invalidated.
2515 * `minetest.serialize_schematic(schematic, format, options)`
2516 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2517 * in the `format` of either "mts" or "lua".
2518 * "mts" - a string containing the binary MTS data used in the MTS file format
2519 * "lua" - a string containing Lua code representing the schematic in table format
2520 * `options` is a table containing the following optional parameters:
2521 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2522 * position comments for every X row generated in the schematic data for easier reading.
2523 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2524 * will use that number of spaces as indentation instead of a tab character.
2527 * `minetest.request_http_api()`:
2528 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
2529 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
2530 otherwise returns `nil`.
2531 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
2533 * Only works at init time and must be called from the mod's main scope (not from a function).
2534 * Function only exists if minetest server was built with cURL support.
2535 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
2537 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
2538 * Performs given request asynchronously and calls callback upon completion
2539 * callback: `function(HTTPRequestResult res)`
2540 * Use this HTTP function if you are unsure, the others are for advanced use.
2541 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
2542 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
2543 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
2544 * Return response data for given asynchronous HTTP request
2547 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2548 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2549 * Gives a unique hash number for a node position (16+16+16=48bit)
2550 * `minetest.get_position_from_hash(hash)`: returns a position
2551 * Inverse transform of `minetest.hash_node_position`
2552 * `minetest.get_item_group(name, group)`: returns a rating
2553 * Get rating of a group of an item. (`0` means: not in group)
2554 * `minetest.get_node_group(name, group)`: returns a rating
2555 * Deprecated: An alias for the former.
2556 * `minetest.raillike_group(name)`: returns a rating
2557 * Returns rating of the connect_to_raillike group corresponding to name
2558 * If name is not yet the name of a connect_to_raillike group, a new group id
2559 * is created, with that name
2560 * `minetest.get_content_id(name)`: returns an integer
2561 * Gets the internal content ID of `name`
2562 * `minetest.get_name_from_content_id(content_id)`: returns a string
2563 * Gets the name of the content with that content ID
2564 * `minetest.parse_json(string[, nullvalue])`: returns something
2565 * Convert a string containing JSON data into the Lua equivalent
2566 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2567 * On success returns a table, a string, a number, a boolean or `nullvalue`
2568 * On failure outputs an error message and returns `nil`
2569 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2570 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2571 * Convert a Lua table into a JSON string
2572 * styled: Outputs in a human-readable format if this is set, defaults to false
2573 * Unserializable things like functions and userdata are saved as null.
2574 * **Warning**: JSON is more strict than the Lua table format.
2575 1. You can only use strings and positive integers of at least one as keys.
2576 2. You can not mix string and integer keys.
2577 This is due to the fact that JSON has two distinct array and object values.
2578 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2579 * `minetest.serialize(table)`: returns a string
2580 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2581 into string form readable by `minetest.deserialize`
2582 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2583 * `minetest.deserialize(string)`: returns a table
2584 * Convert a string returned by `minetest.deserialize` into a table
2585 * `string` is loaded in an empty sandbox environment.
2586 * Will load functions, but they cannot access the global environment.
2587 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2588 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2589 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2590 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2591 * Compress a string of data.
2592 * `method` is a string identifying the compression method to be used.
2593 * Supported compression methods:
2594 * Deflate (zlib): `"deflate"`
2595 * `...` indicates method-specific arguments. Currently defined arguments are:
2596 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2597 * `minetest.decompress(compressed_data, method, ...)`: returns data
2598 * Decompress a string of data (using ZLib).
2599 * See documentation on `minetest.compress()` for supported compression methods.
2600 * currently supported.
2601 * `...` indicates method-specific arguments. Currently, no methods use this.
2602 * `minetest.encode_base64(string)`: returns string encoded in base64
2603 * Encodes a string in base64.
2604 * `minetest.decode_base64(string)`: returns string
2605 * Decodes a string encoded in base64.
2606 * `minetest.is_protected(pos, name)`: returns boolean
2607 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2608 actions, defineable by mods, due to some mod-defined ownership-like concept.
2609 Returns false or nil, if the player is allowed to do such actions.
2610 * This function should be overridden by protection mods and should be used to
2611 check if a player can interact at a position.
2612 * This function should call the old version of itself if the position is not
2613 protected by the mod.
2616 local old_is_protected = minetest.is_protected
2617 function minetest.is_protected(pos, name)
2618 if mymod:position_protected_from(pos, name) then
2621 return old_is_protected(pos, name)
2623 * `minetest.record_protection_violation(pos, name)`
2624 * This function calls functions registered with
2625 `minetest.register_on_protection_violation`.
2626 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2627 * Attempt to predict the desired orientation of the facedir-capable node
2628 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2629 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2630 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2631 is an optional table containing extra tweaks to the placement code:
2632 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2633 orientation on the wall.
2634 * `force_wall` : if `true`, always place the node in wall orientation.
2635 * `force_ceiling`: if `true`, always place on the ceiling.
2636 * `force_floor`: if `true`, always place the node on the floor.
2637 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2638 the floor or ceiling
2639 * The first four options are mutually-exclusive; the last in the list takes
2640 precedence over the first.
2641 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2642 * calls `rotate_and_place()` with infinitestacks set according to the state of
2643 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2646 * `minetest.forceload_block(pos[, transient])`
2647 * forceloads the position `pos`.
2648 * returns `true` if area could be forceloaded
2649 * If `transient` is `false` or absent, the forceload will be persistent
2650 (saved between server runs). If `true`, the forceload will be transient
2651 (not saved between server runs).
2653 * `minetest.forceload_free_block(pos[, transient])`
2654 * stops forceloading the position `pos`
2655 * If `transient` is `false` or absent, frees a persistent forceload.
2656 If `true`, frees a transient forceload.
2658 * `minetest.request_insecure_environment()`: returns an environment containing
2659 insecure functions if the calling mod has been listed as trusted in the
2660 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
2661 * Only works at init time and must be called from the mod's main scope (not from a function).
2662 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
2665 * `minetest.global_exists(name)`
2666 * Checks if a global variable has been set, without triggering a warning.
2669 * `minetest.env`: `EnvRef` of the server environment and world.
2670 * Any function in the minetest namespace can be called using the syntax
2671 `minetest.env:somefunction(somearguments)`
2672 instead of `minetest.somefunction(somearguments)`
2673 * Deprecated, but support is not to be dropped soon
2676 * `minetest.registered_items`
2677 * Map of registered items, indexed by name
2678 * `minetest.registered_nodes`
2679 * Map of registered node definitions, indexed by name
2680 * `minetest.registered_craftitems`
2681 * Map of registered craft item definitions, indexed by name
2682 * `minetest.registered_tools`
2683 * Map of registered tool definitions, indexed by name
2684 * `minetest.registered_entities`
2685 * Map of registered entity prototypes, indexed by name
2686 * `minetest.object_refs`
2687 * Map of object references, indexed by active object id
2688 * `minetest.luaentities`
2689 * Map of Lua entities, indexed by active object id
2690 * `minetest.registered_ores`
2691 * List of registered ore definitions.
2692 * `minetest.registered_biomes`
2693 * List of registered biome definitions.
2694 * `minetest.registered_decorations`
2695 * List of registered decoration definitions.
2701 Node metadata: reference extra data and functionality stored in a node.
2702 Can be gotten via `minetest.get_meta(pos)`.
2705 * `set_string(name, value)`
2706 * `get_string(name)`
2707 * `set_int(name, value)`
2709 * `set_float(name, value)`
2711 * `get_inventory()`: returns `InvRef`
2712 * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
2713 * `from_table(nil or {})`
2714 * to clear metadata, use from_table(nil)
2715 * See "Node Metadata"
2718 Node Timers: a high resolution persistent per-node timer.
2719 Can be gotten via `minetest.get_node_timer(pos)`.
2722 * `set(timeout,elapsed)`
2723 * set a timer's state
2724 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2725 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2726 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2729 * equivalent to `set(timeout,0)`
2732 * `get_timeout()`: returns current timeout in seconds
2733 * if `timeout` equals `0`, timer is inactive
2734 * `get_elapsed()`: returns current elapsed time in seconds
2735 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2736 * `is_started()`: returns boolean state of timer
2737 * returns `true` if timer is started, otherwise `false`
2740 Moving things in the game are generally these.
2742 This is basically a reference to a C++ `ServerActiveObject`
2745 * `remove()`: remove object (after returning from Lua)
2746 * Note: Doesn't work on players, use minetest.kick_player instead
2747 * `getpos()`: returns `{x=num, y=num, z=num}`
2748 * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
2749 * `moveto(pos, continuous=false)`: interpolated move
2750 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2751 * `puncher` = another `ObjectRef`,
2752 * `time_from_last_punch` = time since last punch action of the puncher
2753 * `direction`: can be `nil`
2754 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2755 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2756 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2757 * `get_inventory()`: returns an `InvRef`
2758 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2759 * `get_wield_index()`: returns the index of the wielded item
2760 * `get_wielded_item()`: returns an `ItemStack`
2761 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2762 * `set_armor_groups({group1=rating, group2=rating, ...})`
2763 * `get_armor_groups()`: returns a table with the armor group ratings
2764 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
2765 * `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
2766 * `set_attach(parent, bone, position, rotation)`
2768 * `position`: `{x=num, y=num, z=num}` (relative)
2769 * `rotation`: `{x=num, y=num, z=num}`
2770 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
2772 * `set_bone_position(bone, position, rotation)`
2774 * `position`: `{x=num, y=num, z=num}` (relative)
2775 * `rotation`: `{x=num, y=num, z=num}`
2776 * `get_bone_position(bone)`: returns position and rotation of the bone
2777 * `set_properties(object property table)`
2778 * `get_properties()`: returns object property table
2779 * `is_player()`: returns true for players, false otherwise
2780 * `get_nametag_attributes()`
2781 * returns a table with the attributes of the nametag of an object
2783 color = {a=0..255, r=0..255, g=0..255, b=0..255},
2786 * `set_nametag_attributes(attributes)`
2787 * sets the attributes of the nametag of an object
2791 text = "My Nametag",
2794 ##### LuaEntitySAO-only (no-op for other objects)
2795 * `setvelocity({x=num, y=num, z=num})`
2796 * `getvelocity()`: returns `{x=num, y=num, z=num}`
2797 * `setacceleration({x=num, y=num, z=num})`
2798 * `getacceleration()`: returns `{x=num, y=num, z=num}`
2800 * `getyaw()`: returns number in radians
2801 * `settexturemod(mod)`
2802 * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2803 select_horiz_by_yawpitch=false)`
2804 * Select sprite from spritesheet with optional animation and DM-style
2805 texture selection based on yaw relative to camera
2806 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2809 ##### Player-only (no-op for other objects)
2810 * `get_player_name()`: returns `""` if is not a player
2811 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
2812 table {x, y, z} representing the player's instantaneous velocity in nodes/s
2813 * `get_look_dir()`: get camera direction as a unit vector
2814 * `get_look_vertical()`: pitch in radians
2815 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
2816 * `get_look_horizontal()`: yaw in radians
2817 * Angle is counter-clockwise from the +z direction.
2818 * `set_look_vertical(radians)`: sets look pitch
2819 * radians - Angle from looking forward, where positive is downwards.
2820 * `set_look_horizontal(radians)`: sets look yaw
2821 * radians - Angle from the +z direction, where positive is counter-clockwise.
2822 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use get_look_vertical.
2823 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
2824 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use get_look_horizontal.
2825 * Angle is counter-clockwise from the +x direction.
2826 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use set_look_vertical.
2827 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use set_look_horizontal.
2828 * `get_breath()`: returns players breath
2829 * `set_breath(value)`: sets players breath
2831 * `0`: player is drowning,
2832 * `1`-`10`: remaining number of bubbles
2833 * `11`: bubbles bar is not shown
2834 * `set_inventory_formspec(formspec)`
2835 * Redefine player's inventory form
2836 * Should usually be called in on_joinplayer
2837 * `get_inventory_formspec()`: returns a formspec string
2838 * `get_player_control()`: returns table with player pressed keys
2839 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2840 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2841 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2842 * `set_physics_override(override_table)`
2843 * `override_table` is a table with the following fields:
2844 * `speed`: multiplier to default walking speed value (default: `1`)
2845 * `jump`: multiplier to default jump value (default: `1`)
2846 * `gravity`: multiplier to default gravity value (default: `1`)
2847 * `sneak`: whether player can sneak (default: `true`)
2848 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2849 * `get_physics_override()`: returns the table given to set_physics_override
2850 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
2852 * `hud_remove(id)`: remove the HUD element of the specified id
2853 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2854 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2855 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2856 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2857 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
2858 * pass a table containing a `true`/`false` value of each flag to be set or unset
2859 * if a flag equals `nil`, the flag is not modified
2860 * note that setting `minimap` modifies the client's permission to view the minimap -
2861 * the client may locally elect to not view the minimap
2862 * `hud_get_flags()`: returns a table containing status of hud flags
2863 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
2864 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2865 * `count`: number of items, must be between `1` and `23`
2866 * `hud_get_hotbar_itemcount`: returns number of visible items
2867 * `hud_set_hotbar_image(texturename)`
2868 * sets background image for hotbar
2869 * `hud_get_hotbar_image`: returns texturename
2870 * `hud_set_hotbar_selected_image(texturename)`
2871 * sets image for selected item of hotbar
2872 * `hud_get_hotbar_selected_image`: returns texturename
2873 * `hud_replace_builtin(name, hud_definition)`
2874 * replace definition of a builtin hud element
2875 * `name`: `"breath"` or `"health"`
2876 * `hud_definition`: definition to replace builtin definition
2877 * `set_sky(bgcolor, type, {texture names})`
2878 * `bgcolor`: ColorSpec, defaults to white
2880 * `"regular"`: Uses 0 textures, `bgcolor` ignored
2881 * `"skybox"`: Uses 6 textures, `bgcolor` used
2882 * `"plain"`: Uses 0 textures, `bgcolor` used
2883 * `get_sky()`: returns bgcolor, type and a table with the textures
2884 * `override_day_night_ratio(ratio or nil)`
2885 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
2886 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
2887 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
2888 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
2890 set animation for player model in third person view
2892 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
2893 {x=168, y=187}, -- < walk animation key frames
2894 {x=189, y=198}, -- < dig animation key frames
2895 {x=200, y=219}, -- < walk+dig animation key frames
2896 frame_speed=30): -- < animation frame speed
2897 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
2898 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
2899 * in first person view
2900 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
2901 * `get_eye_offset()`: returns offset_first and offset_third
2904 An `InvRef` is a reference to an inventory.
2907 * `is_empty(listname)`: return `true` if list is empty
2908 * `get_size(listname)`: get size of a list
2909 * `set_size(listname, size)`: set size of a list
2910 * returns `false` on error (e.g. invalid `listname` or `size`)
2911 * `get_width(listname)`: get width of a list
2912 * `set_width(listname, width)`: set width of list; currently used for crafting
2913 * `get_stack(listname, i)`: get a copy of stack index `i` in list
2914 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
2915 * `get_list(listname)`: return full list
2916 * `set_list(listname, list)`: set full list (size will not change)
2917 * `get_lists()`: returns list of inventory lists
2918 * `set_lists(lists)`: sets inventory lists (size will not change)
2919 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
2920 * `room_for_item(listname, stack):` returns `true` if the stack of items
2921 can be fully added to the list
2922 * `contains_item(listname, stack)`: returns `true` if the stack of items
2923 can be fully taken from the list
2924 * `remove_item(listname, stack)`: take as many items as specified from the list,
2925 returns the items that were actually removed (as an `ItemStack`) -- note that
2926 any item metadata is ignored, so attempting to remove a specific unique
2927 item this way will likely remove the wrong one -- to do that use `set_stack`
2928 with an empty `ItemStack`
2929 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
2930 * returns `{type="undefined"}` in case location is not known
2933 A fast access data structure to store areas, and find areas near a given position or area.
2934 Every area has a `data` string attribute to store additional information.
2935 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
2936 If you chose the parameter-less constructor, a fast implementation will be automatically
2940 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
2941 (optional) Boolean values `include_borders` and `include_data` control what's copied.
2942 Returns nil if specified area id does not exist.
2943 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
2944 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
2946 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
2947 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
2948 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
2949 (optional) Boolean values `include_borders` and `include_data` control what's copied.
2950 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
2951 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
2952 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
2953 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
2954 or insertions are likely to fail due to conflicts.
2955 * `reserve(count)`: reserves resources for at most `count` many contained areas.
2956 Only needed for efficiency, and only some implementations profit.
2957 * `remove_area(id)`: removes the area with the given id from the store, returns success.
2958 * `set_cache_params(params)`: sets params for the included prefiltering cache.
2959 Calling invalidates the cache, so that its elements have to be newly generated.
2962 enabled = boolean, -- whether to enable, default true
2963 block_radius = number, -- the radius (in nodes) of the areas the cache generates
2964 prefiltered lists for, minimum 16, default 64
2965 limit = number, -- the cache's size, minimum 20, default 1000
2967 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
2968 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
2969 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
2970 Returns success and, optionally, an error message.
2971 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
2974 An `ItemStack` is a stack of items.
2976 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
2977 an itemstring, a table or `nil`.
2980 * `is_empty()`: Returns `true` if stack is empty.
2981 * `get_name()`: Returns item name (e.g. `"default:stone"`).
2982 * `set_name(item_name)`: Returns boolean whether item was cleared
2983 * `get_count()`: Returns number of items on the stack.
2984 * `set_count(count)`: Returns boolean whether item was cleared
2985 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
2986 * `set_wear(wear)`: Returns boolean whether item was cleared
2987 * `get_metadata()`: Returns metadata (a string attached to an item stack).
2988 * `set_metadata(metadata)`: Returns true.
2989 * `clear()`: removes all items from the stack, making it empty.
2990 * `replace(item)`: replace the contents of this stack.
2991 * `item` can also be an itemstring or table.
2992 * `to_string()`: Returns the stack in itemstring form.
2993 * `to_table()`: Returns the stack in Lua table form.
2994 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
2995 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
2996 * `is_known()`: Returns `true` if the item name refers to a defined item type.
2997 * `get_definition()`: Returns the item definition table.
2998 * `get_tool_capabilities()`: Returns the digging properties of the item,
2999 or those of the hand if none are defined for this item type
3000 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
3001 * `add_item(item)`: Put some item or stack onto this stack.
3002 Returns leftover `ItemStack`.
3003 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
3005 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
3006 Returns taken `ItemStack`.
3007 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
3008 Returns taken `ItemStack`.
3011 A 16-bit pseudorandom number generator.
3012 Uses a well-known LCG algorithm introduced by K&R.
3014 It can be created via `PseudoRandom(seed)`.
3017 * `next()`: return next integer random number [`0`...`32767`]
3018 * `next(min, max)`: return next integer random number [`min`...`max`]
3019 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
3020 due to the simple implementation making bad distribution otherwise.
3023 A 32-bit pseudorandom number generator.
3024 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
3026 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
3029 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
3030 * `next(min, max)`: return next integer random number [`min`...`max`]
3031 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
3032 * This is only a rough approximation of a normal distribution with:
3033 * mean = (max - min) / 2, and
3034 * variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)
3035 * Increasing num_trials improves accuracy of the approximation
3038 Interface for the operating system's crypto-secure PRNG.
3040 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3041 be found on the system.
3044 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3047 A perlin noise generator.
3048 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3049 or `PerlinNoise(noiseparams)`.
3050 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3051 or `minetest.get_perlin(noiseparams)`.
3054 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3055 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3057 ### `PerlinNoiseMap`
3058 A fast, bulk perlin noise generator.
3060 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3061 `minetest.get_perlin_map(noiseparams, size)`.
3063 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
3064 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3067 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3068 nil, this table will be used to store the result instead of creating a new table.
3072 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3073 with values starting at `pos={x=,y=}`
3074 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3075 of 3D noise with values starting at `pos={x=,y=,z=}`
3076 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3077 with values starting at `pos={x=,y=}`
3078 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3079 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3080 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3081 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3082 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3083 takes a chunk of `slice_size`.
3084 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3085 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3086 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3087 the starting position of the most recently calculated noise.
3088 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3089 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3090 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3094 #### About VoxelManip
3095 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3096 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3097 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3098 to with other methods of setting nodes. For example, nodes will not have their construction and
3099 destruction callbacks run, and no rollback information is logged.
3101 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3102 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3103 of high level node placement features, perhaps minetest.set_node() is better suited for the job.
3105 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3106 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3107 setting a 5x5x5 node area, a minetest.set_node() loop may be more optimal. Always profile code
3108 using both methods of map manipulation to determine which is most appropriate for your usage.
3110 #### Using VoxelManip
3111 A VoxelManip object can be created any time using either:
3112 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3114 If the optional position parameters are present for either of these routines, the specified region
3115 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3116 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3118 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3119 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3120 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3121 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3123 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3124 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3125 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3127 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3128 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3129 `VoxelManip:get_light_data()` for node light levels, and
3130 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3132 See section 'Flat array format' for more details.
3134 It is very important to understand that the tables returned by any of the above three functions
3135 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3136 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3137 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3138 otherwise explicitly stated.
3140 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3141 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3142 `VoxelManip:set_light_data()` for node light levels, and
3143 `VoxelManip:set_param2_data()` for the node type-dependent "param2" values.
3145 The parameter to each of the above three functions can use any table at all in the same flat array
3146 format as produced by get_data() et al. and is *not required* to be a table retrieved from get_data().
3148 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3149 to the map by calling `VoxelManip:write_to_map()`.
3151 Finally, a call to `VoxelManip:update_map()` is required to re-calculate lighting and set the blocks
3152 as being modified so that connected clients are sent the updated parts of map.
3155 ##### Flat array format
3157 `Nx = p2.X - p1.X + 1`,
3158 `Ny = p2.Y - p1.Y + 1`, and
3159 `Nz = p2.Z - p1.Z + 1`.
3161 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3162 the expression `Nx * Ny * Nz`.
3164 Positions offset from p1 are present in the array with the format of:
3167 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3168 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3170 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3171 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3173 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3175 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3179 and the array index for a position p contained completely in p1..p2 is:
3181 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3183 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3184 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3185 for a single point in a flat VoxelManip array.
3188 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3189 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3190 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3191 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3192 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3193 Note that the node being queried needs to have already been been registered.
3195 The following builtin node types have their Content IDs defined as constants:
3197 core.CONTENT_UNKNOWN (ID for "unknown" nodes)
3198 core.CONTENT_AIR (ID for "air" nodes)
3199 core.CONTENT_IGNORE (ID for "ignore" nodes)
3202 ##### Mapgen VoxelManip objects
3203 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3204 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3205 but with a few differences:
3207 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3208 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3209 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3210 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3211 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3212 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3213 consistency with the current map state. For this reason, calling any of the following functions:
3214 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3215 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3216 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3217 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3218 * `VoxelManip:update_map()` does not need to be called after `write_to_map()`. The map update is performed
3219 automatically after all on_generated callbacks have been run for that generated block.
3221 ##### Other API functions operating on a VoxelManip
3222 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3223 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3224 written all buffered data back to the VoxelManip object, save for special situations where the modder
3225 desires to only have certain liquid nodes begin flowing.
3227 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3228 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3230 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3231 except instead of placing the specified schematic directly on the map at the specified position, it
3232 will place the schematic inside of the VoxelManip.
3235 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3236 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3237 `VoxelManip:get_node_at()`.
3238 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3239 filled with "ignore" nodes.
3240 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3241 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3242 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3243 object in the same callback it had been created.
3244 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3245 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3246 buffer the function can use to write map data to instead of returning a new table each call. This
3247 greatly enhances performance by avoiding unnecessary memory allocations.
3250 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3251 the region formed by `p1` and `p2`.
3252 * returns actual emerged `pmin`, actual emerged `pmax`
3253 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
3254 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3255 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3256 the `VoxelManip` at that position
3257 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3258 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3259 * returns raw node data in the form of an array of node content IDs
3260 * if the param `buffer` is present, this table will be used to store the result instead
3261 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3262 * `update_map()`: Update map after writing chunk back to map.
3263 * To be used only by `VoxelManip` objects created by the mod itself;
3264 not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
3265 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3266 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3267 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3268 * (`p1`, `p2`) is the area in which lighting is set;
3269 defaults to the whole area if left out
3270 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3271 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3272 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3273 * `light = day + (night * 16)`
3274 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3276 * expects lighting data in the same format that `get_light_data()` returns
3277 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
3278 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3279 * If the param `buffer` is present, this table will be used to store the result instead
3280 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3281 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3282 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3283 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3285 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3286 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3287 * `update_liquids()`: Update liquid flow
3288 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3289 had been modified since the last read from map, due to a call to
3290 `minetest.set_data()` on the loaded area elsewhere
3291 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3294 A helper class for voxel areas.
3295 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3296 The coordinates are *inclusive*, like most other things in Minetest.
3299 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3300 `MinEdge` and `MaxEdge`
3301 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3302 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3303 * useful for things like `VoxelManip`, raw Schematic specifiers,
3304 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3305 * `indexp(p)`: same as above, except takes a vector
3306 * `position(i)`: returns the absolute position vector corresponding to index `i`
3307 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3308 * `containsp(p)`: same as above, except takes a vector
3309 * `containsi(i)`: same as above, except takes an index `i`
3310 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3311 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3312 * `iterp(minp, maxp)`: same as above, except takes a vector
3315 An interface to read config files in the format of `minetest.conf`.
3317 It can be created via `Settings(filename)`.
3320 * `get(key)`: returns a value
3321 * `get_bool(key)`: returns a boolean
3323 * `remove(key)`: returns a boolean (`true` for success)
3324 * `get_names()`: returns `{key1,...}`
3325 * `write()`: returns a boolean (`true` for success)
3326 * write changes to file
3327 * `to_table()`: returns `{[key1]=value1,...}`
3331 A mapgen object is a construct used in map generation. Mapgen objects can be used
3332 by an `on_generate` callback to speed up operations by avoiding unnecessary
3333 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3334 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3335 was called outside of an `on_generate()` callback, `nil` is returned.
3337 The following Mapgen objects are currently available:
3340 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3341 emerged position, in that order. All mapgens support this object.
3344 Returns an array containing the y coordinates of the ground levels of nodes in
3345 the most recently generated chunk by the current mapgen.
3348 Returns an array containing the biome IDs of nodes in the most recently
3349 generated chunk by the current mapgen.
3352 Returns an array containing the temperature values of nodes in the most
3353 recently generated chunk by the current mapgen.
3356 Returns an array containing the humidity values of nodes in the most recently
3357 generated chunk by the current mapgen.
3360 Returns a table mapping requested generation notification types to arrays of
3361 positions at which the corresponding generated structures are located at within
3362 the current chunk. To set the capture of positions of interest to be recorded
3363 on generate, use `minetest.set_gen_notify()`.
3365 Possible fields of the table returned are:
3371 * `large_cave_begin`
3375 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3376 numeric unique decoration ID.
3380 * Functions receive a "luaentity" as `self`:
3381 * It has the member `.name`, which is the registered name `("mod:thing")`
3382 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3383 * The original prototype stuff is visible directly via a metatable
3385 * `on_activate(self, staticdata, dtime_s)`
3386 * Called when the object is instantiated.
3387 * `dtime_s` is the time passed since the object was unloaded, which can
3388 be used for updating the entity state.
3389 * `on_step(self, dtime)`
3390 * Called on every server tick, after movement and collision processing.
3391 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3393 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
3394 * Called when somebody punches the object.
3395 * Note that you probably want to handle most punches using the
3396 automatic armor group system.
3397 * `puncher`: an `ObjectRef` (can be `nil`)
3398 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3399 * `tool_capabilities`: capability table of used tool (can be `nil`)
3400 * `dir`: unit vector of direction of punch. Always defined. Points from
3401 the puncher to the punched.
3402 * `on_rightclick(self, clicker)`
3403 * `get_staticdata(self)`
3404 * Should return a string that will be passed to `on_activate` when
3405 the object is instantiated the next time.
3410 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
3411 Often these bugs appear as subtle shadows in water.
3416 axiom, --string initial tree axiom
3417 rules_a, --string rules set A
3418 rules_b, --string rules set B
3419 rules_c, --string rules set C
3420 rules_d, --string rules set D
3421 trunk, --string trunk node name
3422 leaves, --string leaves node name
3423 leaves2, --string secondary leaves node name
3424 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3425 angle, --num angle in deg
3426 iterations, --num max # of iterations, usually 2 -5
3427 random_level, --num factor to lower nr of iterations, usually 0 - 3
3428 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3429 -- 2x2 nodes or 3x3 in cross shape
3430 thin_branches, --boolean true -> use thin (1 node) branches
3431 fruit, --string fruit node name
3432 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3433 seed, --num random seed; if no seed is provided, the engine will create one
3436 ### Key for Special L-System Symbols used in Axioms
3438 * `G`: move forward one unit with the pen up
3439 * `F`: move forward one unit with the pen down drawing trunks and branches
3440 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3441 * `T`: move forward one unit with the pen down drawing trunks only
3442 * `R`: move forward one unit with the pen down placing fruit
3443 * `A`: replace with rules set A
3444 * `B`: replace with rules set B
3445 * `C`: replace with rules set C
3446 * `D`: replace with rules set D
3447 * `a`: replace with rules set A, chance 90%
3448 * `b`: replace with rules set B, chance 80%
3449 * `c`: replace with rules set C, chance 70%
3450 * `d`: replace with rules set D, chance 60%
3451 * `+`: yaw the turtle right by `angle` parameter
3452 * `-`: yaw the turtle left by `angle` parameter
3453 * `&`: pitch the turtle down by `angle` parameter
3454 * `^`: pitch the turtle up by `angle` parameter
3455 * `/`: roll the turtle to the right by `angle` parameter
3456 * `*`: roll the turtle to the left by `angle` parameter
3457 * `[`: save in stack current state info
3458 * `]`: recover from stack state info
3461 Spawn a small apple tree:
3463 pos = {x=230,y=20,z=4}
3466 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3467 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3468 trunk="default:tree",
3469 leaves="default:leaves",
3473 trunk_type="single",
3476 fruit="default:apple"
3478 minetest.spawn_tree(pos,apple_tree)
3483 ### Object Properties
3488 collide_with_objects = true, -- collide with other objects if physical=true
3490 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
3491 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
3492 visual_size = {x=1, y=1},
3494 textures = {}, -- number of required textures depends on visual
3495 colors = {}, -- number of required colors depends on visual
3496 spritediv = {x=1, y=1},
3497 initial_sprite_basepos = {x=0, y=0},
3499 makes_footstep_sound = false,
3500 automatic_rotate = false,
3502 automatic_face_movement_dir = 0.0,
3503 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
3504 automatic_face_movement_max_rotation_per_sec = -1,
3505 -- ^ limit automatic rotation to this value in degrees per second. values < 0 no limit
3506 backface_culling = true, -- false to disable backface_culling for model
3507 nametag = "", -- by default empty, for players their name is shown if empty
3508 nametag_color = <color>, -- sets color of nametag as ColorSpec
3509 infotext = "", -- by default empty, text to be shown when pointed at object
3512 ### Entity definition (`register_entity`)
3515 -- Deprecated: Everything in object properties is read directly from here
3517 initial_properties = --[[<initial object properties>]],
3519 on_activate = function(self, staticdata, dtime_s),
3520 on_step = function(self, dtime),
3521 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
3522 on_rightclick = function(self, clicker),
3523 get_staticdata = function(self),
3524 -- ^ Called sometimes; the string returned is passed to on_activate when
3525 -- the entity is re-activated from static state
3527 -- Also you can define arbitrary member variables here
3528 myvariable = whatever,
3531 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3534 label = "Lava cooling",
3535 -- ^ Descriptive label for profiling purposes (optional).
3536 -- Definitions with identical labels will be listed as one.
3537 -- In the following two fields, also group:groupname will work.
3538 nodenames = {"default:lava_source"},
3539 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
3540 ^ If left out or empty, any neighbor will do ]]
3541 interval = 1.0, -- Operation interval in seconds
3542 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
3543 catch_up = true, -- If true, catch-up behaviour is enabled --[[
3544 ^ The chance value is temporarily reduced when returning to
3545 an area to simulate time lost by the area being unattended.
3546 ^ Note chance value can often be reduced to 1 ]]
3547 action = func(pos, node, active_object_count, active_object_count_wider),
3550 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
3553 label = "Upgrade legacy doors",
3554 -- ^ Descriptive label for profiling purposes (optional).
3555 -- Definitions with identical labels will be listed as one.
3556 name = "modname:replace_legacy_door",
3557 nodenames = {"default:lava_source"},
3558 -- ^ List of node names to trigger the LBM on.
3559 -- Also non-registered nodes will work.
3560 -- Groups (as of group:groupname) will work as well.
3561 run_at_every_load = false,
3562 -- ^ Whether to run the LBM's action every time a block gets loaded,
3563 -- and not just for blocks that were saved last time before LBMs were
3564 -- introduced to the world.
3565 action = func(pos, node),
3568 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
3571 description = "Steel Axe",
3572 groups = {}, -- key = name, value = rating; rating = 1..3.
3573 if rating not applicable, use 1.
3574 e.g. {wool = 1, fluffy = 3}
3575 {soil = 2, outerspace = 1, crumbly = 1}
3576 {bendy = 2, snappy = 1},
3577 {hard = 1, metal = 1, spikes = 1}
3578 inventory_image = "default_tool_steelaxe.png",
3580 wield_scale = {x = 1, y = 1, z = 1},
3583 liquids_pointable = false,
3584 tool_capabilities = {
3585 full_punch_interval = 1.0,
3589 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
3591 damage_groups = {groupname = damage},
3593 node_placement_prediction = nil,
3595 ^ If nil and item is node, prediction is made automatically
3596 ^ If nil and item is not a node, no prediction is made
3597 ^ If "" and item is anything, no prediction is made
3598 ^ Otherwise should be name of node which the client immediately places
3599 on ground when the player places the item. Server will always update
3600 actual result to client in a short moment.
3603 place = --[[<SimpleSoundSpec>]],
3606 on_place = func(itemstack, placer, pointed_thing),
3608 ^ Shall place item and return the leftover itemstack
3609 ^ The placer may be any ObjectRef or nil.
3610 ^ default: minetest.item_place ]]
3611 on_secondary_use = func(itemstack, user, pointed_thing),
3613 ^ Same as on_place but called when pointing at nothing.
3614 ^ The user may be any ObjectRef or nil.
3615 ^ pointed_thing : always { type = "nothing" }
3617 on_drop = func(itemstack, dropper, pos),
3619 ^ Shall drop item and return the leftover itemstack
3620 ^ The dropper may be any ObjectRef or nil.
3621 ^ default: minetest.item_drop ]]
3622 on_use = func(itemstack, user, pointed_thing),
3625 ^ Function must return either nil if no item shall be removed from
3626 inventory, or an itemstack to replace the original itemstack.
3627 e.g. itemstack:take_item(); return itemstack
3628 ^ Otherwise, the function is free to do what it wants.
3629 ^ The user may be any ObjectRef or nil.
3630 ^ The default functions handle regular use cases.
3632 after_use = func(itemstack, user, node, digparams),
3635 ^ If defined, should return an itemstack and will be called instead of
3636 wearing out the tool. If returns nil, does nothing.
3637 If after_use doesn't exist, it is the same as:
3638 function(itemstack, user, node, digparams)
3639 itemstack:add_wear(digparams.wear)
3642 ^ The user may be any ObjectRef or nil.
3648 * `{name="image.png", animation={Tile Animation definition}}`
3649 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
3650 tileable_horizontal=bool}`
3651 * backface culling enabled by default for most nodes
3652 * tileable flags are info for shaders, how they should treat texture
3653 when displacement mapping is used
3654 Directions are from the point of view of the tile texture,
3655 not the node it's on
3656 * deprecated, yet still supported field names:
3659 ### Tile animation definition
3660 * `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
3662 ### Node definition (`register_node`)
3665 -- <all fields allowed in item definitions>,
3667 drawtype = "normal", -- See "Node drawtypes"
3668 visual_scale = 1.0, --[[
3669 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
3670 ^ For plantlike, the image will start at the bottom of the node; for the
3671 ^ other drawtypes, the image will be centered on the node.
3672 ^ Note that positioning for "torchlike" may still change. ]]
3673 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
3674 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
3675 ^ List can be shortened to needed length ]]
3676 special_tiles = {tile definition 1, Tile definition 2}, --[[
3677 ^ Special textures of node; used rarely (old field name: special_materials)
3678 ^ List can be shortened to needed length ]]
3680 use_texture_alpha = false, -- Use texture's alpha channel
3681 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
3682 paramtype = "none", -- See "Nodes" --[[
3683 ^ paramtype = "light" allows light to propagate from or through the node with light value
3684 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
3685 paramtype2 = "none", -- See "Nodes"
3686 place_param2 = nil, -- Force value for param2 when player places node
3687 is_ground_content = true, -- If false, the cave generator will not carve through this
3688 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
3689 walkable = true, -- If true, objects collide with node
3690 pointable = true, -- If true, can be pointed at
3691 diggable = true, -- If false, can never be dug
3692 climbable = false, -- If true, can be climbed on (ladder)
3693 buildable_to = false, -- If true, placed nodes can replace this node
3694 floodable = false, -- If true, liquids flow into and replace this node
3695 liquidtype = "none", -- "none"/"source"/"flowing"
3696 liquid_alternative_flowing = "", -- Flowing version of source liquid
3697 liquid_alternative_source = "", -- Source version of flowing liquid
3698 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
3699 liquid_renewable = true, --[[
3700 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
3702 ^ Block contains level in param2. Value is default level, used for snow.
3703 ^ Don't forget to use "leveled" type nodebox. ]]
3704 liquid_range = 8, -- number of flowing nodes around source (max. 8)
3705 drowning = 0, -- Player will take this amount of damage if no bubbles are left
3706 light_source = 0, --[[
3707 ^ Amount of light emitted by node.
3708 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
3709 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
3710 damage_per_second = 0, -- If player is inside node, this damage is caused
3711 node_box = {type="regular"}, -- See "Node boxes"
3712 connects_to = nodenames, --[[
3713 * Used for nodebox nodes with the type == "connected"
3714 * Specifies to what neighboring nodes connections will be drawn
3715 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
3716 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
3717 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
3719 selection_box = {type="regular"}, -- See "Node boxes" --[[
3720 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
3721 legacy_facedir_simple = false, -- Support maps made in and before January 2012
3722 legacy_wallmounted = false, -- Support maps made in and before January 2012
3724 footstep = <SimpleSoundSpec>,
3725 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
3726 dug = <SimpleSoundSpec>,
3727 place = <SimpleSoundSpec>,
3728 place_failed = <SimpleSoundSpec>,
3730 drop = "", -- Name of dropped node when dug. Default is the node itself.
3733 max_items = 1, -- Maximum number of items to drop.
3734 items = { -- Choose max_items randomly from this list.
3736 items = {"foo:bar", "baz:frob"}, -- Items to drop.
3737 rarity = 1, -- Probability of dropping is 1 / rarity.
3742 on_construct = func(pos), --[[
3743 ^ Node constructor; called after adding node
3744 ^ Can set up metadata and stuff like that
3745 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3747 on_destruct = func(pos), --[[
3748 ^ Node destructor; called before removing node
3749 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3751 after_destruct = func(pos, oldnode), --[[
3752 ^ Node destructor; called after removing node
3753 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3756 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
3757 ^ Called after constructing node when node was placed using
3758 minetest.item_place_node / minetest.place_node
3759 ^ If return true no item is taken from itemstack
3761 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
3762 ^ oldmetadata is in table format
3763 ^ Called after destructing node when node was dug using
3764 minetest.node_dig / minetest.dig_node
3766 can_dig = function(pos, [player]) --[[
3767 ^ returns true if node can be dug, or false if not
3770 on_punch = func(pos, node, puncher, pointed_thing), --[[
3771 ^ default: minetest.node_punch
3772 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
3773 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
3775 ^ if defined, itemstack will hold clicker's wielded item
3776 ^ Shall return the leftover itemstack
3777 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
3779 on_dig = func(pos, node, digger), --[[
3780 ^ default: minetest.node_dig
3781 ^ By default: checks privileges, wears out tool and removes node ]]
3783 on_timer = function(pos,elapsed), --[[
3785 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
3786 ^ elapsed is the total time passed since the timer was started
3787 ^ return true to run the timer for another cycle with the same timeout value ]]
3789 on_receive_fields = func(pos, formname, fields, sender), --[[
3790 ^ fields = {name1 = value1, name2 = value2, ...}
3791 ^ Called when an UI form (e.g. sign text input) returns data
3794 allow_metadata_inventory_move = func(pos, from_list, from_index,
3795 to_list, to_index, count, player), --[[
3796 ^ Called when a player wants to move items inside the inventory
3797 ^ Return value: number of items allowed to move ]]
3799 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
3800 ^ Called when a player wants to put something into the inventory
3801 ^ Return value: number of items allowed to put
3802 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3804 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3805 ^ Called when a player wants to take something out of the inventory
3806 ^ Return value: number of items allowed to take
3807 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3809 on_metadata_inventory_move = func(pos, from_list, from_index,
3810 to_list, to_index, count, player),
3811 on_metadata_inventory_put = func(pos, listname, index, stack, player),
3812 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3813 ^ Called after the actual action has happened, according to what was allowed.
3814 ^ No return value ]]
3816 on_blast = func(pos, intensity), --[[
3817 ^ intensity: 1.0 = mid range of regular TNT
3818 ^ If defined, called when an explosion touches the node, instead of
3819 removing the node ]]
3822 ### Recipe for `register_craft` (shaped)
3825 output = 'default:pick_stone',
3827 {'default:cobble', 'default:cobble', 'default:cobble'},
3828 {'', 'default:stick', ''},
3829 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
3831 replacements = --[[<optional list of item pairs,
3832 replace one input item with another item on crafting>]]
3835 ### Recipe for `register_craft` (shapeless)
3839 output = 'mushrooms:mushroom_stew',
3842 "mushrooms:mushroom_brown",
3843 "mushrooms:mushroom_red",
3845 replacements = --[[<optional list of item pairs,
3846 replace one input item with another item on crafting>]]
3849 ### Recipe for `register_craft` (tool repair)
3852 type = "toolrepair",
3853 additional_wear = -0.02,
3856 ### Recipe for `register_craft` (cooking)
3860 output = "default:glass",
3861 recipe = "default:sand",
3865 ### Recipe for `register_craft` (furnace fuel)
3869 recipe = "default:leaves",
3873 ### Ore definition (`register_ore`)
3876 ore_type = "scatter", -- See "Ore types"
3877 ore = "default:stone_with_coal",
3878 wherein = "default:stone",
3879 -- ^ a list of nodenames is supported too
3880 clust_scarcity = 8*8*8,
3881 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
3882 -- ^ This value should be *MUCH* higher than your intuition might tell you!
3884 -- ^ Number of ores in a cluster
3886 -- ^ Size of the bounding box of the cluster
3887 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
3891 -- ^ Attributes for this ore generation
3892 noise_threshold = 0.5,
3893 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
3894 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
3895 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
3896 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
3897 random_factor = 1.0,
3898 -- ^ Multiplier of the randomness contribution to the noise value at any
3899 -- given point to decide if ore should be placed. Set to 0 for solid veins.
3900 -- ^ This parameter is only valid for ore_type == "vein".
3901 biomes = {"desert", "rainforest"}
3902 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3903 -- ^ and ignored if the Mapgen being used does not support biomes.
3904 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3907 ### Biome definition (`register_biome`)
3910 The Biome API is still in an experimental phase and subject to change.
3914 node_dust = "default:snow",
3915 -- ^ Node dropped onto upper surface after all else is generated.
3916 node_top = "default:dirt_with_snow",
3918 -- ^ Node forming surface layer of biome and thickness of this layer.
3919 node_filler = "default:permafrost",
3921 -- ^ Node forming lower layer of biome and thickness of this layer.
3922 node_stone = "default:bluestone",
3923 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
3924 node_water_top = "default:ice",
3925 depth_water_top = 10,
3926 -- ^ Node forming a surface layer in seawater with the defined thickness.
3928 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
3929 node_river_water = "default:ice",
3930 -- ^ Node that replaces river water in mapgens that use default:river_water.
3931 node_riverbed = "default:gravel",
3933 -- ^ Node placed under river water and thickness of this layer.
3936 -- ^ Lower and upper limits for biome.
3937 -- ^ Because biome is not recalculated for every node in a node column
3938 -- ^ some biome materials can exceed their limits, especially stone.
3939 -- ^ For each node column in a mapchunk, biome is only recalculated at column
3940 -- ^ top and at each of these surfaces:
3941 -- ^ Ground below air, water below air, ground below water.
3942 -- ^ The selected biome then stays in effect for all nodes below until
3943 -- ^ column base or the next biome recalculation.
3945 humidity_point = 50,
3946 -- ^ Characteristic average temperature and humidity for the biome.
3947 -- ^ These values create 'biome points' on a voronoi diagram that has heat
3948 -- ^ and humidity as axes. The resulting voronoi cells determine which
3949 -- ^ heat/humidity points belong to which biome, and therefore determine
3950 -- ^ the area and location of each biome in the world.
3951 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
3952 -- ^ diagram to result in roughly equal size biomes.
3953 -- ^ Heat and humidity have average values of 50, vary mostly between
3954 -- ^ 0 and 100 but also often exceed these values.
3955 -- ^ Heat is not in degrees celcius, both values are abstract.
3958 ### Decoration definition (`register_decoration`)
3961 deco_type = "simple", -- See "Decoration types"
3962 place_on = "default:dirt_with_grass",
3963 -- ^ Node (or list of nodes) that the decoration can be placed on
3965 -- ^ Size of divisions made in the chunk being generated.
3966 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
3968 -- ^ Ratio of the area to be uniformly filled by the decoration.
3969 -- ^ Used only if noise_params is not specified.
3970 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
3971 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
3972 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
3973 biomes = {"Oceanside", "Hills", "Plains"},
3974 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3975 -- ^ and ignored if the Mapgen being used does not support biomes.
3976 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3979 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
3980 -- ^ This parameter refers to the `y` position of the decoration base, so
3981 -- the actual maximum height would be `height_max + size.Y`.
3982 spawn_by = "default:water",
3983 -- ^ Node (or list of nodes) that the decoration only spawns next to.
3984 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
3985 -- ^ one plane at Y = surface and one plane at Y = surface = + 1.
3987 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
3988 -- ^ If absent or -1, decorations occur next to any nodes.
3989 flags = "liquid_surface, force_placement",
3990 -- ^ Flags for all decoration types.
3991 -- ^ "liquid_surface": Instead of placement on the highest solid surface
3992 -- ^ in a mapchunk column, placement is on the highest liquid surface.
3993 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
3994 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
3996 ----- Simple-type parameters
3997 decoration = "default:grass",
3998 -- ^ The node name used as the decoration.
3999 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
4001 -- ^ Number of nodes high the decoration is made.
4002 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
4004 -- ^ Number of nodes the decoration can be at maximum.
4005 -- ^ If absent, the parameter 'height' is used as a constant.
4007 ----- Schematic-type parameters
4008 schematic = "foobar.mts",
4009 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
4010 -- ^ specified Minetest schematic file.
4011 -- ^ - OR -, could be the ID of a previously registered schematic
4012 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
4013 -- ^ and an optional table yslice_prob:
4015 size = {x=4, y=6, z=4},
4017 {name="default:cobble", param1=255, param2=0},
4018 {name="default:dirt_with_grass", param1=255, param2=0},
4019 {name="ignore", param1=255, param2=0},
4020 {name="air", param1=255, param2=0},
4029 -- ^ See 'Schematic specifier' for details.
4030 replacements = {["oldname"] = "convert_to", ...},
4031 flags = "place_center_x, place_center_y, place_center_z",
4032 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
4033 rotation = "90" -- rotate schematic 90 degrees on placement
4034 -- ^ Rotation can be "0", "90", "180", "270", or "random".
4037 ### Chat command definition (`register_chatcommand`)
4040 params = "<name> <privilege>", -- Short parameter description
4041 description = "Remove privilege from player", -- Full description
4042 privs = {privs=true}, -- Require the "privs" privilege to run
4043 func = function(name, param), -- Called when command is run.
4044 -- Returns boolean success and text output.
4047 ### Detached inventory callbacks
4050 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4051 -- ^ Called when a player wants to move items inside the inventory
4052 -- ^ Return value: number of items allowed to move
4054 allow_put = func(inv, listname, index, stack, player),
4055 -- ^ Called when a player wants to put something into the inventory
4056 -- ^ Return value: number of items allowed to put
4057 -- ^ Return value: -1: Allow and don't modify item count in inventory
4059 allow_take = func(inv, listname, index, stack, player),
4060 -- ^ Called when a player wants to take something out of the inventory
4061 -- ^ Return value: number of items allowed to take
4062 -- ^ Return value: -1: Allow and don't modify item count in inventory
4064 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4065 on_put = func(inv, listname, index, stack, player),
4066 on_take = func(inv, listname, index, stack, player),
4067 -- ^ Called after the actual action has happened, according to what was allowed.
4068 -- ^ No return value
4071 ### HUD Definition (`hud_add`, `hud_get`)
4074 hud_elem_type = "image", -- see HUD element types
4075 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
4076 position = {x=0.5, y=0.5},
4077 -- ^ Left corner position of element
4083 -- ^ Selected item in inventory. 0 for no item selected.
4085 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
4086 alignment = {x=0, y=0},
4087 -- ^ See "HUD Element Types"
4088 offset = {x=0, y=0},
4089 -- ^ See "HUD Element Types"
4090 size = { x=100, y=100 },
4091 -- ^ Size of element in pixels
4094 ### Particle definition (`add_particle`)
4097 pos = {x=0, y=0, z=0},
4098 velocity = {x=0, y=0, z=0},
4099 acceleration = {x=0, y=0, z=0},
4100 -- ^ Spawn particle at pos with velocity and acceleration
4102 -- ^ Disappears after expirationtime seconds
4104 collisiondetection = false,
4105 -- ^ collisiondetection: if true collides with physical objects
4106 collision_removal = false,
4107 -- ^ collision_removal: if true then particle is removed when it collides,
4108 -- ^ requires collisiondetection = true to have any effect
4110 -- ^ vertical: if true faces player using y axis only
4111 texture = "image.png",
4112 -- ^ Uses texture (string)
4113 playername = "singleplayer"
4114 -- ^ optional, if specified spawns particle only on the player's client
4117 ### `ParticleSpawner` definition (`add_particlespawner`)
4122 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
4123 minpos = {x=0, y=0, z=0},
4124 maxpos = {x=0, y=0, z=0},
4125 minvel = {x=0, y=0, z=0},
4126 maxvel = {x=0, y=0, z=0},
4127 minacc = {x=0, y=0, z=0},
4128 maxacc = {x=0, y=0, z=0},
4133 -- ^ The particle's properties are random values in between the bounds:
4134 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
4135 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
4136 collisiondetection = false,
4137 -- ^ collisiondetection: if true uses collision detection
4138 collision_removal = false,
4139 -- ^ collision_removal: if true then particle is removed when it collides,
4140 -- ^ requires collisiondetection = true to have any effect
4141 attached = ObjectRef,
4142 -- ^ attached: if defined, makes particle positions relative to this object.
4144 -- ^ vertical: if true faces player using y axis only
4145 texture = "image.png",
4146 -- ^ Uses texture (string)
4147 playername = "singleplayer"
4148 -- ^ Playername is optional, if specified spawns particle only on the player's client
4151 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
4154 url = "http://example.org",
4156 -- ^ Timeout for connection in seconds. Default is 3 seconds.
4157 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
4158 -- ^ Optional, if specified a POST request with post_data is performed.
4159 -- ^ Accepts both a string and a table. If a table is specified, encodes table
4160 -- ^ as x-www-form-urlencoded key-value pairs.
4161 -- ^ If post_data ist not specified, a GET request is performed instead.
4162 user_agent = "ExampleUserAgent",
4163 -- ^ Optional, if specified replaces the default minetest user agent with given string
4164 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
4165 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
4166 -- ^ that the header strings follow HTTP specification ("Key: Value").
4168 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
4171 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
4175 -- ^ If true, the request has finished (either succeeded, failed or timed out)
4177 -- ^ If true, the request was succesful
4179 -- ^ If true, the request timed out
4181 -- ^ HTTP status code