1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
6 * (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, human readable name e.g. `name = Minetest`
66 * `description`: Short description to be shown in the content tab
67 * `disallowed_mapgens = <comma-separated mapgens>`
68 e.g. `disallowed_mapgens = v5,v6,flat`
69 These mapgens are removed from the list of mapgens for the game.
71 Used to set default settings when running this game.
73 In the same format as the one in builtin.
74 This settingtypes.txt will be parsed by the menu and the settings will be
75 displayed in the "Games" category in the advanced settings tab.
76 * If the game contains a folder called `textures` the server will load it as a
77 texturepack, overriding mod textures.
78 Any server texturepack will override mod textures and the game texturepack.
83 Games can provide custom main menu images. They are put inside a `menu`
84 directory inside the game directory.
86 The images are named `$identifier.png`, where `$identifier` is one of
87 `overlay`, `background`, `footer`, `header`.
88 If you want to specify multiple images for one identifier, add additional
89 images named like `$identifier.$n.png`, with an ascending number $n starting
90 with 1, and a random image will be chosen from the provided ones.
101 Paths are relative to the directories listed in the [Paths] section above.
103 * `games/<gameid>/mods/`
105 * `worlds/<worldname>/worldmods/`
110 It is possible to include a game in a world; in this case, no mods or
111 games are loaded or checked from anywhere else.
113 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
116 Mods should then be placed in `<worldname>/game/mods/`.
121 Mods can be put in a subdirectory, if the parent directory, which otherwise
122 should be a mod, contains a file named `modpack.conf`.
123 The file is a key-value store of modpack details.
125 * `name`: The modpack name.
126 * `description`: Description of mod to be shown in the Mods tab of the main
129 Note: to support 0.4.x, please also create an empty modpack.txt file.
131 Mod directory structure
132 -----------------------
138 │ ├── settingtypes.txt
142 │ │ ├── modname_stuff.png
143 │ │ └── modname_something_else.png
152 The location of this directory can be fetched by using
153 `minetest.get_modpath(modname)`.
157 A `Settings` file that provides meta information about the mod.
159 * `name`: The mod name. Allows Minetest to determine the mod name even if the
160 folder is wrongly named.
161 * `description`: Description of mod to be shown in the Mods tab of the main
163 * `depends`: A comma separated list of dependencies. These are mods that must be
164 loaded before this mod.
165 * `optional_depends`: A comma separated list of optional dependencies.
166 Like a dependency, but no error if the mod doesn't exist.
168 Note: to support 0.4.x, please also provide depends.txt.
172 A screenshot shown in the mod manager within the main menu. It should
173 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
177 **Deprecated:** you should use mod.conf instead.
179 This file is used if there are no dependencies in mod.conf.
181 List of mods that have to be loaded before loading this mod.
183 A single line contains a single modname.
185 Optional dependencies can be defined by appending a question mark
186 to a single modname. This means that if the specified mod
187 is missing, it does not prevent this mod from being loaded.
189 ### `description.txt`
191 **Deprecated:** you should use mod.conf instead.
193 This file is used if there is no description in mod.conf.
195 A file containing a description to be shown in the Mods tab of the main menu.
197 ### `settingtypes.txt`
199 The format is documented in `builtin/settingtypes.txt`.
200 It is parsed by the main menu settings dialogue to list mod-specific
201 settings in the "Mods" category.
205 The main Lua script. Running this script should register everything it
206 wants to register. Subsequent execution depends on minetest calling the
207 registered callbacks.
209 `minetest.settings` can be used to read custom or existing settings at load
210 time, if necessary. (See [`Settings`])
214 Models for entities or meshnodes.
216 ### `textures`, `sounds`, `media`
218 Media files (textures, sounds, whatever) that will be transferred to the
219 client and will be available for use by the mod.
223 Translation files for the clients. (See [Translations])
228 Registered names should generally be in this format:
232 `<whatever>` can have these characters:
236 This is to prevent conflicting names from corrupting maps and is
237 enforced by the mod loader.
239 Registered names can be overridden by prefixing the name with `:`. This can
240 be used for overriding the registrations of some other mod.
242 The `:` prefix can also be used for maintaining backwards compatibility.
246 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
247 So the name should be `experimental:tnt`.
249 Any mod can redefine `experimental:tnt` by using the name
253 when registering it. That mod is required to have `experimental` as a
262 Aliases of itemnames can be added by using
263 `minetest.register_alias(alias, original_name)` or
264 `minetest.register_alias_force(alias, original_name)`.
266 This adds an alias `alias` for the item called `original_name`.
267 From now on, you can use `alias` to refer to the item `original_name`.
269 The only difference between `minetest.register_alias` and
270 `minetest.register_alias_force` is that if an item named `alias` already exists,
271 `minetest.register_alias` will do nothing while
272 `minetest.register_alias_force` will unregister it.
274 This can be used for maintaining backwards compatibility.
276 This can also set quick access names for things, e.g. if
277 you have an item called `epiclylongmodname:stuff`, you could do
279 minetest.register_alias("stuff", "epiclylongmodname:stuff")
281 and be able to use `/giveme stuff`.
286 In a game, a certain number of these must be set to tell core mapgens which
287 of the game's nodes are to be used for core mapgen generation. For example:
289 minetest.register_alias("mapgen_stone", "default:stone")
291 ### Aliases for non-V6 mapgens
293 #### Essential aliases
296 * mapgen_water_source
297 * mapgen_river_water_source
299 `mapgen_river_water_source` is required for mapgens with sloping rivers where
300 it is necessary to have a river liquid node with a short `liquid_range` and
301 `liquid_renewable = false` to avoid flooding.
303 #### Optional aliases
307 Fallback lava node used if cave liquids are not defined in biome definitions.
308 Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
312 Fallback node used if dungeon nodes are not defined in biome definitions.
313 Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
315 ### Aliases needed for Mapgen V6
318 * mapgen_water_source
321 * mapgen_dirt_with_grass
324 * mapgen_desert_stone
326 * mapgen_dirt_with_snow
335 * mapgen_jungleleaves
338 * mapgen_pine_needles
341 * mapgen_stair_cobble
343 * mapgen_stair_desert_stone
345 ### Setting the node used in Mapgen Singlenode
347 By default the world is filled with air nodes. To set a different node use, for
350 minetest.register_alias("mapgen_singlenode", "default:stone")
358 Mods should generally prefix their textures with `modname_`, e.g. given
359 the mod name `foomod`, a texture could be called:
363 Textures are referred to by their complete name, or alternatively by
364 stripping out the file extension:
366 * e.g. `foomod_foothing.png`
367 * e.g. `foomod_foothing`
372 There are various texture modifiers that can be used
373 to generate textures on-the-fly.
375 ### Texture overlaying
377 Textures can be overlaid by putting a `^` between them.
381 default_dirt.png^default_grass_side.png
383 `default_grass_side.png` is overlaid over `default_dirt.png`.
384 The texture with the lower resolution will be automatically upscaled to
385 the higher resolution texture.
389 Textures can be grouped together by enclosing them in `(` and `)`.
391 Example: `cobble.png^(thing1.png^thing2.png)`
393 A texture for `thing1.png^thing2.png` is created and the resulting
394 texture is overlaid on top of `cobble.png`.
398 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
399 passing complex texture names as arguments. Escaping is done with backslash and
400 is required for `^` and `:`.
402 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
404 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
405 on top of `cobble.png`.
407 ### Advanced texture modifiers
413 * `[crack:<t>:<n>:<p>`
414 * `[cracko:<t>:<n>:<p>`
418 * `<t>`: tile count (in each direction)
419 * `<n>`: animation frame count
420 * `<p>`: current animation frame
422 Draw a step of the crack animation on the texture.
423 `crack` draws it normally, while `cracko` lays it over, keeping transparent
428 default_cobble.png^[crack:10:1
430 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
436 * `<file>`: texture to combine
438 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
439 specified coordinates.
443 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
445 #### `[resize:<w>x<h>`
447 Resizes the texture to the given dimensions.
451 default_sandstone.png^[resize:16x16
455 Makes the base image transparent according to the given ratio.
457 `r` must be between 0 (transparent) and 255 (opaque).
461 default_sandstone.png^[opacity:127
463 #### `[invert:<mode>`
465 Inverts the given channels of the base image.
466 Mode may contain the characters "r", "g", "b", "a".
467 Only the channels that are mentioned in the mode string will be inverted.
471 default_apple.png^[invert:rgb
475 Brightens the texture.
479 tnt_tnt_side.png^[brighten
483 Makes the texture completely opaque.
487 default_leaves.png^[noalpha
489 #### `[makealpha:<r>,<g>,<b>`
491 Convert one color to transparency.
495 default_cobble.png^[makealpha:128,128,128
499 * `<t>`: transformation(s) to apply
501 Rotates and/or flips the image.
503 `<t>` can be a number (between 0 and 7) or a transform name.
504 Rotations are counter-clockwise.
507 1 R90 rotate by 90 degrees
508 2 R180 rotate by 180 degrees
509 3 R270 rotate by 270 degrees
511 5 FXR90 flip X then rotate by 90 degrees
513 7 FYR90 flip Y then rotate by 90 degrees
517 default_stone.png^[transformFXR90
519 #### `[inventorycube{<top>{<left>{<right>`
521 Escaping does not apply here and `^` is replaced by `&` in texture names
524 Create an inventory cube texture using the side textures.
528 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
530 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
531 `dirt.png^grass_side.png` textures
533 #### `[lowpart:<percent>:<file>`
535 Blit the lower `<percent>`% part of `<file>` on the texture.
539 base.png^[lowpart:25:overlay.png
541 #### `[verticalframe:<t>:<n>`
543 * `<t>`: animation frame count
544 * `<n>`: current animation frame
546 Crops the texture to a frame of a vertical animation.
550 default_torch_animated.png^[verticalframe:16:8
554 Apply a mask to the base image.
556 The mask is applied using binary AND.
558 #### `[sheet:<w>x<h>:<x>,<y>`
560 Retrieves a tile at position x,y from the base image
561 which it assumes to be a tilesheet with dimensions w,h.
563 #### `[colorize:<color>:<ratio>`
565 Colorize the textures with the given color.
566 `<color>` is specified as a `ColorString`.
567 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
568 it is an int, then it specifies how far to interpolate between the
569 colors where 0 is only the texture color and 255 is only `<color>`. If
570 omitted, the alpha of `<color>` will be used as the ratio. If it is
571 the word "`alpha`", then each texture pixel will contain the RGB of
572 `<color>` and the alpha of `<color>` multiplied by the alpha of the
575 #### `[multiply:<color>`
577 Multiplies texture colors with the given color.
578 `<color>` is specified as a `ColorString`.
579 Result is more like what you'd expect if you put a color on top of another
580 color, meaning white surfaces get a lot of your new color while black parts
581 don't change very much.
586 The goal of hardware coloring is to simplify the creation of
587 colorful nodes. If your textures use the same pattern, and they only
588 differ in their color (like colored wool blocks), you can use hardware
589 coloring instead of creating and managing many texture files.
590 All of these methods use color multiplication (so a white-black texture
591 with red coloring will result in red-black color).
595 This method is useful if you wish to create nodes/items with
596 the same texture, in different colors, each in a new node/item definition.
600 When you register an item or node, set its `color` field (which accepts a
601 `ColorSpec`) to the desired color.
603 An `ItemStack`'s static color can be overwritten by the `color` metadata
604 field. If you set that field to a `ColorString`, that color will be used.
608 Each tile may have an individual static color, which overwrites every
609 other coloring method. To disable the coloring of a face,
610 set its color to white (because multiplying with white does nothing).
611 You can set the `color` property of the tiles in the node's definition
612 if the tile is in table format.
616 For nodes and items which can have many colors, a palette is more
617 suitable. A palette is a texture, which can contain up to 256 pixels.
618 Each pixel is one possible color for the node/item.
619 You can register one node/item, which can have up to 256 colors.
621 #### Palette indexing
623 When using palettes, you always provide a pixel index for the given
624 node or `ItemStack`. The palette is read from left to right and from
625 top to bottom. If the palette has less than 256 pixels, then it is
626 stretched to contain exactly 256 pixels (after arranging the pixels
627 to one line). The indexing starts from 0.
631 * 16x16 palette, index = 0: the top left corner
632 * 16x16 palette, index = 4: the fifth pixel in the first row
633 * 16x16 palette, index = 16: the pixel below the top left corner
634 * 16x16 palette, index = 255: the bottom right corner
635 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
636 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
637 to ensure the total 256 pixels.
638 * 2x4 palette, index = 32: the top right corner
639 * 2x4 palette, index = 63: the top right corner
640 * 2x4 palette, index = 64: the pixel below the top left corner
642 #### Using palettes with items
644 When registering an item, set the item definition's `palette` field to
645 a texture. You can also use texture modifiers.
647 The `ItemStack`'s color depends on the `palette_index` field of the
648 stack's metadata. `palette_index` is an integer, which specifies the
649 index of the pixel to use.
651 #### Linking palettes with nodes
653 When registering a node, set the item definition's `palette` field to
654 a texture. You can also use texture modifiers.
655 The node's color depends on its `param2`, so you also must set an
656 appropriate `paramtype2`:
658 * `paramtype2 = "color"` for nodes which use their full `param2` for
659 palette indexing. These nodes can have 256 different colors.
660 The palette should contain 256 pixels.
661 * `paramtype2 = "colorwallmounted"` for nodes which use the first
662 five bits (most significant) of `param2` for palette indexing.
663 The remaining three bits are describing rotation, as in `wallmounted`
664 paramtype2. Division by 8 yields the palette index (without stretching the
665 palette). These nodes can have 32 different colors, and the palette
666 should contain 32 pixels.
668 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
669 pixel will be picked from the palette.
670 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
671 pixel will be picked from the palette.
672 * `paramtype2 = "colorfacedir"` for nodes which use the first
673 three bits of `param2` for palette indexing. The remaining
674 five bits are describing rotation, as in `facedir` paramtype2.
675 Division by 32 yields the palette index (without stretching the
676 palette). These nodes can have 8 different colors, and the
677 palette should contain 8 pixels.
679 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
680 first (= 0 + 1) pixel will be picked from the palette.
681 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
682 second (= 1 + 1) pixel will be picked from the palette.
684 To colorize a node on the map, set its `param2` value (according
685 to the node's paramtype2).
687 ### Conversion between nodes in the inventory and on the map
689 Static coloring is the same for both cases, there is no need
692 If the `ItemStack`'s metadata contains the `color` field, it will be
693 lost on placement, because nodes on the map can only use palettes.
695 If the `ItemStack`'s metadata contains the `palette_index` field, it is
696 automatically transferred between node and item forms by the engine,
697 when a player digs or places a colored node.
698 You can disable this feature by setting the `drop` field of the node
699 to itself (without metadata).
700 To transfer the color to a special drop, you need a drop table.
704 minetest.register_node("mod:stone", {
705 description = "Stone",
706 tiles = {"default_stone.png"},
707 paramtype2 = "color",
708 palette = "palette.png",
711 -- assume that mod:cobblestone also has the same palette
712 {items = {"mod:cobblestone"}, inherit_color = true },
717 ### Colored items in craft recipes
719 Craft recipes only support item strings, but fortunately item strings
720 can also contain metadata. Example craft recipe registration:
722 minetest.register_craft({
723 output = minetest.itemstring_with_palette("wool:block", 3),
731 To set the `color` field, you can use `minetest.itemstring_with_color`.
733 Metadata field filtering in the `recipe` field are not supported yet,
734 so the craft output is independent of the color of the ingredients.
739 Sometimes hardware coloring is not enough, because it affects the
740 whole tile. Soft texture overlays were added to Minetest to allow
741 the dynamic coloring of only specific parts of the node's texture.
742 For example a grass block may have colored grass, while keeping the
745 These overlays are 'soft', because unlike texture modifiers, the layers
746 are not merged in the memory, but they are simply drawn on top of each
747 other. This allows different hardware coloring, but also means that
748 tiles with overlays are drawn slower. Using too much overlays might
751 For inventory and wield images you can specify overlays which
752 hardware coloring does not modify. You have to set `inventory_overlay`
753 and `wield_overlay` fields to an image name.
755 To define a node overlay, simply set the `overlay_tiles` field of the node
756 definition. These tiles are defined in the same way as plain tiles:
757 they can have a texture name, color etc.
758 To skip one face, set that overlay tile to an empty string.
760 Example (colored grass block):
762 minetest.register_node("default:dirt_with_grass", {
763 description = "Dirt with Grass",
764 -- Regular tiles, as usual
765 -- The dirt tile disables palette coloring
766 tiles = {{name = "default_grass.png"},
767 {name = "default_dirt.png", color = "white"}},
768 -- Overlay tiles: define them in the same style
769 -- The top and bottom tile does not have overlay
770 overlay_tiles = {"", "",
771 {name = "default_grass_side.png", tileable_vertical = false}},
772 -- Global color, used in inventory
774 -- Palette in the world
775 paramtype2 = "color",
776 palette = "default_foilage.png",
785 Only Ogg Vorbis files are supported.
787 For positional playing of sounds, only single-channel (mono) files are
788 supported. Otherwise OpenAL will play them non-positionally.
790 Mods should generally prefix their sounds with `modname_`, e.g. given
791 the mod name "`foomod`", a sound could be called:
795 Sounds are referred to by their name with a dot, a single digit and the
796 file extension stripped out. When a sound is played, the actual sound file
797 is chosen randomly from the matching sounds.
799 When playing the sound `foomod_foosound`, the sound is chosen randomly
800 from the available ones of the following files:
802 * `foomod_foosound.ogg`
803 * `foomod_foosound.0.ogg`
804 * `foomod_foosound.1.ogg`
806 * `foomod_foosound.9.ogg`
808 Examples of sound parameter tables:
810 -- Play locationless on all clients
812 gain = 1.0, -- default
813 fade = 0.0, -- default, change to a value > 0 to fade the sound in
814 pitch = 1.0, -- default
816 -- Play locationless to one player
819 gain = 1.0, -- default
820 fade = 0.0, -- default, change to a value > 0 to fade the sound in
821 pitch = 1.0, -- default
823 -- Play locationless to one player, looped
826 gain = 1.0, -- default
829 -- Play at a location
831 pos = {x = 1, y = 2, z = 3},
832 gain = 1.0, -- default
833 max_hear_distance = 32, -- default, uses an euclidean metric
835 -- Play connected to an object, looped
837 object = <an ObjectRef>,
838 gain = 1.0, -- default
839 max_hear_distance = 32, -- default, uses an euclidean metric
842 -- Play at a location, heard by anyone *but* the given player
844 pos = {x = 32, y = 0, z = 100},
845 max_hear_distance = 40,
846 exclude_player = name,
849 Looped sounds must either be connected to an object or played locationless to
850 one player using `to_player = name`.
852 A positional sound will only be heard by players that are within
853 `max_hear_distance` of the sound position, at the start of the sound.
855 `exclude_player = name` can be applied to locationless, positional and object-
856 bound sounds to exclude a single player from hearing them.
861 Specifies a sound name, gain (=volume) and pitch.
862 This is either a string or a table.
864 In string form, you just specify the sound name or
865 the empty string for no sound.
867 Table form has the following fields:
870 * `gain`: Volume (`1.0` = 100%)
871 * `pitch`: Pitch (`1.0` = 100%)
873 `gain` and `pitch` are optional and default to `1.0`.
879 * `"default_place_node"`: Play e.g. `default_place_node.ogg`
880 * `{name = "default_place_node"}`: Same as above
881 * `{name = "default_place_node", gain = 0.5}`: 50% volume
882 * `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
887 These sound files are played back by the engine if provided.
889 * `player_damage`: Played when the local player takes damage (gain = 0.5)
890 * `player_falling_damage`: Played when the local player takes
891 damage by falling (gain = 0.5)
892 * `default_dig_<groupname>`: Default node digging sound
893 (see node sound definition for details)
895 Registered definitions
896 ======================
898 Anything added using certain [Registration functions] gets added to one or more
899 of the global [Registered definition tables].
901 Note that in some cases you will stumble upon things that are not contained
902 in these tables (e.g. when a mod has been removed). Always check for
903 existence before trying to access the fields.
907 All nodes register with `minetest.register_node` get added to the table
908 `minetest.registered_nodes`.
910 If you want to check the drawtype of a node, you could do:
912 local function get_nodedef_field(nodename, fieldname)
913 if not minetest.registered_nodes[nodename] then
916 return minetest.registered_nodes[nodename][fieldname]
918 local drawtype = get_nodedef_field(nodename, "drawtype")
926 Nodes are the bulk data of the world: cubes and other things that take the
927 space of a cube. Huge amounts of them are handled efficiently, but they
930 The definition of a node is stored and can be accessed by using
932 minetest.registered_nodes[node.name]
934 See [Registered definitions].
936 Nodes are passed by value between Lua and the engine.
937 They are represented by a table:
939 {name="name", param1=num, param2=num}
941 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
942 them for certain automated functions. If you don't use these functions, you can
943 use them to store arbitrary values.
948 The functions of `param1` and `param2` are determined by certain fields in the
951 The function of `param1` is determined by `paramtype` in node definition.
952 `param1` is reserved for the engine when `paramtype != "none"`.
954 * `paramtype = "light"`
955 * The value stores light with and without sun in its upper and lower 4 bits
957 * Required by a light source node to enable spreading its light.
958 * Required by the following drawtypes as they determine their visual
959 brightness from their internal light value:
969 * `paramtype = "none"`
970 * `param1` will not be used by the engine and can be used to store
973 The function of `param2` is determined by `paramtype2` in node definition.
974 `param2` is reserved for the engine when `paramtype2 != "none"`.
976 * `paramtype2 = "flowingliquid"`
977 * Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
978 * The liquid level and a flag of the liquid are stored in `param2`
979 * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node
980 * Bit 3: If set, liquid is flowing downwards (no graphical effect)
981 * `paramtype2 = "wallmounted"`
982 * Supported drawtypes: "torchlike", "signlike", "normal", "nodebox", "mesh"
983 * The rotation of the node is stored in `param2`
984 * You can make this value by using `minetest.dir_to_wallmounted()`
986 * The value denotes at which direction the node is "mounted":
987 0 = y+, 1 = y-, 2 = x+, 3 = x-, 4 = z+, 5 = z-
988 * `paramtype2 = "facedir"`
989 * Supported drawtypes: "normal", "nodebox", "mesh"
990 * The rotation of the node is stored in `param2`. Furnaces and chests are
991 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
992 * Values range 0 - 23
993 * facedir / 4 = axis direction:
994 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
995 * facedir modulo 4 = rotation around that axis
996 * `paramtype2 = "leveled"`
997 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
999 * The level of the top face of the nodebox is stored in `param2`.
1000 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
1002 * The nodebox height is (`param2` / 64) nodes.
1003 * The maximum accepted value of `param2` is 127.
1005 * The height of the 'plantlike' section is stored in `param2`.
1006 * The height is (`param2` / 16) nodes.
1007 * `paramtype2 = "degrotate"`
1008 * Only valid for "plantlike" drawtype. The rotation of the node is stored in
1010 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
1011 get the actual rotation in degrees of the node.
1012 * `paramtype2 = "meshoptions"`
1013 * Only valid for "plantlike" drawtype. The value of `param2` becomes a
1014 bitfield which can be used to change how the client draws plantlike nodes.
1015 * Bits 0, 1 and 2 form a mesh selector.
1016 Currently the following meshes are choosable:
1017 * 0 = a "x" shaped plant (ordinary plant)
1018 * 1 = a "+" shaped plant (just rotated 45 degrees)
1019 * 2 = a "*" shaped plant with 3 faces instead of 2
1020 * 3 = a "#" shaped plant with 4 faces instead of 2
1021 * 4 = a "#" shaped plant with 4 faces that lean outwards
1022 * 5-7 are unused and reserved for future meshes.
1023 * Bits 3 through 7 are optional flags that can be combined and give these
1025 * bit 3 (0x08) - Makes the plant slightly vary placement horizontally
1026 * bit 4 (0x10) - Makes the plant mesh 1.4x larger
1027 * bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
1028 * bits 6-7 are reserved for future use.
1029 * `paramtype2 = "color"`
1030 * `param2` tells which color is picked from the palette.
1031 The palette should have 256 pixels.
1032 * `paramtype2 = "colorfacedir"`
1033 * Same as `facedir`, but with colors.
1034 * The first three bits of `param2` tells which color is picked from the
1035 palette. The palette should have 8 pixels.
1036 * `paramtype2 = "colorwallmounted"`
1037 * Same as `wallmounted`, but with colors.
1038 * The first five bits of `param2` tells which color is picked from the
1039 palette. The palette should have 32 pixels.
1040 * `paramtype2 = "glasslikeliquidlevel"`
1041 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1043 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1045 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1046 * `paramtype2 = "none"`
1047 * `param2` will not be used by the engine and can be used to store
1050 Nodes can also contain extra data. See [Node Metadata].
1055 There are a bunch of different looking node types.
1057 Look for examples in `games/minimal` or `games/minetest_game`.
1060 * A node-sized cube.
1062 * Invisible, uses no texture.
1064 * The cubic source node for a liquid.
1066 * The flowing version of a liquid, appears with various heights and slopes.
1068 * Often used for partially-transparent nodes.
1069 * Only external sides of textures are visible.
1070 * `glasslike_framed`
1071 * All face-connected nodes are drawn as one volume within a surrounding
1073 * The frame appearance is generated from the edges of the first texture
1074 specified in `tiles`. The width of the edges used are 1/16th of texture
1075 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1076 * The glass 'shine' (or other desired detail) on each node face is supplied
1077 by the second texture specified in `tiles`.
1078 * `glasslike_framed_optional`
1079 * This switches between the above 2 drawtypes according to the menu setting
1082 * Often used for partially-transparent nodes.
1083 * External and internal sides of textures are visible.
1084 * `allfaces_optional`
1085 * Often used for leaves nodes.
1086 * This switches between `normal`, `glasslike` and `allfaces` according to
1087 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1088 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1089 is used instead, if present. This allows a visually thicker texture to be
1090 used to compensate for how `glasslike` reduces visual thickness.
1092 * A single vertical texture.
1093 * If placed on top of a node, uses the first texture specified in `tiles`.
1094 * If placed against the underside of a node, uses the second texture
1095 specified in `tiles`.
1096 * If placed on the side of a node, uses the third texture specified in
1097 `tiles` and is perpendicular to that node.
1099 * A single texture parallel to, and mounted against, the top, underside or
1102 * Two vertical and diagonal textures at right-angles to each other.
1103 * See `paramtype2 = "meshoptions"` above for other options.
1105 * When above a flat surface, appears as 6 textures, the central 2 as
1106 `plantlike` plus 4 more surrounding those.
1107 * If not above a surface the central 2 do not appear, but the texture
1108 appears against the faces of surrounding nodes if they are present.
1110 * A 3D model suitable for a wooden fence.
1111 * One placed node appears as a single vertical post.
1112 * Adjacently-placed nodes cause horizontal bars to appear between them.
1114 * Often used for tracks for mining carts.
1115 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1116 curved, t-junction, crossing.
1117 * Each placed node automatically switches to a suitable rotated texture
1118 determined by the adjacent `raillike` nodes, in order to create a
1119 continuous track network.
1120 * Becomes a sloping node if placed against stepped nodes.
1122 * Often used for stairs and slabs.
1123 * Allows defining nodes consisting of an arbitrary number of boxes.
1124 * See [Node boxes] below for more information.
1126 * Uses models for nodes.
1127 * Tiles should hold model materials textures.
1128 * Only static meshes are implemented.
1129 * For supported model formats see Irrlicht engine documentation.
1130 * `plantlike_rooted`
1131 * Enables underwater `plantlike` without air bubbles around the nodes.
1132 * Consists of a base cube at the co-ordinates of the node plus a
1133 `plantlike` extension above with a height of `param2 / 16` nodes.
1134 * The `plantlike` extension visually passes through any nodes above the
1135 base cube without affecting them.
1136 * The base cube texture tiles are defined as normal, the `plantlike`
1137 extension uses the defined special tile, for example:
1138 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1140 `*_optional` drawtypes need less rendering time if deactivated
1141 (always client-side).
1146 Node selection boxes are defined using "node boxes".
1148 A nodebox is defined as any of:
1151 -- A normal cube; the default in most things
1155 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1157 fixed = box OR {box1, box2, ...}
1160 -- A variable height box (or boxes) with the top face position defined
1161 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1163 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1165 fixed = box OR {box1, box2, ...}
1168 -- A box like the selection box for torches
1169 -- (wallmounted param2 is used, if applicable)
1170 type = "wallmounted",
1176 -- A node that has optional boxes depending on neighbouring nodes'
1177 -- presence and type. See also `connects_to`.
1179 fixed = box OR {box1, box2, ...}
1180 connect_top = box OR {box1, box2, ...}
1181 connect_bottom = box OR {box1, box2, ...}
1182 connect_front = box OR {box1, box2, ...}
1183 connect_left = box OR {box1, box2, ...}
1184 connect_back = box OR {box1, box2, ...}
1185 connect_right = box OR {box1, box2, ...}
1186 -- The following `disconnected_*` boxes are the opposites of the
1187 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1188 -- on the respective side, the corresponding disconnected box is drawn.
1189 disconnected_top = box OR {box1, box2, ...}
1190 disconnected_bottom = box OR {box1, box2, ...}
1191 disconnected_front = box OR {box1, box2, ...}
1192 disconnected_left = box OR {box1, box2, ...}
1193 disconnected_back = box OR {box1, box2, ...}
1194 disconnected_right = box OR {box1, box2, ...}
1195 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1196 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1197 -- neighbours to the sides
1200 A `box` is defined as:
1202 {x1, y1, z1, x2, y2, z2}
1204 A box of a regular node would look like:
1206 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1211 Map terminology and coordinates
1212 ===============================
1214 Nodes, mapblocks, mapchunks
1215 ---------------------------
1217 A 'node' is the fundamental cubic unit of a world and appears to a player as
1218 roughly 1x1x1 meters in size.
1220 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1221 fundamental region of a world that is stored in the world database, sent to
1222 clients and handled by many parts of the engine.
1223 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1224 'node', however 'block' often appears in the API.
1226 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1227 (80x80x80 nodes) and is the volume of world generated in one operation by
1229 The size in mapblocks has been chosen to optimise map generation.
1234 ### Orientation of axes
1236 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1238 ### Node coordinates
1240 Almost all positions used in the API use node coordinates.
1242 ### Mapblock coordinates
1244 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1245 specify a particular mapblock.
1246 For example blockpos (0,0,0) specifies the mapblock that extends from
1247 node position (0,0,0) to node position (15,15,15).
1249 #### Converting node position to the containing blockpos
1251 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1254 * blockpos = math.floor(nodepos / 16)
1256 #### Converting blockpos to min/max node positions
1258 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1262 nodepos = blockpos * 16
1264 nodepos = blockpos * 16 + 15
1275 The position field is used for all element types.
1277 To account for differing resolutions, the position coordinates are the
1278 percentage of the screen, ranging in value from `0` to `1`.
1280 The name field is not yet used, but should contain a description of what the
1281 HUD element represents. The direction field is the direction in which something
1284 `0` draws from left to right, `1` draws from right to left, `2` draws from
1285 top to bottom, and `3` draws from bottom to top.
1287 The `alignment` field specifies how the item will be aligned. It is a table
1288 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1289 moved to the left/up, and `1` is to the right/down. Fractional values can be
1292 The `offset` field specifies a pixel offset from the position. Contrary to
1293 position, the offset is not scaled to screen size. This allows for some
1294 precisely positioned items in the HUD.
1296 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1299 The `z_index` field specifies the order of HUD elements from back to front.
1300 Lower z-index elements are displayed behind higher z-index elements. Elements
1301 with same z-index are displayed in an arbitrary order. Default 0.
1302 Supports negative values.
1304 Below are the specific uses for fields in each type; fields not listed for that
1309 Displays an image on the HUD.
1311 * `scale`: The scale of the image, with 1 being the original texture size.
1312 Only the X coordinate scale is used (positive values).
1313 Negative values represent that percentage of the screen it
1314 should take; e.g. `x=-100` means 100% (width).
1315 * `text`: The name of the texture that is displayed.
1316 * `alignment`: The alignment of the image.
1317 * `offset`: offset in pixels from position.
1321 Displays text on the HUD.
1323 * `scale`: Defines the bounding rectangle of the text.
1324 A value such as `{x=100, y=100}` should work.
1325 * `text`: The text to be displayed in the HUD element.
1326 * `number`: An integer containing the RGB value of the color used to draw the
1327 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1328 * `alignment`: The alignment of the text.
1329 * `offset`: offset in pixels from position.
1333 Displays a horizontal bar made up of half-images.
1335 * `text`: The name of the texture that is used.
1336 * `number`: The number of half-textures that are displayed.
1337 If odd, will end with a vertically center-split texture.
1339 * `offset`: offset in pixels from position.
1340 * `size`: If used, will force full-image size to this value (override texture
1345 * `text`: The name of the inventory list to be displayed.
1346 * `number`: Number of items in the inventory to be displayed.
1347 * `item`: Position of item that is selected.
1349 * `offset`: offset in pixels from position.
1353 Displays distance to selected world position.
1355 * `name`: The name of the waypoint.
1356 * `text`: Distance suffix. Can be blank.
1357 * `number:` An integer containing the RGB value of the color used to draw the
1359 * `world_pos`: World position of the waypoint.
1364 Representations of simple things
1365 ================================
1370 {x=num, y=num, z=num}
1372 For helper functions see [Spatial Vectors].
1377 * `{type="nothing"}`
1378 * `{type="node", under=pos, above=pos}`
1379 * Indicates a pointed node selection box.
1380 * `under` refers to the node position behind the pointed face.
1381 * `above` refers to the node position in front of the pointed face.
1382 * `{type="object", ref=ObjectRef}`
1384 Exact pointing location (currently only `Raycast` supports these fields):
1386 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1387 point on the selection box which is pointed at. May be in the selection box
1388 if the pointer is in the box too.
1389 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1391 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1392 selected selection box. This specifies which face is pointed at.
1393 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1399 Flag Specifier Format
1400 =====================
1402 Flags using the standardized flag specifier format can be specified in either
1403 of two ways, by string or table.
1405 The string format is a comma-delimited set of flag names; whitespace and
1406 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1407 flag, and specifying a flag prefixed by the string `"no"` explicitly
1408 clears the flag from whatever the default may be.
1410 In addition to the standard string flag format, the schematic flags field can
1411 also be a table of flag names to boolean values representing whether or not the
1412 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1413 is present, mapped to a boolean of any value, the specified flag is unset.
1415 E.g. A flag field of value
1417 {place_center_x = true, place_center_y=false, place_center_z=true}
1421 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1423 which is equivalent to
1425 "place_center_x, noplace_center_y, place_center_z"
1429 "place_center_x, place_center_z"
1431 since, by default, no schematic attributes are set.
1442 There are three kinds of items: nodes, tools and craftitems.
1444 * Node: Can be placed in the world's voxel grid
1445 * Tool: Has a wear property but cannot be stacked. The default use action is to
1446 dig nodes or hit objects according to its tool capabilities.
1447 * Craftitem: Cannot dig nodes or be placed
1452 All item stacks have an amount between 0 and 65535. It is 1 by
1453 default. Tool item stacks can not have an amount greater than 1.
1455 Tools use a wear (damage) value ranging from 0 to 65535. The
1456 value 0 is the default and is used for unworn tools. The values
1457 1 to 65535 are used for worn tools, where a higher value stands for
1458 a higher wear. Non-tools always have a wear value of 0.
1463 Items and item stacks can exist in three formats: Serializes, table format
1466 When an item must be passed to a function, it can usually be in any of
1471 This is called "stackstring" or "itemstring". It is a simple string with
1472 1-3 components: the full item identifier, an optional amount and an optional
1475 <identifier> [<amount>[ <wear>]]
1479 * `'default:apple'`: 1 apple
1480 * `'default:dirt 5'`: 5 dirt
1481 * `'default:pick_stone'`: a new stone pickaxe
1482 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1490 {name="default:dirt", count=5, wear=0, metadata=""}
1492 A wooden pick about 1/3 worn out:
1494 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1498 {name="default:apple", count=1, wear=0, metadata=""}
1502 A native C++ format with many helper methods. Useful for converting
1503 between formats. See the [Class reference] section for details.
1511 In a number of places, there is a group table. Groups define the
1512 properties of a thing (item, node, armor of entity, capabilities of
1513 tool) in such a way that the engine and other mods can can interact with
1514 the thing without actually knowing what the thing is.
1519 Groups are stored in a table, having the group names with keys and the
1520 group ratings as values. Group ratings are integer values within the
1521 range [-32767, 32767]. For example:
1524 groups = {crumbly=3, soil=1}
1526 -- A more special dirt-kind of thing
1527 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1529 Groups always have a rating associated with them. If there is no
1530 useful meaning for a rating for an enabled group, it shall be `1`.
1532 When not defined, the rating of a group defaults to `0`. Thus when you
1533 read groups, you must interpret `nil` and `0` as the same value, `0`.
1535 You can read the rating of a group for an item or a node by using
1537 minetest.get_item_group(itemname, groupname)
1542 Groups of items can define what kind of an item it is (e.g. wool).
1547 In addition to the general item things, groups are used to define whether
1548 a node is destroyable and how long it takes to destroy by a tool.
1553 For entities, groups are, as of now, used only for calculating damage.
1554 The rating is the percentage of damage caused by tools with this damage group.
1555 See [Entity damage mechanism].
1557 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1558 object.set_armor_groups({fleshy=30, cracky=80})
1563 Groups in tools define which groups of nodes and entities they are
1566 Groups in crafting recipes
1567 --------------------------
1569 An example: Make meat soup from any meat, any water and any bowl:
1572 output = 'food:meat_soup_raw',
1578 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1581 Another example: Make red wool from white wool and red dye:
1585 output = 'wool:red',
1586 recipe = {'wool:white', 'group:dye,basecolor_red'},
1592 The asterisk `(*)` after a group name describes that there is no engine
1593 functionality bound to it, and implementation is left up as a suggestion
1596 ### Node, item and tool groups
1598 * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
1599 that the item should be hidden in item lists.
1602 ### Node-only groups
1604 * `attached_node`: if the node under it is not a walkable block the node will be
1605 dropped as an item. If the node is wallmounted the wallmounted direction is
1607 * `bouncy`: value is bounce speed in percent
1608 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1609 connect to each other
1610 * `dig_immediate`: Player can always pick up node without reducing tool wear
1611 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1612 * `3`: the node always gets the digging time 0 seconds (torch)
1613 * `disable_jump`: Player (and possibly other things) cannot jump from node
1614 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1615 * `falling_node`: if there is no walkable block under the node it will fall
1616 * `float`: the node will not fall through liquids
1617 * `level`: Can be used to give an additional sense of progression in the game.
1618 * A larger level will cause e.g. a weapon of a lower level make much less
1619 damage, and get worn out much faster, or not be able to get drops
1620 from destroyed nodes.
1621 * `0` is something that is directly accessible at the start of gameplay
1622 * There is no upper limit
1623 * See also: `leveldiff` in [Tools]
1624 * `slippery`: Players and items will slide on the node.
1625 Slipperiness rises steadily with `slippery` value, starting at 1.
1628 ### Tool-only groups
1630 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1631 `"toolrepair"` crafting recipe
1634 ### `ObjectRef` groups
1636 * `immortal`: Skips all damage and breath handling for an object. This group
1637 will also hide the integrated HUD status bars for players, and is
1638 automatically set to all players when damage is disabled on the server.
1639 * `punch_operable`: For entities; disables the regular damage mechanism for
1640 players punching it by hand or a non-tool item, so that it can do something
1641 else than take damage.
1645 Known damage and digging time defining groups
1646 ---------------------------------------------
1648 * `crumbly`: dirt, sand
1649 * `cracky`: tough but crackable stuff like stone.
1650 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1651 plants, wire, sheets of metal
1652 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1653 * `fleshy`: Living things like animals and the player. This could imply
1654 some blood effects when hitting.
1655 * `explody`: Especially prone to explosions
1656 * `oddly_breakable_by_hand`:
1657 Can be added to nodes that shouldn't logically be breakable by the
1658 hand but are. Somewhat similar to `dig_immediate`, but times are more
1659 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1660 speed of a tool if the tool can dig at a faster speed than this
1661 suggests for the hand.
1663 Examples of custom groups
1664 -------------------------
1666 Item groups are often used for defining, well, _groups of items_.
1668 * `meat`: any meat-kind of a thing (rating might define the size or healing
1669 ability or be irrelevant -- it is not defined as of yet)
1670 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1672 * `flammable`: can be set on fire. Rating might define the intensity of the
1673 fire, affecting e.g. the speed of the spreading of an open fire.
1674 * `wool`: any wool (any origin, any color)
1675 * `metal`: any metal
1676 * `weapon`: any weapon
1677 * `heavy`: anything considerably heavy
1679 Digging time calculation specifics
1680 ----------------------------------
1682 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1683 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1684 faster digging time.
1686 The `level` group is used to limit the toughness of nodes a tool can dig
1687 and to scale the digging times / damage to a greater extent.
1689 **Please do understand this**, otherwise you cannot use the system to it's
1692 Tools define their properties by a list of parameters for groups. They
1693 cannot dig other groups; thus it is important to use a standard bunch of
1694 groups to enable interaction with tools.
1707 * Full punch interval
1708 * Maximum drop level
1709 * For an arbitrary list of groups:
1710 * Uses (until the tool breaks)
1711 * Maximum level (usually `0`, `1`, `2` or `3`)
1715 ### Full punch interval
1717 When used as a weapon, the tool will do full damage if this time is spent
1718 between punches. If e.g. half the time is spent, the tool will do half
1721 ### Maximum drop level
1723 Suggests the maximum level of node, when dug with the tool, that will drop
1724 it's useful item. (e.g. iron ore to drop a lump of iron).
1726 This is not automated; it is the responsibility of the node definition
1731 Determines how many uses the tool has when it is used for digging a node,
1732 of this group, of the maximum level. For lower leveled nodes, the use count
1733 is multiplied by `3^leveldiff`.
1734 `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
1735 node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
1737 * `uses=10, leveldiff=0`: actual uses: 10
1738 * `uses=10, leveldiff=1`: actual uses: 30
1739 * `uses=10, leveldiff=2`: actual uses: 90
1743 Tells what is the maximum level of a node of this group that the tool will
1748 List of digging times for different ratings of the group, for nodes of the
1751 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1752 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1753 for this group, and unable to dig the rating `1`, which is the toughest.
1754 Unless there is a matching group that enables digging otherwise.
1756 If the result digging time is 0, a delay of 0.15 seconds is added between
1757 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1758 i.e. players can more quickly click the nodes away instead of holding LMB.
1762 List of damage for groups of entities. See [Entity damage mechanism].
1764 Example definition of the capabilities of a tool
1765 ------------------------------------------------
1767 tool_capabilities = {
1768 full_punch_interval=1.5,
1771 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1773 damage_groups = {fleshy=2},
1776 This makes the tool be able to dig nodes that fulfil both of these:
1778 * Have the `crumbly` group
1779 * Have a `level` group less or equal to `2`
1781 Table of resulting digging times:
1783 crumbly 0 1 2 3 4 <- level
1785 1 0.80 1.60 1.60 - -
1786 2 0.60 1.20 1.20 - -
1787 3 0.40 0.80 0.80 - -
1789 level diff: 2 1 0 -1 -2
1791 Table of resulting tool uses:
1800 * At `crumbly==0`, the node is not diggable.
1801 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1802 easy nodes to be quickly breakable.
1803 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1808 Entity damage mechanism
1809 =======================
1814 foreach group in cap.damage_groups:
1815 damage += cap.damage_groups[group]
1816 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1817 * (object.armor_groups[group] / 100.0)
1818 -- Where object.armor_groups[group] is 0 for inexistent values
1821 Client predicts damage based on damage groups. Because of this, it is able to
1822 give an immediate response when an entity is damaged or dies; the response is
1823 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1825 Currently a smoke puff will appear when an entity dies.
1827 The group `immortal` completely disables normal damage.
1829 Entities can define a special armor group, which is `punch_operable`. This
1830 group disables the regular damage mechanism for players punching it by hand or
1831 a non-tool item, so that it can do something else than take damage.
1833 On the Lua side, every punch calls:
1835 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1838 This should never be called directly, because damage is usually not handled by
1841 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1842 accessed unless absolutely required, to encourage interoperability.
1843 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1844 * `tool_capabilities` can be `nil`.
1845 * `direction` is a unit vector, pointing from the source of the punch to
1847 * `damage` damage that will be done to entity
1848 Return value of this function will determine if damage is done by this function
1849 (retval true) or shall be done by engine (retval false)
1851 To punch an entity/object in Lua, call:
1853 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1855 * Return value is tool wear.
1856 * Parameters are equal to the above callback.
1857 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1858 will be automatically filled in based on the location of `puncher`.
1869 The instance of a node in the world normally only contains the three values
1870 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
1871 It is called "node metadata"; See `NodeMetaRef`.
1873 Node metadata contains two things:
1878 Some of the values in the key-value store are handled specially:
1880 * `formspec`: Defines a right-click inventory menu. See [Formspec].
1881 * `infotext`: Text shown on the screen when the node is pointed at
1885 local meta = minetest.get_meta(pos)
1886 meta:set_string("formspec",
1888 "list[context;main;0,0;8,4;]"..
1889 "list[current_player;main;0,5;8,4;]")
1890 meta:set_string("infotext", "Chest");
1891 local inv = meta:get_inventory()
1892 inv:set_size("main", 8*4)
1893 print(dump(meta:to_table()))
1896 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1897 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1898 [10] = "", [11] = "", [12] = "", [13] = "",
1899 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1900 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1901 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1902 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1906 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1914 Item stacks can store metadata too. See [`ItemStackMetaRef`].
1916 Item metadata only contains a key-value store.
1918 Some of the values in the key-value store are handled specially:
1920 * `description`: Set the item stack's description. Defaults to
1922 * `color`: A `ColorString`, which sets the stack's color.
1923 * `palette_index`: If the item has a palette, this is used to get the
1924 current color from the palette.
1928 local meta = stack:get_meta()
1929 meta:set_string("key", "value")
1930 print(dump(meta:to_table()))
1938 Formspec defines a menu. This supports inventories and some of the
1939 typical widgets like buttons, checkboxes, text input fields, etc.
1940 It is a string, with a somewhat strange format.
1942 A formspec is made out of formspec elements, which includes widgets
1943 like buttons but also can be used to set stuff like background color.
1945 Many formspec elements have a `name`, which is a unique identifier which
1946 is used when the server receives user input. You must not use the name
1947 "quit" for formspec elements.
1949 Spaces and newlines can be inserted between the blocks, as is used in the
1952 Position and size units are inventory slots unless the new coordinate system
1953 is enabled. `X` and `Y` position the formspec element relative to the top left
1954 of the menu or container. `W` and `H` are its width and height values.
1956 If the new system is enabled, all elements have unified coordinates for all
1957 elements with no padding or spacing in between. This is highly recommended
1958 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
1961 Inventories with a `player:<name>` inventory location are only sent to the
1962 player named `<name>`.
1964 When displaying text which can contain formspec code, e.g. text set by a player,
1965 use `minetest.formspec_escape`.
1966 For coloured text you can use `minetest.colorize`.
1968 Since formspec version 3, elements drawn in the order they are defined. All
1969 background elements are drawn before all other elements.
1971 **WARNING**: do _not_ use a element name starting with `key_`; those names are
1972 reserved to pass key press events to formspec!
1974 **WARNING**: Minetest allows you to add elements to every single formspec instance
1975 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
1976 appearing when you don't expect them to, or why things are styled differently
1977 to normal. See [`no_prepend[]`] and [Styling Formspecs].
1985 list[context;main;0,0;8,4;]
1986 list[current_player;main;0,5;8,4;]
1991 list[context;fuel;2,3;1,1;]
1992 list[context;src;2,1;1,1;]
1993 list[context;dst;5,1;2,2;]
1994 list[current_player;main;0,5;8,4;]
1996 ### Minecraft-like player inventory
1999 image[1,0.6;1,2;player.png]
2000 list[current_player;main;0,3.5;8,4;]
2001 list[current_player;craft;3,0;3,3;]
2002 list[current_player;craftpreview;7,1;1,1;]
2007 ### `formspec_version[<version>]`
2009 * Set the formspec version to a certain number. If not specified,
2010 version 1 is assumed.
2011 * Must be specified before `size` element.
2012 * Clients older than this version can neither show newer elements nor display
2013 elements with new arguments correctly.
2014 * Available since feature `formspec_version_element`.
2016 ### `size[<W>,<H>,<fixed_size>]`
2018 * Define the size of the menu in inventory slots
2019 * `fixed_size`: `true`/`false` (optional)
2020 * deprecated: `invsize[<W>,<H>;]`
2022 ### `position[<X>,<Y>]`
2024 * Must be used after `size` element.
2025 * Defines the position on the game window of the formspec's `anchor` point.
2026 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
2028 * [0.0, 0.0] sets the position to the top left corner of the game window.
2029 * [1.0, 1.0] sets the position to the bottom right of the game window.
2030 * Defaults to the center of the game window [0.5, 0.5].
2032 ### `anchor[<X>,<Y>]`
2034 * Must be used after both `size` and `position` (if present) elements.
2035 * Defines the location of the anchor point within the formspec.
2036 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2038 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2039 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2040 * Defaults to the center of the formspec [0.5, 0.5].
2042 * `position` and `anchor` elements need suitable values to avoid a formspec
2043 extending off the game window due to particular game window sizes.
2047 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2048 * Disables player:set_formspec_prepend() from applying to this formspec.
2050 ### `real_coordinates[<bool>]`
2052 * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
2053 * When set to true, all following formspec elements will use the new coordinate system.
2054 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
2055 (if present), the form size will use the new coordinate system.
2056 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
2057 They must enable it explicitly.
2058 * For information on converting forms to the new coordinate system, see `Migrating
2059 to Real Coordinates`.
2061 ### `container[<X>,<Y>]`
2063 * Start of a container block, moves all physical elements in the container by
2065 * Must have matching `container_end`
2066 * Containers can be nested, in which case the offsets are added
2067 (child containers are relative to parent containers)
2069 ### `container_end[]`
2071 * End of a container, following elements are no longer relative to this
2074 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
2076 * Show an inventory list if it has been sent to the client. Nothing will
2077 be shown if the inventory list is of size 0.
2078 * **Note**: With the new coordinate system, the spacing between inventory
2079 slots is one-fourth the size of an inventory slot.
2081 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2083 * Show an inventory list if it has been sent to the client. Nothing will
2084 be shown if the inventory list is of size 0.
2085 * **Note**: With the new coordinate system, the spacing between inventory
2086 slots is one-fourth the size of an inventory slot.
2088 ### `listring[<inventory location>;<list name>]`
2090 * Allows to create a ring of inventory lists
2091 * Shift-clicking on items in one element of the ring
2092 will send them to the next inventory list inside the ring
2093 * The first occurrence of an element inside the ring will
2094 determine the inventory where items will be sent to
2098 * Shorthand for doing `listring[<inventory location>;<list name>]`
2099 for the last two inventory lists added by list[...]
2101 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2103 * Sets background color of slots as `ColorString`
2104 * Sets background color of slots on mouse hovering
2106 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2108 * Sets background color of slots as `ColorString`
2109 * Sets background color of slots on mouse hovering
2110 * Sets color of slots border
2112 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2114 * Sets background color of slots as `ColorString`
2115 * Sets background color of slots on mouse hovering
2116 * Sets color of slots border
2117 * Sets default background color of tooltips
2118 * Sets default font color of tooltips
2120 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2122 * Adds tooltip for an element
2123 * `<bgcolor>` tooltip background color as `ColorString` (optional)
2124 * `<fontcolor>` tooltip font color as `ColorString` (optional)
2126 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2128 * Adds tooltip for an area. Other tooltips will take priority when present.
2129 * `<bgcolor>` tooltip background color as `ColorString` (optional)
2130 * `<fontcolor>` tooltip font color as `ColorString` (optional)
2132 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2136 ### `animated_image[<X>,<Y>;<W>,<H>;<texture name>:<frame count>,<frame duration>]`
2138 * Show an animated image. The image is drawn like a "vertical_frames" tile
2139 animation (See Tile animation definition), but uses a frame count/duration
2141 * `<texture name>` is the image to use
2142 * `<frame count>` is the number of frames animating the image
2143 * `<frame duration>` is in milliseconds
2145 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2147 * Show an inventory image of registered item/node
2149 ### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
2151 * Sets background color of formspec.
2152 * `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
2153 of the non-fullscreen and the fullscreen background.
2154 * `fullscreen` (optional) can be one of the following:
2155 * `false`: Only the non-fullscreen background color is drawn. (default)
2156 * `true`: Only the fullscreen background color is drawn.
2157 * `both`: The non-fullscreen and the fullscreen background color are drawn.
2158 * `neither`: No background color is drawn.
2159 * Note: Leave a parameter empty to not modify the value.
2160 * Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
2161 are not bools are only available since formspec version 3.
2163 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2165 * Example for formspec 8x4 in 16x resolution: image shall be sized
2166 8 times 16px times 4 times 16px.
2168 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2170 * Example for formspec 8x4 in 16x resolution:
2171 image shall be sized 8 times 16px times 4 times 16px
2172 * If `auto_clip` is `true`, the background is clipped to the formspec size
2173 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2175 ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2177 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2178 * Middle is a rect which defines the middle of the 9-slice.
2179 * `x` - The middle will be x pixels from all sides.
2180 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2181 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2182 will be added to the width and height of the texture, allowing it to be used as the
2183 distance from the far end.
2184 * All numbers in middle are integers.
2185 * Example for formspec 8x4 in 16x resolution:
2186 image shall be sized 8 times 16px times 4 times 16px
2187 * If `auto_clip` is `true`, the background is clipped to the formspec size
2188 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2189 * Available since formspec version 2
2191 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2193 * Textual password style field; will be sent to server when a button is clicked
2194 * When enter is pressed in field, fields.key_enter_field will be sent with the
2196 * With the old coordinate system, fields are a set height, but will be vertically
2197 centred on `H`. With the new coordinate system, `H` will modify the height.
2198 * `name` is the name of the field as returned in fields to `on_receive_fields`
2199 * `label`, if not blank, will be text printed on the top left above the field
2200 * See `field_close_on_enter` to stop enter closing the formspec
2202 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2204 * Textual field; will be sent to server when a button is clicked
2205 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2206 the name of this field.
2207 * With the old coordinate system, fields are a set height, but will be vertically
2208 centred on `H`. With the new coordinate system, `H` will modify the height.
2209 * `name` is the name of the field as returned in fields to `on_receive_fields`
2210 * `label`, if not blank, will be text printed on the top left above the field
2211 * `default` is the default value of the field
2212 * `default` may contain variable references such as `${text}` which
2213 will fill the value from the metadata value `text`
2214 * **Note**: no extra text or more than a single variable is supported ATM.
2215 * See `field_close_on_enter` to stop enter closing the formspec
2217 ### `field[<name>;<label>;<default>]`
2219 * As above, but without position/size units
2220 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2221 the name of this field.
2222 * Special field for creating simple forms, such as sign text input
2223 * Must be used without a `size[]` element
2224 * A "Proceed" button will be added automatically
2225 * See `field_close_on_enter` to stop enter closing the formspec
2227 ### `field_close_on_enter[<name>;<close_on_enter>]`
2229 * <name> is the name of the field
2230 * if <close_on_enter> is false, pressing enter in the field will submit the
2231 form but not close it.
2232 * defaults to true when not specified (ie: no tag for a field)
2234 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2236 * Same as fields above, but with multi-line input
2237 * If the text overflows, a vertical scrollbar is added.
2238 * If the name is empty, the textarea is read-only and
2239 the background is not shown, which corresponds to a multi-line label.
2241 ### `label[<X>,<Y>;<label>]`
2243 * The label formspec element displays the text set in `label`
2244 at the specified position.
2245 * **Note**: If the new coordinate system is enabled, labels are
2246 positioned from the center of the text, not the top.
2247 * The text is displayed directly without automatic line breaking,
2248 so label should not be used for big text chunks. Newlines can be
2249 used to make labels multiline.
2250 * **Note**: With the new coordinate system, newlines are spaced with
2251 half a coordinate. With the old system, newlines are spaced 2/5 of
2254 ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
2255 * Displays a static formatted text with hyperlinks.
2256 * `x`, `y`, `w` and `h` work as per field
2257 * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
2258 * `text` is the formatted text using `markup language` described below.
2260 ### `vertlabel[<X>,<Y>;<label>]`
2261 * Textual label drawn vertically
2262 * `label` is the text on the label
2263 * **Note**: If the new coordinate system is enabled, vertlabels are
2264 positioned from the center of the text, not the left.
2266 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2268 * Clickable button. When clicked, fields will be sent.
2269 * With the old coordinate system, buttons are a set height, but will be vertically
2270 centred on `H`. With the new coordinate system, `H` will modify the height.
2271 * `label` is the text on the button
2273 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2275 * `texture name` is the filename of an image
2276 * **Note**: Height is supported on both the old and new coordinate systems
2279 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2281 * `texture name` is the filename of an image
2282 * `noclip=true` means the image button doesn't need to be within specified
2284 * `drawborder`: draw button border or not
2285 * `pressed texture name` is the filename of an image on pressed state
2287 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2289 * `item name` is the registered name of an item/node
2290 * The item description will be used as the tooltip. This can be overridden with
2293 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2295 * When clicked, fields will be sent and the form will quit.
2296 * Same as `button` in all other respects.
2298 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2300 * When clicked, fields will be sent and the form will quit.
2301 * Same as `image_button` in all other respects.
2303 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2305 * Scrollable item list showing arbitrary text elements
2306 * `name` fieldname sent to server on doubleclick value is current selected
2308 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2310 * if you want a listelement to start with "#" write "##".
2312 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2314 * Scrollable itemlist showing arbitrary text elements
2315 * `name` fieldname sent to server on doubleclick value is current selected
2317 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2318 * if you want a listelement to start with "#" write "##"
2319 * Index to be selected within textlist
2320 * `true`/`false`: draw transparent background
2321 * See also `minetest.explode_textlist_event`
2322 (main menu: `core.explode_textlist_event`).
2324 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2326 * Show a tab**header** at specific position (ignores formsize)
2327 * `X` and `Y`: position of the tabheader
2328 * *Note*: Width and height are automatically chosen with this syntax
2329 * `name` fieldname data is transferred to Lua
2330 * `caption 1`...: name shown on top of tab
2331 * `current_tab`: index of selected tab 1...
2332 * `transparent` (optional): show transparent
2333 * `draw_border` (optional): draw border
2335 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2337 * Show a tab**header** at specific position (ignores formsize)
2338 * **Important note**: This syntax for tabheaders can only be used with the
2339 new coordinate system.
2340 * `X` and `Y`: position of the tabheader
2341 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2342 * `name` fieldname data is transferred to Lua
2343 * `caption 1`...: name shown on top of tab
2344 * `current_tab`: index of selected tab 1...
2345 * `transparent` (optional): show transparent
2346 * `draw_border` (optional): draw border
2348 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2350 * Show a tab**header** at specific position (ignores formsize)
2351 * **Important note**: This syntax for tabheaders can only be used with the
2352 new coordinate system.
2353 * `X` and `Y`: position of the tabheader
2354 * `W` and `H`: width and height of the tabheader
2355 * `name` fieldname data is transferred to Lua
2356 * `caption 1`...: name shown on top of tab
2357 * `current_tab`: index of selected tab 1...
2358 * `transparent` (optional): show transparent
2359 * `draw_border` (optional): draw border
2361 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2363 * Simple colored box
2364 * `color` is color specified as a `ColorString`.
2365 If the alpha component is left blank, the box will be semitransparent.
2367 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2369 * Show a dropdown field
2370 * **Important note**: There are two different operation modes:
2371 1. handle directly on change (only changed dropdown is submitted)
2372 2. read the value on pressing a button (all dropdown values are available)
2373 * `X` and `Y`: position of the dropdown
2374 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2375 * Fieldname data is transferred to Lua
2376 * Items to be shown in dropdown
2377 * Index of currently selected dropdown item
2379 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2381 * Show a dropdown field
2382 * **Important note**: This syntax for dropdowns can only be used with the
2383 new coordinate system.
2384 * **Important note**: There are two different operation modes:
2385 1. handle directly on change (only changed dropdown is submitted)
2386 2. read the value on pressing a button (all dropdown values are available)
2387 * `X` and `Y`: position of the dropdown
2388 * `W` and `H`: width and height of the dropdown
2389 * Fieldname data is transferred to Lua
2390 * Items to be shown in dropdown
2391 * Index of currently selected dropdown item
2393 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2396 * `name` fieldname data is transferred to Lua
2397 * `label` to be shown left of checkbox
2398 * `selected` (optional): `true`/`false`
2399 * **Note**: If the new coordinate system is enabled, checkboxes are
2400 positioned from the center of the checkbox, not the top.
2402 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2404 * Show a scrollbar using options defined by the previous `scrollbaroptions[]`
2405 * There are two ways to use it:
2406 1. handle the changed event (only changed scrollbar is available)
2407 2. read the value on pressing a button (all scrollbars are available)
2408 * `orientation`: `vertical`/`horizontal`
2409 * Fieldname data is transferred to Lua
2410 * Value of this trackbar is set to (`0`-`1000`) by default
2411 * See also `minetest.explode_scrollbar_event`
2412 (main menu: `core.explode_scrollbar_event`).
2414 ### `scrollbaroptions[opt1;opt2;...]`
2415 * Sets options for all following `scrollbar[]` elements
2417 * Sets scrollbar minimum value, defaults to `0`.
2419 * Sets scrollbar maximum value, defaults to `1000`.
2420 If the max is equal to the min, the scrollbar will be disabled.
2422 * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
2424 * If this is set to a negative number, the value will be reset to `10`.
2426 * Sets scrollbar step value used by page up and page down.
2427 * If this is set to a negative number, the value will be reset to `100`.
2429 * Sets size of the thumb on the scrollbar. Size is calculated in the number of
2430 units the thumb spans out of the range of the scrollbar values.
2431 * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
2432 would span a tenth of the scrollbar space.
2433 * If this is set to zero or less, the value will be reset to `1`.
2434 * `arrows=<show/hide/default>`
2435 * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
2436 when the scrollbar gets too small, but shows them otherwise.
2438 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2440 * Show scrollable table using options defined by the previous `tableoptions[]`
2441 * Displays cells as defined by the previous `tablecolumns[]`
2442 * `name`: fieldname sent to server on row select or doubleclick
2443 * `cell 1`...`cell n`: cell contents given in row-major order
2444 * `selected idx`: index of row to be selected within table (first row = `1`)
2445 * See also `minetest.explode_table_event`
2446 (main menu: `core.explode_table_event`).
2448 ### `tableoptions[<opt 1>;<opt 2>;...]`
2450 * Sets options for `table[]`
2452 * default text color (`ColorString`), defaults to `#FFFFFF`
2453 * `background=#RRGGBB`
2454 * table background color (`ColorString`), defaults to `#000000`
2455 * `border=<true/false>`
2456 * should the table be drawn with a border? (default: `true`)
2457 * `highlight=#RRGGBB`
2458 * highlight background color (`ColorString`), defaults to `#466432`
2459 * `highlight_text=#RRGGBB`
2460 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2461 * `opendepth=<value>`
2462 * all subtrees up to `depth < value` are open (default value = `0`)
2463 * only useful when there is a column of type "tree"
2465 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2467 * Sets columns for `table[]`
2468 * Types: `text`, `image`, `color`, `indent`, `tree`
2469 * `text`: show cell contents as text
2470 * `image`: cell contents are an image index, use column options to define
2472 * `color`: cell contents are a ColorString and define color of following
2474 * `indent`: cell contents are a number and define indentation of following
2476 * `tree`: same as indent, but user can open and close subtrees
2480 * for `text` and `image`: content alignment within cells.
2481 Available values: `left` (default), `center`, `right`, `inline`
2483 * for `text` and `image`: minimum width in em (default: `0`)
2484 * for `indent` and `tree`: indent width in em (default: `1.5`)
2485 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2486 Exception: defaults to 0 for indent columns
2487 * `tooltip=<value>`: tooltip text (default: empty)
2488 * `image` column options:
2489 * `0=<value>` sets image for image index 0
2490 * `1=<value>` sets image for image index 1
2491 * `2=<value>` sets image for image index 2
2492 * and so on; defined indices need not be contiguous empty or
2493 non-numeric cells are treated as `0`.
2494 * `color` column options:
2495 * `span=<value>`: number of following columns to affect
2496 (default: infinite).
2498 ### `style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]`
2500 * Set the style for the named element(s) `name`.
2501 * Note: this **must** be before the element is defined.
2502 * See [Styling Formspecs].
2505 ### `style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]`
2507 * Sets the style for all elements of type(s) `type` which appear after this element.
2508 * See [Styling Formspecs].
2510 Migrating to Real Coordinates
2511 -----------------------------
2513 In the old system, positions included padding and spacing. Padding is a gap between
2514 the formspec window edges and content, and spacing is the gaps between items. For
2515 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2516 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2517 in the new coordinate system from scratch.
2519 To recreate an old layout with padding, you'll need to pass the positions and sizes
2520 through the following formula to re-introduce padding:
2523 pos = (oldpos + 1)*spacing + padding
2529 You'll need to change the `size[]` tag like this:
2532 size = (oldsize-1)*spacing + padding*2 + 1
2535 A few elements had random offsets in the old system. Here is a table which shows these
2536 offsets when migrating:
2538 | Element | Position | Size | Notes
2539 |---------|------------|---------|-------
2540 | box | +0.3, +0.1 | 0, -0.4 |
2541 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2542 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2543 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2548 Formspec elements can be themed using the style elements:
2550 style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]
2551 style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]
2555 property_name=property_value
2557 A name/type can optionally be a comma separated list of names/types, like so:
2559 world_delete,world_create,world_configure
2564 style_type[button;bgcolor=#006699]
2565 style[world_delete;bgcolor=red;textcolor=yellow]
2566 button[4,3.95;2.6,1;world_delete;Delete]
2568 Setting a property to nothing will reset it to the default value. For example:
2570 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2571 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2574 ### Supported Element Types
2576 Some types may inherit styles from parent types.
2579 * button_exit, inherits from button
2586 * pwdfield, inherits from field
2589 * vertlabel, inherits from field
2595 ### Valid Properties
2598 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2600 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2601 * Default to false in formspec_version version 3 or higher
2602 * button, button_exit, image_button, item_image_button
2603 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2604 * bgcolor - color, sets button tint.
2605 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
2606 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
2607 * bgimg - standard background image. Defaults to none.
2608 * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
2609 * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
2610 See background9[] documentation for more details
2611 * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
2612 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
2613 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2614 * textcolor - color, default white.
2616 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2618 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2620 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2622 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2623 * field, pwdfield, textarea
2624 * border - set to false to hide the textbox background and border. Default true.
2625 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2626 * textcolor - color. Default white.
2628 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2629 * Default to false in formspec_version version 3 or higher
2631 * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
2633 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2634 * image_button (additional properties)
2635 * fgimg - standard image. Defaults to none.
2636 * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
2637 * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
2638 * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
2640 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2641 * textcolor - color. Default white.
2646 Markup language used in `hypertext[]` elements uses tag that look like HTML tags. Some
2647 tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
2648 Tags can have attributes, in that case, attributes are in the opening tag in
2649 form of a key/value separated with equal signs. Attribute values should not be quoted.
2651 These are the technically basic tags but see below for usual tags. Base tags are:
2653 `<style color=... font=... size=...>...</style>`
2655 Changes the style of the text.
2657 * `color`: Text color. Given color is a `colorspec`.
2658 * `size`: Text size.
2659 * `font`: Text font (`mono` or `normal`).
2661 `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
2666 * `background`: Text background, a `colorspec` or `none`.
2667 * `margin`: Page margins in pixel.
2668 * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
2670 Inheriting styles (affects child elements):
2671 * `color`: Default text color. Given color is a `colorspec`.
2672 * `hovercolor`: Color of <action> tags when mouse is over.
2673 * `size`: Default text size.
2674 * `font`: Default text font (`mono` or `normal`).
2675 * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
2677 This tag needs to be placed only once as it changes the global settings of the
2678 text. Anyway, if several tags are placed, each changed will be made in the order
2681 `<tag name=... color=... hovercolor=... font=... size=...>`
2683 Defines or redefines tag style. This can be used to define new tags.
2684 * `name`: Name of the tag to define or change.
2685 * `color`: Text color. Given color is a `colorspec`.
2686 * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
2687 * `size`: Text size.
2688 * `font`: Text font (`mono` or `normal`).
2690 Following tags are the usual tags for text layout. They are defined by default.
2691 Other tags can be added using `<tag ...>` tag.
2693 `<normal>...</normal>`: Normal size text
2695 `<big>...</big>`: Big text
2697 `<bigger>...</bigger>`: Bigger text
2699 `<center>...</center>`: Centered text
2701 `<left>...</left>`: Left-aligned text
2703 `<right>...</right>`: Right-aligned text
2705 `<justify>...</justify>`: Justified text
2707 `<mono>...</mono>`: Monospaced font
2709 `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
2711 `<action name=...>...</action>`
2713 Make that text a clickable text triggering an action.
2715 * `name`: Name of the action (mandatory).
2717 When clicked, the formspec is send to the server. The value of the text field
2718 sent to `on_player_receive_fields` will be "action:" concatenated to the action
2721 `<img name=... float=... width=... height=...>`
2723 Draws an image which is present in the client media cache.
2725 * `name`: Name of the texture (mandatory).
2726 * `float`: If present, makes the image floating (`left` or `right`).
2727 * `width`: Force image width instead of taking texture width.
2728 * `height`: Force image height instead of taking texture height.
2730 If only width or height given, texture aspect is kept.
2732 `<item name=... float=... width=... height=... rotate=...>`
2734 Draws an item image.
2736 * `name`: Item string of the item to draw (mandatory).
2737 * `float`: If present, makes the image floating (`left` or `right`).
2738 * `width`: Item image width.
2739 * `height`: Item image height.
2740 * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
2741 rotation speeds in percent of standard speed (-1000 to 1000). Works only if
2742 `inventory_items_animations` is set to true.
2743 * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
2744 X, Y and Z being angles around each three axes. Works only if
2745 `inventory_items_animations` is set to true.
2753 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2754 * `"current_player"`: Player to whom the menu is shown
2755 * `"player:<name>"`: Any player
2756 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2757 * `"detached:<name>"`: A detached inventory
2759 Player Inventory lists
2760 ----------------------
2762 * `main`: list containing the default inventory
2763 * `craft`: list containing the craft input
2764 * `craftpreview`: list containing the craft prediction
2765 * `craftresult`: list containing the crafted output
2766 * `hand`: list containing an override for the empty hand
2767 * Is not created automatically, use `InvRef:set_size`
2768 * Is only used to enhance the empty hand's tool capabilities
2776 `#RGB` defines a color in hexadecimal format.
2778 `#RGBA` defines a color in hexadecimal format and alpha channel.
2780 `#RRGGBB` defines a color in hexadecimal format.
2782 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2784 Named colors are also supported and are equivalent to
2785 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2786 To specify the value of the alpha channel, append `#AA` to the end of the color
2787 name (e.g. `colorname#08`). For named colors the hexadecimal string
2788 representing the alpha value must (always) be two hexadecimal digits.
2793 A ColorSpec specifies a 32-bit color. It can be written in any of the following
2796 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
2797 * `colorspec = {a=255, r=0, g=255, b=0}`
2798 * numerical form: The raw integer value of an ARGB8 quad:
2799 * `colorspec = 0xFF00FF00`
2800 * string form: A ColorString (defined above):
2801 * `colorspec = "green"`
2809 Most text can contain escape sequences, that can for example color the text.
2810 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2811 The following functions provide escape sequences:
2813 * `minetest.get_color_escape_sequence(color)`:
2814 * `color` is a ColorString
2815 * The escape sequence sets the text color to `color`
2816 * `minetest.colorize(color, message)`:
2818 `minetest.get_color_escape_sequence(color) ..
2820 minetest.get_color_escape_sequence("#ffffff")`
2821 * `minetest.get_background_escape_sequence(color)`
2822 * `color` is a ColorString
2823 * The escape sequence sets the background of the whole text element to
2824 `color`. Only defined for item descriptions and tooltips.
2825 * `minetest.strip_foreground_colors(str)`
2826 * Removes foreground colors added by `get_color_escape_sequence`.
2827 * `minetest.strip_background_colors(str)`
2828 * Removes background colors added by `get_background_escape_sequence`.
2829 * `minetest.strip_colors(str)`
2830 * Removes all color escape sequences.
2837 A spatial vector is similar to a position, but instead using
2838 absolute world coordinates, it uses *relative* coordinates, relative to
2839 no particular point.
2841 Internally, it is implemented as a table with the 3 fields
2842 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
2844 For the following functions, `v`, `v1`, `v2` are vectors,
2845 `p1`, `p2` are positions:
2847 * `vector.new(a[, b, c])`:
2849 * A copy of `a` if `a` is a vector.
2850 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2851 * `vector.direction(p1, p2)`:
2852 * Returns a vector of length 1 with direction `p1` to `p2`.
2853 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2854 * `vector.distance(p1, p2)`:
2855 * Returns zero or a positive number, the distance between `p1` and `p2`.
2856 * `vector.length(v)`:
2857 * Returns zero or a positive number, the length of vector `v`.
2858 * `vector.normalize(v)`:
2859 * Returns a vector of length 1 with direction of vector `v`.
2860 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2861 * `vector.floor(v)`:
2862 * Returns a vector, each dimension rounded down.
2863 * `vector.round(v)`:
2864 * Returns a vector, each dimension rounded to nearest integer.
2865 * `vector.apply(v, func)`:
2866 * Returns a vector where the function `func` has been applied to each
2868 * `vector.equals(v1, v2)`:
2869 * Returns a boolean, `true` if the vectors are identical.
2870 * `vector.sort(v1, v2)`:
2871 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2872 * `vector.angle(v1, v2)`:
2873 * Returns the angle between `v1` and `v2` in radians.
2874 * `vector.dot(v1, v2)`
2875 * Returns the dot product of `v1` and `v2`
2876 * `vector.cross(v1, v2)`
2877 * Returns the cross product of `v1` and `v2`
2879 For the following functions `x` can be either a vector or a number:
2881 * `vector.add(v, x)`:
2883 * If `x` is a vector: Returns the sum of `v` and `x`.
2884 * If `x` is a number: Adds `x` to each component of `v`.
2885 * `vector.subtract(v, x)`:
2887 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
2888 * If `x` is a number: Subtracts `x` from each component of `v`.
2889 * `vector.multiply(v, x)`:
2890 * Returns a scaled vector or Schur product.
2891 * `vector.divide(v, x)`:
2892 * Returns a scaled vector or Schur quotient.
2900 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2901 human-readable, handles reference loops.
2902 * `obj`: arbitrary variable
2903 * `name`: string, default: `"_"`
2904 * `dumped`: table, default: `{}`
2905 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2906 * `obj`: arbitrary variable
2907 * `dumped`: table, default: `{}`
2908 * `math.hypot(x, y)`
2909 * Get the hypotenuse of a triangle with legs x and y.
2910 Useful for distance calculation.
2911 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2912 * Get the sign of a number.
2913 * tolerance: number, default: `0.0`
2914 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2916 * `math.factorial(x)`: returns the factorial of `x`
2917 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2918 * `separator`: string, default: `","`
2919 * `include_empty`: boolean, default: `false`
2920 * `max_splits`: number, if it's negative, splits aren't limited,
2922 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2923 string or a pattern (regex), default: `false`
2924 * e.g. `"a,b":split","` returns `{"a","b"}`
2925 * `string:trim()`: returns the string without whitespace pre- and suffixes
2926 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2927 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2928 * Adds newlines to the string to keep it within the specified character
2930 * Note that the returned lines may be longer than the limit since it only
2931 splits at word borders.
2932 * `limit`: number, maximal amount of characters in one line
2933 * `as_table`: boolean, if set to true, a table of lines instead of a string
2934 is returned, default: `false`
2935 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2936 * `pos`: table {x=X, y=Y, z=Z}
2937 * Converts the position `pos` to a human-readable, printable string
2938 * `decimal_places`: number, if specified, the x, y and z values of
2939 the position are rounded to the given decimal place.
2940 * `minetest.string_to_pos(string)`: returns a position or `nil`
2941 * Same but in reverse.
2942 * If the string can't be parsed to a position, nothing is returned.
2943 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2944 * Converts a string representing an area box into two positions
2945 * `minetest.formspec_escape(string)`: returns a string
2946 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2948 * `minetest.is_yes(arg)`
2949 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2950 * `minetest.is_nan(arg)`
2951 * returns true when the passed number represents NaN.
2952 * `minetest.get_us_time()`
2953 * returns time with microsecond precision. May not return wall time.
2954 * `table.copy(table)`: returns a table
2955 * returns a deep copy of `table`
2956 * `table.indexof(list, val)`: returns the smallest numerical index containing
2957 the value `val` in the table `list`. Non-numerical indices are ignored.
2958 If `val` could not be found, `-1` is returned. `list` must not have
2960 * `table.insert_all(table, other_table)`:
2961 * Appends all values in `other_table` to `table` - uses `#table + 1` to
2963 * `table.key_value_swap(t)`: returns a table with keys and values swapped
2964 * If multiple keys in `t` map to the same value, the result is undefined.
2965 * `table.shuffle(table, [from], [to], [random_func])`:
2966 * Shuffles elements `from` to `to` in `table` in place
2967 * `from` defaults to `1`
2968 * `to` defaults to `#table`
2969 * `random_func` defaults to `math.random`. This function receives two
2970 integers as arguments and should return a random integer inclusively
2972 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2974 * returns the exact position on the surface of a pointed node
2975 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool
2977 Returns a table with the following fields:
2978 * `diggable`: `true` if node can be dug, `false` otherwise.
2979 * `time`: Time it would take to dig the node.
2980 * `wear`: How much wear would be added to the tool.
2981 `time` and `wear` are meaningless if node's not diggable
2983 * `groups`: Table of the node groups of the node that would be dug
2984 * `tool_capabilities`: Tool capabilities table of the tool
2985 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
2986 Simulates an item that punches an object.
2987 Returns a table with the following fields:
2988 * `hp`: How much damage the punch would cause.
2989 * `wear`: How much wear would be added to the tool.
2991 * `groups`: Damage groups of the object
2992 * `tool_capabilities`: Tool capabilities table of the item
2993 * `time_from_last_punch`: time in seconds since last punch action
3001 Texts can be translated client-side with the help of `minetest.translate` and
3004 Translating a string
3005 --------------------
3007 Two functions are provided to translate strings: `minetest.translate` and
3008 `minetest.get_translator`.
3010 * `minetest.get_translator(textdomain)` is a simple wrapper around
3011 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
3012 equivalent to `minetest.translate(textdomain, str, ...)`.
3013 It is intended to be used in the following way, so that it avoids verbose
3014 repetitions of `minetest.translate`:
3016 local S = minetest.get_translator(textdomain)
3019 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
3021 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
3022 the given `textdomain` for disambiguation. The textdomain must match the
3023 textdomain specified in the translation file in order to get the string
3024 translated. This can be used so that a string is translated differently in
3026 It is advised to use the name of the mod as textdomain whenever possible, to
3027 avoid clashes with other mods.
3028 This function must be given a number of arguments equal to the number of
3029 arguments the translated string expects.
3030 Arguments are literal strings -- they will not be translated, so if you want
3031 them to be, they need to come as outputs of `minetest.translate` as well.
3033 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
3034 by the translation of "Red". We can do the following:
3036 local S = minetest.get_translator()
3037 S("@1 Wool", S("Red"))
3039 This will be displayed as "Red Wool" on old clients and on clients that do
3040 not have localization enabled. However, if we have for instance a translation
3041 file named `wool.fr.tr` containing the following:
3046 this will be displayed as "Laine Rouge" on clients with a French locale.
3048 Operations on translated strings
3049 --------------------------------
3051 The output of `minetest.translate` is a string, with escape sequences adding
3052 additional information to that string so that it can be translated on the
3053 different clients. In particular, you can't expect operations like string.length
3054 to work on them like you would expect them to, or string.gsub to work in the
3055 expected manner. However, string concatenation will still work as expected
3056 (note that you should only use this for things like formspecs; do not translate
3057 sentences by breaking them into parts; arguments should be used instead), and
3058 operations such as `minetest.colorize` which are also concatenation.
3060 Translation file format
3061 -----------------------
3063 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
3064 it corresponds to. It must be put into the `locale` subdirectory of the mod.
3065 The file should be a text file, with the following format:
3067 * Lines beginning with `# textdomain:` (the space is significant) can be used
3068 to specify the text domain of all following translations in the file.
3069 * All other empty lines or lines beginning with `#` are ignored.
3070 * Other lines should be in the format `original=translated`. Both `original`
3071 and `translated` can contain escape sequences beginning with `@` to insert
3072 arguments, literal `@`, `=` or newline (See [Escapes] below).
3073 There must be no extraneous whitespace around the `=` or at the beginning or
3074 the end of the line.
3079 Strings that need to be translated can contain several escapes, preceded by `@`.
3081 * `@@` acts as a literal `@`.
3082 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
3083 string that will be inlined when translated. Due to how translations are
3084 implemented, the original translation string **must** have its arguments in
3085 increasing order, without gaps or repetitions, starting from 1.
3086 * `@=` acts as a literal `=`. It is not required in strings given to
3087 `minetest.translate`, but is in translation files to avoid being confused
3088 with the `=` separating the original from the translation.
3089 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
3090 As with `@=`, this escape is not required in strings given to
3091 `minetest.translate`, but is in translation files.
3092 * `@n` acts as a literal newline as well.
3100 Perlin noise creates a continuously-varying value depending on the input values.
3101 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
3102 The result is used during map generation to create the terrain shape, vary heat
3103 and humidity to distribute biomes, vary the density of decorations or vary the
3106 Structure of perlin noise
3107 -------------------------
3109 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
3110 The smooth wavy noise it generates has a single characteristic scale, almost
3111 like a 'wavelength', so on its own does not create fine detail.
3112 Due to this perlin noise combines several octaves to create variation on
3113 multiple scales. Each additional octave has a smaller 'wavelength' than the
3116 This combination results in noise varying very roughly between -2.0 and 2.0 and
3117 with an average value of 0.0, so `scale` and `offset` are then used to multiply
3118 and offset the noise variation.
3120 The final perlin noise variation is created as follows:
3122 noise = offset + scale * (octave1 +
3123 octave2 * persistence +
3124 octave3 * persistence ^ 2 +
3125 octave4 * persistence ^ 3 +
3131 Noise Parameters are commonly called `NoiseParams`.
3135 After the multiplication by `scale` this is added to the result and is the final
3136 step in creating the noise value.
3137 Can be positive or negative.
3141 Once all octaves have been combined, the result is multiplied by this.
3142 Can be positive or negative.
3146 For octave1, this is roughly the change of input value needed for a very large
3147 variation in the noise value generated by octave1. It is almost like a
3148 'wavelength' for the wavy noise variation.
3149 Each additional octave has a 'wavelength' that is smaller than the previous
3150 octave, to create finer detail. `spread` will therefore roughly be the typical
3151 size of the largest structures in the final noise variation.
3153 `spread` is a vector with values for x, y, z to allow the noise variation to be
3154 stretched or compressed in the desired axes.
3155 Values are positive numbers.
3159 This is a whole number that determines the entire pattern of the noise
3160 variation. Altering it enables different noise patterns to be created.
3161 With other parameters equal, different seeds produce different noise patterns
3162 and identical seeds produce identical noise patterns.
3164 For this parameter you can randomly choose any whole number. Usually it is
3165 preferable for this to be different from other seeds, but sometimes it is useful
3166 to be able to create identical noise patterns.
3168 When used in mapgen this is actually a 'seed offset', it is added to the
3169 'world seed' to create the seed used by the noise, to ensure the noise has a
3170 different pattern in different worlds.
3174 The number of simple noise generators that are combined.
3175 A whole number, 1 or more.
3176 Each additional octave adds finer detail to the noise but also increases the
3177 noise calculation load.
3178 3 is a typical minimum for a high quality, complex and natural-looking noise
3179 variation. 1 octave has a slight 'gridlike' appearence.
3181 Choose the number of octaves according to the `spread` and `lacunarity`, and the
3182 size of the finest detail you require. For example:
3183 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
3184 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
3185 512, 256, 128, 64, 32, 16 nodes.
3186 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
3190 Each additional octave has an amplitude that is the amplitude of the previous
3191 octave multiplied by `persistence`, to reduce the amplitude of finer details,
3192 as is often helpful and natural to do so.
3193 Since this controls the balance of fine detail to large-scale detail
3194 `persistence` can be thought of as the 'roughness' of the noise.
3196 A positive or negative non-zero number, often between 0.3 and 1.0.
3197 A common medium value is 0.5, such that each octave has half the amplitude of
3198 the previous octave.
3199 This may need to be tuned when altering `lacunarity`; when doing so consider
3200 that a common medium value is 1 / lacunarity.
3204 Each additional octave has a 'wavelength' that is the 'wavelength' of the
3205 previous octave multiplied by 1 / lacunarity, to create finer detail.
3206 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
3208 A positive number no smaller than 1.0.
3209 Values below 2.0 create higher quality noise at the expense of requiring more
3210 octaves to cover a paticular range of 'wavelengths'.
3214 Leave this field unset for no special handling.
3215 Currently supported are `defaults`, `eased` and `absvalue`:
3219 Specify this if you would like to keep auto-selection of eased/not-eased while
3220 specifying some other flags.
3224 Maps noise gradient values onto a quintic S-curve before performing
3225 interpolation. This results in smooth, rolling noise.
3226 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3228 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3230 Easing a 3D noise significantly increases the noise calculation load, so use
3235 The absolute value of each octave's noise variation is used when combining the
3236 octaves. The final perlin noise variation is created as follows:
3238 noise = offset + scale * (abs(octave1) +
3239 abs(octave2) * persistence +
3240 abs(octave3) * persistence ^ 2 +
3241 abs(octave4) * persistence ^ 3 +
3246 For 2D or 3D perlin noise or perlin noise maps:
3251 spread = {x = 500, y = 500, z = 500},
3256 flags = "defaults, absvalue",
3259 For 2D noise the Z component of `spread` is still defined but is ignored.
3260 A single noise parameter table can be used for 2D or 3D noise.
3271 These tell in what manner the ore is generated.
3273 All default ores are of the uniformly-distributed scatter type.
3277 Randomly chooses a location and generates a cluster of ore.
3279 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3280 at that point is greater than the `noise_threshold`, giving the ability to
3281 create a non-equal distribution of ore.
3285 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3286 described by `noise_params` and `noise_threshold`. This is essentially an
3287 improved version of the so-called "stratus" ore seen in some unofficial mods.
3289 This sheet consists of vertical columns of uniform randomly distributed height,
3290 varying between the inclusive range `column_height_min` and `column_height_max`.
3291 If `column_height_min` is not specified, this parameter defaults to 1.
3292 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3293 for reverse compatibility. New code should prefer `column_height_max`.
3295 The `column_midpoint_factor` parameter controls the position of the column at
3296 which ore emanates from.
3297 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3298 equally starting from each direction.
3299 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3300 this parameter is not specified, the default is 0.5.
3302 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3307 Creates a sheet of ore in a cloud-like puff shape.
3309 As with the `sheet` ore type, the size and shape of puffs are described by
3310 `noise_params` and `noise_threshold` and are placed at random vertical
3311 positions within the currently generated chunk.
3313 The vertical top and bottom displacement of each puff are determined by the
3314 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3318 Creates a deformed sphere of ore according to 3d perlin noise described by
3319 `noise_params`. The maximum size of the blob is `clust_size`, and
3320 `clust_scarcity` has the same meaning as with the `scatter` type.
3324 Creates veins of ore varying in density by according to the intersection of two
3325 instances of 3d perlin noise with different seeds, both described by
3328 `random_factor` varies the influence random chance has on placement of an ore
3329 inside the vein, which is `1` by default. Note that modifying this parameter
3330 may require adjusting `noise_threshold`.
3332 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
3335 This ore type is difficult to control since it is sensitive to small changes.
3336 The following is a decent set of parameters to work from:
3341 spread = {x=200, y=200, z=200},
3348 noise_threshold = 1.6
3350 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
3351 computationally expensive than any other ore.
3355 Creates a single undulating ore stratum that is continuous across mapchunk
3356 borders and horizontally spans the world.
3358 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
3359 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
3360 defines the stratum's vertical thickness (in units of nodes). Due to being
3361 continuous across mapchunk borders the stratum's vertical thickness is
3364 If the noise parameter `noise_params` is omitted the ore will occur from y_min
3365 to y_max in a simple horizontal stratum.
3367 A parameter `stratum_thickness` can be provided instead of the noise parameter
3368 `np_stratum_thickness`, to create a constant thickness.
3370 Leaving out one or both noise parameters makes the ore generation less
3371 intensive, useful when adding multiple strata.
3373 `y_min` and `y_max` define the limits of the ore generation and for performance
3374 reasons should be set as close together as possible but without clipping the
3375 stratum's Y variation.
3377 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
3378 solid-ore stratum would require a `clust_scarcity` of 1.
3380 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
3381 `random_factor` are ignored by this ore type.
3386 See section [Flag Specifier Format].
3388 Currently supported flags:
3389 `puff_cliffs`, `puff_additive_composition`.
3393 If set, puff ore generation will not taper down large differences in
3394 displacement when approaching the edge of a puff. This flag has no effect for
3395 ore types other than `puff`.
3397 ### `puff_additive_composition`
3399 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
3400 in a negative displacement, the sub-column at that point is not generated. With
3401 this attribute set, puff ore generation will instead generate the absolute
3402 difference in noise displacement values. This flag has no effect for ore types
3411 The varying types of decorations that can be placed.
3416 Creates a 1 times `H` times 1 column of a specified node (or a random node from
3417 a list, if a decoration list is specified). Can specify a certain node it must
3418 spawn next to, such as water or lava, for example. Can also generate a
3419 decoration of random height between a specified lower and upper bound.
3420 This type of decoration is intended for placement of grass, flowers, cacti,
3421 papyri, waterlilies and so on.
3426 Copies a box of `MapNodes` from a specified schematic file (or raw description).
3427 Can specify a probability of a node randomly appearing when placed.
3428 This decoration type is intended to be used for multi-node sized discrete
3429 structures, such as trees, cave spikes, rocks, and so on.
3438 --------------------
3440 A schematic specifier identifies a schematic by either a filename to a
3441 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
3442 in the form of a table. This table specifies the following fields:
3444 * The `size` field is a 3D vector containing the dimensions of the provided
3445 schematic. (required field)
3446 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
3447 sets the probability of a particular horizontal slice of the schematic being
3448 placed. (optional field)
3449 `ypos` = 0 for the lowest horizontal slice of a schematic.
3450 The default of `prob` is 255.
3451 * The `data` field is a flat table of MapNode tables making up the schematic,
3452 in the order of `[z [y [x]]]`. (required field)
3453 Each MapNode table contains:
3454 * `name`: the name of the map node to place (required)
3455 * `prob` (alias `param1`): the probability of this node being placed
3457 * `param2`: the raw param2 value of the node being placed onto the map
3459 * `force_place`: boolean representing if the node should forcibly overwrite
3460 any previous contents (default: false)
3462 About probability values:
3464 * A probability value of `0` or `1` means that node will never appear
3466 * A probability value of `254` or `255` means the node will always appear
3468 * If the probability value `p` is greater than `1`, then there is a
3469 `(p / 256 * 100)` percent chance that node will appear when the schematic is
3472 Schematic attributes
3473 --------------------
3475 See section [Flag Specifier Format].
3477 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
3480 * `place_center_x`: Placement of this decoration is centered along the X axis.
3481 * `place_center_y`: Placement of this decoration is centered along the Y axis.
3482 * `place_center_z`: Placement of this decoration is centered along the Z axis.
3483 * `force_placement`: Schematic nodes other than "ignore" will replace existing
3489 Lua Voxel Manipulator
3490 =====================
3495 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
3496 facility. The purpose of this object is for fast, low-level, bulk access to
3497 reading and writing Map content. As such, setting map nodes through VoxelManip
3498 will lack many of the higher level features and concepts you may be used to
3499 with other methods of setting nodes. For example, nodes will not have their
3500 construction and destruction callbacks run, and no rollback information is
3503 It is important to note that VoxelManip is designed for speed, and *not* ease
3504 of use or flexibility. If your mod requires a map manipulation facility that
3505 will handle 100% of all edge cases, or the use of high level node placement
3506 features, perhaps `minetest.set_node()` is better suited for the job.
3508 In addition, VoxelManip might not be faster, or could even be slower, for your
3509 specific use case. VoxelManip is most effective when setting large areas of map
3510 at once - for example, if only setting a 3x3x3 node area, a
3511 `minetest.set_node()` loop may be more optimal. Always profile code using both
3512 methods of map manipulation to determine which is most appropriate for your
3515 A recent simple test of setting cubic areas showed that `minetest.set_node()`
3516 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
3521 A VoxelManip object can be created any time using either:
3522 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3524 If the optional position parameters are present for either of these routines,
3525 the specified region will be pre-loaded into the VoxelManip object on creation.
3526 Otherwise, the area of map you wish to manipulate must first be loaded into the
3527 VoxelManip object using `VoxelManip:read_from_map()`.
3529 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
3530 formed by these positions indicate the minimum and maximum (respectively)
3531 positions of the area actually loaded in the VoxelManip, which may be larger
3532 than the area requested. For convenience, the loaded area coordinates can also
3533 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3535 Now that the VoxelManip object is populated with map data, your mod can fetch a
3536 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
3537 which retrieves an individual node in a MapNode formatted table at the position
3538 requested is the simplest method to use, but also the slowest.
3540 Nodes in a VoxelManip object may also be read in bulk to a flat array table
3543 * `VoxelManip:get_data()` for node content (in Content ID form, see section
3545 * `VoxelManip:get_light_data()` for node light levels, and
3546 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3548 See section [Flat array format] for more details.
3550 It is very important to understand that the tables returned by any of the above
3551 three functions represent a snapshot of the VoxelManip's internal state at the
3552 time of the call. This copy of the data will not magically update itself if
3553 another function modifies the internal VoxelManip state.
3554 Any functions that modify a VoxelManip's contents work on the VoxelManip's
3555 internal state unless otherwise explicitly stated.
3557 Once the bulk data has been edited to your liking, the internal VoxelManip
3558 state can be set using:
3560 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3562 * `VoxelManip:set_light_data()` for node light levels, and
3563 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3565 The parameter to each of the above three functions can use any table at all in
3566 the same flat array format as produced by `get_data()` etc. and is not required
3567 to be a table retrieved from `get_data()`.
3569 Once the internal VoxelManip state has been modified to your liking, the
3570 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
3572 ### Flat array format
3575 `Nx = p2.X - p1.X + 1`,
3576 `Ny = p2.Y - p1.Y + 1`, and
3577 `Nz = p2.Z - p1.Z + 1`.
3579 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
3580 including the value of the expression `Nx * Ny * Nz`.
3582 Positions offset from p1 are present in the array with the format of:
3585 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3586 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3588 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3589 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3591 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3593 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3596 and the array index for a position p contained completely in p1..p2 is:
3598 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3600 Note that this is the same "flat 3D array" format as
3601 `PerlinNoiseMap:get3dMap_flat()`.
3602 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3603 of the index for a single point in a flat VoxelManip array.
3607 A Content ID is a unique integer identifier for a specific node type.
3608 These IDs are used by VoxelManip in place of the node name string for
3609 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3610 `minetest.get_content_id()` to look up the Content ID for the specified node
3611 name, and `minetest.get_name_from_content_id()` to look up the node name string
3612 for a given Content ID.
3613 After registration of a node, its Content ID will remain the same throughout
3614 execution of the mod.
3615 Note that the node being queried needs to have already been been registered.
3617 The following builtin node types have their Content IDs defined as constants:
3619 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3620 * `minetest.CONTENT_AIR`: ID for "air" nodes
3621 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3623 ### Mapgen VoxelManip objects
3625 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3626 VoxelManip object used by the core's Map Generator (commonly abbreviated
3627 Mapgen). Most of the rules previously described still apply but with a few
3630 * The Mapgen VoxelManip object is retrieved using:
3631 `minetest.get_mapgen_object("voxelmanip")`
3632 * This VoxelManip object already has the region of map just generated loaded
3633 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3634 a Mapgen VoxelManip.
3635 * The `on_generated()` callbacks of some mods may place individual nodes in the
3636 generated area using non-VoxelManip map modification methods. Because the
3637 same Mapgen VoxelManip object is passed through each `on_generated()`
3638 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3639 consistency with the current map state. For this reason, calling any of the
3640 following functions:
3641 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3642 will also update the Mapgen VoxelManip object's internal state active on the
3644 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3645 necessary to update lighting information using either:
3646 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3648 ### Other API functions operating on a VoxelManip
3650 If any VoxelManip contents were set to a liquid node,
3651 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3652 flowing. It is recommended to call this function only after having written all
3653 buffered data back to the VoxelManip object, save for special situations where
3654 the modder desires to only have certain liquid nodes begin flowing.
3656 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3657 will generate all registered decorations and ores throughout the full area
3658 inside of the specified VoxelManip object.
3660 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3661 `minetest.place_schematic()`, except instead of placing the specified schematic
3662 directly on the map at the specified position, it will place the schematic
3663 inside the VoxelManip.
3667 * Attempting to read data from a VoxelManip object before map is read will
3668 result in a zero-length array table for `VoxelManip:get_data()`, and an
3669 "ignore" node at any position for `VoxelManip:get_node_at()`.
3670 * If either a region of map has not yet been generated or is out-of-bounds of
3671 the map, that region is filled with "ignore" nodes.
3672 * Other mods, or the core itself, could possibly modify the area of map
3673 currently loaded into a VoxelManip object. With the exception of Mapgen
3674 VoxelManips (see above section), the internal buffers are not updated. For
3675 this reason, it is strongly encouraged to complete the usage of a particular
3676 VoxelManip object in the same callback it had been created.
3677 * If a VoxelManip object will be used often, such as in an `on_generated()`
3678 callback, consider passing a file-scoped table as the optional parameter to
3679 `VoxelManip:get_data()`, which serves as a static buffer the function can use
3680 to write map data to instead of returning a new table each call. This greatly
3681 enhances performance by avoiding unnecessary memory allocations.
3686 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
3687 containing the region formed by `p1` and `p2`.
3688 * returns actual emerged `pmin`, actual emerged `pmax`
3689 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
3691 * **important**: data must be set using `VoxelManip:set_data()` before
3693 * if `light` is true, then lighting is automatically recalculated.
3694 The default value is true.
3695 If `light` is false, no light calculations happen, and you should correct
3696 all modified blocks with `minetest.fix_light()` as soon as possible.
3697 Keep in mind that modifying the map where light is incorrect can cause
3699 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3700 the `VoxelManip` at that position
3701 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
3703 * `get_data([buffer])`: Retrieves the node content data loaded into the
3704 `VoxelManip` object.
3705 * returns raw node data in the form of an array of node content IDs
3706 * if the param `buffer` is present, this table will be used to store the
3708 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3709 * `update_map()`: Does nothing, kept for compatibility.
3710 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
3712 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3713 * To be used only by a `VoxelManip` object from
3714 `minetest.get_mapgen_object`.
3715 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3717 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3718 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3720 * Each value is the bitwise combination of day and night light values
3722 * `light = day + (night * 16)`
3723 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3724 in the `VoxelManip`.
3725 * expects lighting data in the same format that `get_light_data()` returns
3726 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
3727 `VoxelManip` object.
3728 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3730 * If the param `buffer` is present, this table will be used to store the
3732 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
3734 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
3736 * To be used only by a `VoxelManip` object from
3737 `minetest.get_mapgen_object`.
3738 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3739 area if left out or nil. For almost all uses these should be left out
3740 or nil to use the default.
3741 * `propagate_shadow` is an optional boolean deciding whether shadows in a
3742 generated mapchunk above are propagated down into the mapchunk, defaults
3743 to `true` if left out.
3744 * `update_liquids()`: Update liquid flow
3745 * `was_modified()`: Returns `true` or `false` if the data in the voxel
3746 manipulator had been modified since the last read from map, due to a call to
3747 `minetest.set_data()` on the loaded area elsewhere.
3748 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3753 A helper class for voxel areas.
3754 It can be created via `VoxelArea:new{MinEdge = pmin, MaxEdge = pmax}`.
3755 The coordinates are *inclusive*, like most other things in Minetest.
3759 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3760 `MinEdge` and `MaxEdge`.
3761 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
3763 * `index(x, y, z)`: returns the index of an absolute position in a flat array
3765 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
3766 * The position (x, y, z) is not checked for being inside the area volume,
3767 being outside can cause an incorrect index result.
3768 * Useful for things like `VoxelManip`, raw Schematic specifiers,
3769 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
3770 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
3771 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
3772 is not checked for being inside the area volume.
3773 * `position(i)`: returns the absolute position vector corresponding to index
3775 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
3776 `MinEdge` and `MaxEdge`.
3777 * `containsp(p)`: same as above, except takes a vector
3778 * `containsi(i)`: same as above, except takes an index `i`
3779 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
3781 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
3783 * `iterp(minp, maxp)`: same as above, except takes a vector
3785 ### Y stride and z stride of a flat array
3787 For a particular position in a voxel area, whose flat array index is known,
3788 it is often useful to know the index of a neighboring or nearby position.
3789 The table below shows the changes of index required for 1 node movements along
3790 the axes in a voxel area:
3792 Movement Change of index
3802 local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
3804 The values of `ystride` and `zstride` can be obtained using `area.ystride` and
3813 A mapgen object is a construct used in map generation. Mapgen objects can be
3814 used by an `on_generate` callback to speed up operations by avoiding
3815 unnecessary recalculations, these can be retrieved using the
3816 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
3817 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
3818 callback, `nil` is returned.
3820 The following Mapgen objects are currently available:
3824 This returns three values; the `VoxelManip` object to be used, minimum and
3825 maximum emerged position, in that order. All mapgens support this object.
3829 Returns an array containing the y coordinates of the ground levels of nodes in
3830 the most recently generated chunk by the current mapgen.
3834 Returns an array containing the biome IDs of nodes in the most recently
3835 generated chunk by the current mapgen.
3839 Returns an array containing the temperature values of nodes in the most
3840 recently generated chunk by the current mapgen.
3844 Returns an array containing the humidity values of nodes in the most recently
3845 generated chunk by the current mapgen.
3849 Returns a table mapping requested generation notification types to arrays of
3850 positions at which the corresponding generated structures are located within
3851 the current chunk. To set the capture of positions of interest to be recorded
3852 on generate, use `minetest.set_gen_notify()`.
3853 For decorations, the returned positions are the ground surface 'place_on'
3854 nodes, not the decorations themselves. A 'simple' type decoration is often 1
3855 node above the returned position and possibly displaced by 'place_offset_y'.
3857 Possible fields of the table returned are:
3863 * `large_cave_begin`
3867 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3868 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
3876 Functions receive a "luaentity" as `self`:
3878 * It has the member `.name`, which is the registered name `("mod:thing")`
3879 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3880 * The original prototype stuff is visible directly via a metatable
3884 * `on_activate(self, staticdata, dtime_s)`
3885 * Called when the object is instantiated.
3886 * `dtime_s` is the time passed since the object was unloaded, which can be
3887 used for updating the entity state.
3888 * `on_step(self, dtime)`
3889 * Called on every server tick, after movement and collision processing.
3890 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3892 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
3893 * Called when somebody punches the object.
3894 * Note that you probably want to handle most punches using the automatic
3896 * `puncher`: an `ObjectRef` (can be `nil`)
3897 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3899 * `tool_capabilities`: capability table of used tool (can be `nil`)
3900 * `dir`: unit vector of direction of punch. Always defined. Points from the
3901 puncher to the punched.
3902 * `damage`: damage that will be done to entity.
3903 * `on_death(self, killer)`
3904 * Called when the object dies.
3905 * `killer`: an `ObjectRef` (can be `nil`)
3906 * `on_rightclick(self, clicker)`
3907 * `on_attach_child(self, child)`
3908 * `child`: an `ObjectRef` of the child that attaches
3909 * `on_detach_child(self, child)`
3910 * `child`: an `ObjectRef` of the child that detaches
3911 * `on_detach(self, parent)`
3912 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
3913 * This happens before the parent object is removed from the world
3914 * `get_staticdata(self)`
3915 * Should return a string that will be passed to `on_activate` when the
3916 object is instantiated the next time.
3928 axiom, --string initial tree axiom
3929 rules_a, --string rules set A
3930 rules_b, --string rules set B
3931 rules_c, --string rules set C
3932 rules_d, --string rules set D
3933 trunk, --string trunk node name
3934 leaves, --string leaves node name
3935 leaves2, --string secondary leaves node name
3936 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3937 angle, --num angle in deg
3938 iterations, --num max # of iterations, usually 2 -5
3939 random_level, --num factor to lower nr of iterations, usually 0 - 3
3940 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3941 -- 2x2 nodes or 3x3 in cross shape
3942 thin_branches, --boolean true -> use thin (1 node) branches
3943 fruit, --string fruit node name
3944 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3945 seed, --num random seed, if no seed is provided, the engine
3949 Key for special L-System symbols used in axioms
3950 -----------------------------------------------
3952 * `G`: move forward one unit with the pen up
3953 * `F`: move forward one unit with the pen down drawing trunks and branches
3954 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3955 * `T`: move forward one unit with the pen down drawing trunks only
3956 * `R`: move forward one unit with the pen down placing fruit
3957 * `A`: replace with rules set A
3958 * `B`: replace with rules set B
3959 * `C`: replace with rules set C
3960 * `D`: replace with rules set D
3961 * `a`: replace with rules set A, chance 90%
3962 * `b`: replace with rules set B, chance 80%
3963 * `c`: replace with rules set C, chance 70%
3964 * `d`: replace with rules set D, chance 60%
3965 * `+`: yaw the turtle right by `angle` parameter
3966 * `-`: yaw the turtle left by `angle` parameter
3967 * `&`: pitch the turtle down by `angle` parameter
3968 * `^`: pitch the turtle up by `angle` parameter
3969 * `/`: roll the turtle to the right by `angle` parameter
3970 * `*`: roll the turtle to the left by `angle` parameter
3971 * `[`: save in stack current state info
3972 * `]`: recover from stack state info
3977 Spawn a small apple tree:
3979 pos = {x=230,y=20,z=4}
3982 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3983 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3984 trunk="default:tree",
3985 leaves="default:leaves",
3989 trunk_type="single",
3992 fruit="default:apple"
3994 minetest.spawn_tree(pos,apple_tree)
3999 'minetest' namespace reference
4000 ==============================
4005 * `minetest.get_current_modname()`: returns the currently loading mod's name,
4007 * `minetest.get_modpath(modname)`: returns e.g.
4008 `"/home/user/.minetest/usermods/modname"`.
4009 * Useful for loading additional `.lua` modules or static data from mod
4010 * `minetest.get_modnames()`: returns a list of installed mods
4011 * Return a list of installed mods, sorted alphabetically
4012 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
4013 * Useful for storing custom data
4014 * `minetest.is_singleplayer()`
4015 * `minetest.features`: Table containing API feature flags
4018 glasslike_framed = true, -- 0.4.7
4019 nodebox_as_selectionbox = true, -- 0.4.7
4020 get_all_craft_recipes_works = true, -- 0.4.7
4021 -- The transparency channel of textures can optionally be used on
4023 use_texture_alpha = true,
4024 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
4025 no_legacy_abms = true,
4026 -- Texture grouping is possible using parentheses (0.4.11)
4027 texture_names_parens = true,
4028 -- Unique Area ID for AreaStore:insert_area (0.4.14)
4029 area_store_custom_ids = true,
4030 -- add_entity supports passing initial staticdata to on_activate
4032 add_entity_with_staticdata = true,
4033 -- Chat messages are no longer predicted (0.4.16)
4034 no_chat_message_prediction = true,
4035 -- The transparency channel of textures can optionally be used on
4036 -- objects (ie: players and lua entities) (5.0.0)
4037 object_use_texture_alpha = true,
4038 -- Object selectionbox is settable independently from collisionbox
4040 object_independent_selectionbox = true,
4041 -- Specifies whether binary data can be uploaded or downloaded using
4042 -- the HTTP API (5.1.0)
4043 httpfetch_binary_data = true,
4044 -- Whether formspec_version[<version>] may be used (5.1.0)
4045 formspec_version_element = true,
4046 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
4047 area_store_persistent_ids = true,
4050 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
4051 * `arg`: string or table in format `{foo=true, bar=true}`
4052 * `missing_features`: `{foo=true, bar=true}`
4053 * `minetest.get_player_information(player_name)`: Table containing information
4054 about a player. Example return value:
4057 address = "127.0.0.1", -- IP address of client
4058 ip_version = 4, -- IPv4 / IPv6
4059 min_rtt = 0.01, -- minimum round trip time
4060 max_rtt = 0.2, -- maximum round trip time
4061 avg_rtt = 0.02, -- average round trip time
4062 min_jitter = 0.01, -- minimum packet time jitter
4063 max_jitter = 0.5, -- maximum packet time jitter
4064 avg_jitter = 0.03, -- average packet time jitter
4065 connection_uptime = 200, -- seconds since client connected
4066 protocol_version = 32, -- protocol version used by client
4067 formspec_version = 2, -- supported formspec version
4068 -- following information is available on debug build only!!!
4069 -- DO NOT USE IN MODS
4070 --ser_vers = 26, -- serialization version used by client
4071 --major = 0, -- major version number
4072 --minor = 4, -- minor version number
4073 --patch = 10, -- patch version number
4074 --vers_string = "0.4.9-git", -- full version string
4075 --state = "Active" -- current client state
4078 * `minetest.mkdir(path)`: returns success.
4079 * Creates a directory specified by `path`, creating parent directories
4080 if they don't exist.
4081 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
4083 * nil: return all entries,
4084 * true: return only subdirectory names, or
4085 * false: return only file names.
4086 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
4087 * Replaces contents of file at path with new contents in a safe (atomic)
4088 way. Use this instead of below code when writing e.g. database files:
4089 `local f = io.open(path, "wb"); f:write(content); f:close()`
4090 * `minetest.get_version()`: returns a table containing components of the
4091 engine version. Components:
4092 * `project`: Name of the project, eg, "Minetest"
4093 * `string`: Simple version, eg, "1.2.3-dev"
4094 * `hash`: Full git version (only set if available),
4095 eg, "1.2.3-dev-01234567-dirty".
4096 Use this for informational purposes only. The information in the returned
4097 table does not represent the capabilities of the engine, nor is it
4098 reliable or verifiable. Compatible forks will have a different name and
4099 version entirely. To check for the presence of engine features, test
4100 whether the functions exported by the wanted features exist. For example:
4101 `if minetest.check_for_falling then ... end`.
4102 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
4103 * `data`: string of data to hash
4104 * `raw`: return raw bytes instead of hex digits, default: false
4109 * `minetest.debug(...)`
4110 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
4111 * `minetest.log([level,] text)`
4112 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
4113 `"info"`, or `"verbose"`. Default is `"none"`.
4115 Registration functions
4116 ----------------------
4118 Call these functions only at load time!
4122 * `minetest.register_node(name, node definition)`
4123 * `minetest.register_craftitem(name, item definition)`
4124 * `minetest.register_tool(name, item definition)`
4125 * `minetest.override_item(name, redefinition)`
4126 * Overrides fields of an item registered with register_node/tool/craftitem.
4127 * Note: Item must already be defined, (opt)depend on the mod defining it.
4128 * Example: `minetest.override_item("default:mese",
4129 {light_source=minetest.LIGHT_MAX})`
4130 * `minetest.unregister_item(name)`
4131 * Unregisters the item from the engine, and deletes the entry with key
4132 `name` from `minetest.registered_items` and from the associated item table
4133 according to its nature: `minetest.registered_nodes`, etc.
4134 * `minetest.register_entity(name, entity definition)`
4135 * `minetest.register_abm(abm definition)`
4136 * `minetest.register_lbm(lbm definition)`
4137 * `minetest.register_alias(alias, original_name)`
4138 * Also use this to set the 'mapgen aliases' needed in a game for the core
4139 mapgens. See [Mapgen aliases] section above.
4140 * `minetest.register_alias_force(alias, original_name)`
4141 * `minetest.register_ore(ore definition)`
4142 * Returns an integer object handle uniquely identifying the registered
4144 * The order of ore registrations determines the order of ore generation.
4145 * `minetest.register_biome(biome definition)`
4146 * Returns an integer object handle uniquely identifying the registered
4147 biome on success. To get the biome ID, use `minetest.get_biome_id`.
4148 * `minetest.unregister_biome(name)`
4149 * Unregisters the biome from the engine, and deletes the entry with key
4150 `name` from `minetest.registered_biomes`.
4151 * Warning: This alters the biome to biome ID correspondences, so any
4152 decorations or ores using the 'biomes' field must afterwards be cleared
4154 * `minetest.register_decoration(decoration definition)`
4155 * Returns an integer object handle uniquely identifying the registered
4156 decoration on success. To get the decoration ID, use
4157 `minetest.get_decoration_id`.
4158 * The order of decoration registrations determines the order of decoration
4160 * `minetest.register_schematic(schematic definition)`
4161 * Returns an integer object handle uniquely identifying the registered
4162 schematic on success.
4163 * If the schematic is loaded from a file, the `name` field is set to the
4165 * If the function is called when loading the mod, and `name` is a relative
4166 path, then the current mod path will be prepended to the schematic
4168 * `minetest.clear_registered_biomes()`
4169 * Clears all biomes currently registered.
4170 * Warning: Clearing and re-registering biomes alters the biome to biome ID
4171 correspondences, so any decorations or ores using the 'biomes' field must
4172 afterwards be cleared and re-registered.
4173 * `minetest.clear_registered_decorations()`
4174 * Clears all decorations currently registered.
4175 * `minetest.clear_registered_ores()`
4176 * Clears all ores currently registered.
4177 * `minetest.clear_registered_schematics()`
4178 * Clears all schematics currently registered.
4182 * `minetest.register_craft(recipe)`
4183 * Check recipe table syntax for different types below.
4184 * `minetest.clear_craft(recipe)`
4185 * Will erase existing craft based either on output item or on input recipe.
4186 * Specify either output or input only. If you specify both, input will be
4187 ignored. For input use the same recipe table syntax as for
4188 `minetest.register_craft(recipe)`. For output specify only the item,
4190 * Returns false if no erase candidate could be found, otherwise returns true.
4191 * **Warning**! The type field ("shaped", "cooking" or any other) will be
4192 ignored if the recipe contains output. Erasing is then done independently
4193 from the crafting method.
4194 * `minetest.register_chatcommand(cmd, chatcommand definition)`
4195 * `minetest.override_chatcommand(name, redefinition)`
4196 * Overrides fields of a chatcommand registered with `register_chatcommand`.
4197 * `minetest.unregister_chatcommand(name)`
4198 * Unregisters a chatcommands registered with `register_chatcommand`.
4199 * `minetest.register_privilege(name, definition)`
4200 * `definition` can be a description or a definition table (see [Privilege
4202 * If it is a description, the priv will be granted to singleplayer and admin
4204 * To allow players with `basic_privs` to grant, see the `basic_privs`
4205 minetest.conf setting.
4206 * `minetest.register_authentication_handler(authentication handler definition)`
4207 * Registers an auth handler that overrides the builtin one.
4208 * This function can be called by a single mod once only.
4210 Global callback registration functions
4211 --------------------------------------
4213 Call these functions only at load time!
4215 * `minetest.register_globalstep(function(dtime))`
4216 * Called every server step, usually interval of 0.1s
4217 * `minetest.register_on_mods_loaded(function())`
4218 * Called after mods have finished loading and before the media is cached or the
4220 * `minetest.register_on_shutdown(function())`
4221 * Called before server shutdown
4222 * **Warning**: If the server terminates abnormally (i.e. crashes), the
4223 registered callbacks **will likely not be run**. Data should be saved at
4224 semi-frequent intervals as well as on server shutdown.
4225 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
4226 * Called when a node has been placed
4227 * If return `true` no item is taken from `itemstack`
4228 * `placer` may be any valid ObjectRef or nil.
4229 * **Not recommended**; use `on_construct` or `after_place_node` in node
4230 definition whenever possible.
4231 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
4232 * Called when a node has been dug.
4233 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
4234 definition whenever possible.
4235 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
4236 * Called when a node is punched
4237 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
4238 * Called after generating a piece of world. Modifying nodes inside the area
4239 is a bit faster than usually.
4240 * `minetest.register_on_newplayer(function(ObjectRef))`
4241 * Called after a new player has been created
4242 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
4243 * Called when a player is punched
4244 * Note: This callback is invoked even if the punched player is dead.
4245 * `player`: ObjectRef - Player that was punched
4246 * `hitter`: ObjectRef - Player that hit
4247 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4249 * `tool_capabilities`: Capability table of used tool (can be nil)
4250 * `dir`: Unit vector of direction of punch. Always defined. Points from
4251 the puncher to the punched.
4252 * `damage`: Number that represents the damage calculated by the engine
4253 * should return `true` to prevent the default damage mechanism
4254 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
4255 * Called when the player gets damaged or healed
4256 * `player`: ObjectRef of the player
4257 * `hp_change`: the amount of change. Negative when it is damage.
4258 * `reason`: a PlayerHPChangeReason table.
4259 * The `type` field will have one of the following values:
4260 * `set_hp`: A mod or the engine called `set_hp` without
4261 giving a type - use this for custom damage types.
4262 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
4264 * `node_damage`: `damage_per_second` from a neighbouring node.
4265 `reason.node` will hold the node name or nil.
4268 * Any of the above types may have additional fields from mods.
4269 * `reason.from` will be `mod` or `engine`.
4270 * `modifier`: when true, the function should return the actual `hp_change`.
4271 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
4272 Modifiers can return true as a second argument to stop the execution of further functions.
4273 Non-modifiers receive the final HP change calculated by the modifiers.
4274 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
4275 * Called when a player dies
4276 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
4277 * `minetest.register_on_respawnplayer(function(ObjectRef))`
4278 * Called when player is to be respawned
4279 * Called _before_ repositioning of player occurs
4280 * return true in func to disable regular player placement
4281 * `minetest.register_on_prejoinplayer(function(name, ip))`
4282 * Called before a player joins the game
4283 * If it returns a string, the player is disconnected with that string as
4285 * `minetest.register_on_joinplayer(function(ObjectRef))`
4286 * Called when a player joins the game
4287 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
4288 * Called when a player leaves the game
4289 * `timed_out`: True for timeout, false for other reasons.
4290 * `minetest.register_on_auth_fail(function(name, ip))`
4291 * Called when a client attempts to log into an account but supplies the
4293 * `ip`: The IP address of the client.
4294 * `name`: The account the client attempted to log into.
4295 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
4296 * Called when a player cheats
4297 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
4299 * `interacted_too_far`
4300 * `interacted_while_dead`
4301 * `finished_unknown_dig`
4304 * `minetest.register_on_chat_message(function(name, message))`
4305 * Called always when a player says something
4306 * Return `true` to mark the message as handled, which means that it will
4307 not be sent to other players.
4308 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
4309 * Called when the server received input from `player` in a formspec with
4310 the given `formname`. Specifically, this is called on any of the
4312 * a button was pressed,
4313 * Enter was pressed while the focus was on a text field
4314 * a checkbox was toggled,
4315 * something was selecteed in a drop-down list,
4316 * a different tab was selected,
4317 * selection was changed in a textlist or table,
4318 * an entry was double-clicked in a textlist or table,
4319 * a scrollbar was moved, or
4320 * the form was actively closed by the player.
4321 * Fields are sent for formspec elements which define a field. `fields`
4322 is a table containing each formspecs element value (as string), with
4323 the `name` parameter as index for each. The value depends on the
4324 formspec element type:
4325 * `button` and variants: If pressed, contains the user-facing button
4326 text as value. If not pressed, is `nil`
4327 * `field`, `textarea` and variants: Text in the field
4328 * `dropdown`: Text of selected item
4329 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
4330 * `checkbox`: `"true"` if checked, `"false"` if unchecked
4331 * `textlist`: See `minetest.explode_textlist_event`
4332 * `table`: See `minetest.explode_table_event`
4333 * `scrollbar`: See `minetest.explode_scrollbar_event`
4334 * Special case: `["quit"]="true"` is sent when the user actively
4335 closed the form by mouse click, keypress or through a button_exit[]
4337 * Special case: `["key_enter"]="true"` is sent when the user pressed
4338 the Enter key and the focus was either nowhere (causing the formspec
4339 to be closed) or on a button. If the focus was on a text field,
4340 additionally, the index `key_enter_field` contains the name of the
4341 text field. See also: `field_close_on_enter`.
4342 * Newest functions are called first
4343 * If function returns `true`, remaining functions are not called
4344 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
4345 * Called when `player` crafts something
4346 * `itemstack` is the output
4347 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
4349 * `craft_inv` is the inventory with the crafting grid
4350 * Return either an `ItemStack`, to replace the output, or `nil`, to not
4352 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
4353 * The same as before, except that it is called before the player crafts, to
4354 make craft prediction, and it should not change anything.
4355 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
4356 * Determinates how much of a stack may be taken, put or moved to a
4358 * `player` (type `ObjectRef`) is the player who modified the inventory
4359 `inventory` (type `InvRef`).
4360 * List of possible `action` (string) values and their
4361 `inventory_info` (table) contents:
4362 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
4363 * `put`: `{listname=string, index=number, stack=ItemStack}`
4364 * `take`: Same as `put`
4365 * Return a numeric value to limit the amount of items to be taken, put or
4366 moved. A value of `-1` for `take` will make the source stack infinite.
4367 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
4368 * Called after a take, put or move event from/to/in a player inventory
4369 * Function arguments: see `minetest.register_allow_player_inventory_action`
4370 * Does not accept or handle any return value.
4371 * `minetest.register_on_protection_violation(function(pos, name))`
4372 * Called by `builtin` and mods when a player violates protection at a
4373 position (eg, digs a node or punches a protected entity).
4374 * The registered functions can be called using
4375 `minetest.record_protection_violation`.
4376 * The provided function should check that the position is protected by the
4377 mod calling this function before it prints a message, if it does, to
4378 allow for multiple protection mods.
4379 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
4380 * Called when an item is eaten, by `minetest.item_eat`
4381 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
4382 * `minetest.register_on_priv_grant(function(name, granter, priv))`
4383 * Called when `granter` grants the priv `priv` to `name`.
4384 * Note that the callback will be called twice if it's done by a player,
4385 once with granter being the player name, and again with granter being nil.
4386 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
4387 * Called when `revoker` revokes the priv `priv` from `name`.
4388 * Note that the callback will be called twice if it's done by a player,
4389 once with revoker being the player name, and again with revoker being nil.
4390 * `minetest.register_can_bypass_userlimit(function(name, ip))`
4391 * Called when `name` user connects with `ip`.
4392 * Return `true` to by pass the player limit
4393 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
4394 * Called when an incoming mod channel message is received
4395 * You should have joined some channels to receive events.
4396 * If message comes from a server mod, `sender` field is an empty string.
4401 * `minetest.settings`: Settings object containing all of the settings from the
4402 main config file (`minetest.conf`).
4403 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
4404 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
4409 * `minetest.string_to_privs(str[, delim])`:
4410 * Converts string representation of privs into table form
4411 * `delim`: String separating the privs. Defaults to `","`.
4412 * Returns `{ priv1 = true, ... }`
4413 * `minetest.privs_to_string(privs[, delim])`:
4414 * Returns the string representation of `privs`
4415 * `delim`: String to delimit privs. Defaults to `","`.
4416 * `minetest.get_player_privs(name) -> {priv1=true,...}`
4417 * `minetest.check_player_privs(player_or_name, ...)`:
4418 returns `bool, missing_privs`
4419 * A quickhand for checking privileges.
4420 * `player_or_name`: Either a Player object or the name of a player.
4421 * `...` is either a list of strings, e.g. `"priva", "privb"` or
4422 a table, e.g. `{ priva = true, privb = true }`.
4424 * `minetest.check_password_entry(name, entry, password)`
4425 * Returns true if the "password entry" for a player with name matches given
4426 password, false otherwise.
4427 * The "password entry" is the password representation generated by the
4428 engine as returned as part of a `get_auth()` call on the auth handler.
4429 * Only use this function for making it possible to log in via password from
4430 external protocols such as IRC, other uses are frowned upon.
4431 * `minetest.get_password_hash(name, raw_password)`
4432 * Convert a name-password pair to a password hash that Minetest can use.
4433 * The returned value alone is not a good basis for password checks based
4434 on comparing the password hash in the database with the password hash
4435 from the function, with an externally provided password, as the hash
4436 in the db might use the new SRP verifier format.
4437 * For this purpose, use `minetest.check_password_entry` instead.
4438 * `minetest.get_player_ip(name)`: returns an IP address string for the player
4440 * The player needs to be online for this to be successful.
4442 * `minetest.get_auth_handler()`: Return the currently active auth handler
4443 * See the [Authentication handler definition]
4444 * Use this to e.g. get the authentication data for a player:
4445 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
4446 * `minetest.notify_authentication_modified(name)`
4447 * Must be called by the authentication handler for privilege changes.
4448 * `name`: string; if omitted, all auth data should be considered modified
4449 * `minetest.set_player_password(name, password_hash)`: Set password hash of
4451 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
4453 * `minetest.auth_reload()`
4454 * See `reload()` in authentication handler definition
4456 `minetest.set_player_password`, `minetest_set_player_privs`,
4457 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
4463 * `minetest.chat_send_all(text)`
4464 * `minetest.chat_send_player(name, text)`
4465 * `minetest.format_chat_message(name, message)`
4466 * Used by the server to format a chat message, based on the setting `chat_message_format`.
4467 Refer to the documentation of the setting for a list of valid placeholders.
4468 * Takes player name and message, and returns the formatted string to be sent to players.
4469 * Can be redefined by mods if required, for things like colored names or messages.
4470 * **Only** the first occurrence of each placeholder will be replaced.
4475 * `minetest.set_node(pos, node)`
4476 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
4477 * Set node at position `pos`
4478 * `node`: table `{name=string, param1=number, param2=number}`
4479 * If param1 or param2 is omitted, it's set to `0`.
4480 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
4481 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
4482 * Set node on all positions set in the first argument.
4483 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
4484 * For node specification or position syntax see `minetest.set_node` call
4485 * Faster than set_node due to single call, but still considerably slower
4486 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
4487 Unlike LVMs, this will call node callbacks. It also allows setting nodes
4488 in spread out positions which would cause LVMs to waste memory.
4489 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
4491 * `minetest.swap_node(pos, node)`
4492 * Set node at position, but don't remove metadata
4493 * `minetest.remove_node(pos)`
4494 * By default it does the same as `minetest.set_node(pos, {name="air"})`
4495 * `minetest.get_node(pos)`
4496 * Returns the node at the given position as table in the format
4497 `{name="node_name", param1=0, param2=0}`,
4498 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
4499 * `minetest.get_node_or_nil(pos)`
4500 * Same as `get_node` but returns `nil` for unloaded areas.
4501 * `minetest.get_node_light(pos, timeofday)`
4502 * Gets the light value at the given position. Note that the light value
4503 "inside" the node at the given position is returned, so you usually want
4504 to get the light value of a neighbor.
4505 * `pos`: The position where to measure the light.
4506 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
4507 * Returns a number between `0` and `15` or `nil`
4508 * `minetest.place_node(pos, node)`
4509 * Place node with the same effects that a player would cause
4510 * `minetest.dig_node(pos)`
4511 * Dig node with the same effects that a player would cause
4512 * Returns `true` if successful, `false` on failure (e.g. protected location)
4513 * `minetest.punch_node(pos)`
4514 * Punch node with the same effects that a player would cause
4515 * `minetest.spawn_falling_node(pos)`
4516 * Change node into falling node
4517 * Returns `true` if successful, `false` on failure
4519 * `minetest.find_nodes_with_meta(pos1, pos2)`
4520 * Get a table of positions of nodes that have metadata within a region
4522 * `minetest.get_meta(pos)`
4523 * Get a `NodeMetaRef` at that position
4524 * `minetest.get_node_timer(pos)`
4525 * Get `NodeTimerRef`
4527 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
4529 * Returns `ObjectRef`, or `nil` if failed
4530 * `minetest.add_item(pos, item)`: Spawn item
4531 * Returns `ObjectRef`, or `nil` if failed
4532 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
4533 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
4535 * `radius`: using an euclidean metric
4536 * `minetest.set_timeofday(val)`
4537 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
4538 * `minetest.get_timeofday()`
4539 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
4541 * `minetest.get_day_count()`: returns number days elapsed since world was
4543 * accounts for time changes.
4544 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
4546 * `radius`: using a maximum metric
4547 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4548 * `search_center` is an optional boolean (default: `false`)
4549 If true `pos` is also checked for the nodes
4550 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
4552 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4553 * First return value: Table with all node positions
4554 * Second return value: Table with the count of each node with the node name
4556 * Area volume is limited to 4,096,000 nodes
4557 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
4559 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4560 * Return value: Table with all node positions with a node air above
4561 * Area volume is limited to 4,096,000 nodes
4562 * `minetest.get_perlin(noiseparams)`
4563 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
4564 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
4565 * `minetest.get_voxel_manip([pos1, pos2])`
4566 * Return voxel manipulator object.
4567 * Loads the manipulator from the map if positions are passed.
4568 * `minetest.set_gen_notify(flags, {deco_ids})`
4569 * Set the types of on-generate notifications that should be collected.
4570 * `flags` is a flag field with the available flags:
4578 * The second parameter is a list of IDs of decorations which notification
4580 * `minetest.get_gen_notify()`
4581 * Returns a flagstring and a table with the `deco_id`s.
4582 * `minetest.get_decoration_id(decoration_name)`
4583 * Returns the decoration ID number for the provided decoration name string,
4584 or `nil` on failure.
4585 * `minetest.get_mapgen_object(objectname)`
4586 * Return requested mapgen object if available (see [Mapgen objects])
4587 * `minetest.get_heat(pos)`
4588 * Returns the heat at the position, or `nil` on failure.
4589 * `minetest.get_humidity(pos)`
4590 * Returns the humidity at the position, or `nil` on failure.
4591 * `minetest.get_biome_data(pos)`
4592 * Returns a table containing:
4593 * `biome` the biome id of the biome at that position
4594 * `heat` the heat at the position
4595 * `humidity` the humidity at the position
4596 * Or returns `nil` on failure.
4597 * `minetest.get_biome_id(biome_name)`
4598 * Returns the biome id, as used in the biomemap Mapgen object and returned
4599 by `minetest.get_biome_data(pos)`, for a given biome_name string.
4600 * `minetest.get_biome_name(biome_id)`
4601 * Returns the biome name string for the provided biome id, or `nil` on
4603 * If no biomes have been registered, such as in mgv6, returns `default`.
4604 * `minetest.get_mapgen_params()`
4605 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
4606 * Returns a table containing:
4612 * `minetest.set_mapgen_params(MapgenParams)`
4613 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
4615 * Set map generation parameters.
4616 * Function cannot be called after the registration period; only
4617 initialization and `on_mapgen_init`.
4618 * Takes a table as an argument with the fields:
4624 * Leave field unset to leave that parameter unchanged.
4625 * `flags` contains a comma-delimited string of flags to set, or if the
4626 prefix `"no"` is attached, clears instead.
4627 * `flags` is in the same format and has the same options as `mg_flags` in
4629 * `minetest.get_mapgen_setting(name)`
4630 * Gets the *active* mapgen setting (or nil if none exists) in string
4631 format with the following order of precedence:
4632 1) Settings loaded from map_meta.txt or overrides set during mod
4634 2) Settings set by mods without a metafile override
4635 3) Settings explicitly set in the user config file, minetest.conf
4636 4) Settings set as the user config default
4637 * `minetest.get_mapgen_setting_noiseparams(name)`
4638 * Same as above, but returns the value as a NoiseParams table if the
4639 setting `name` exists and is a valid NoiseParams.
4640 * `minetest.set_mapgen_setting(name, value, [override_meta])`
4641 * Sets a mapgen param to `value`, and will take effect if the corresponding
4642 mapgen setting is not already present in map_meta.txt.
4643 * `override_meta` is an optional boolean (default: `false`). If this is set
4644 to true, the setting will become the active setting regardless of the map
4646 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
4647 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
4648 * Same as above, except value is a NoiseParams table.
4649 * `minetest.set_noiseparams(name, noiseparams, set_default)`
4650 * Sets the noiseparams setting of `name` to the noiseparams table specified
4652 * `set_default` is an optional boolean (default: `true`) that specifies
4653 whether the setting should be applied to the default config or current
4655 * `minetest.get_noiseparams(name)`
4656 * Returns a table of the noiseparams for name.
4657 * `minetest.generate_ores(vm, pos1, pos2)`
4658 * Generate all registered ores within the VoxelManip `vm` and in the area
4659 from `pos1` to `pos2`.
4660 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4661 * `minetest.generate_decorations(vm, pos1, pos2)`
4662 * Generate all registered decorations within the VoxelManip `vm` and in the
4663 area from `pos1` to `pos2`.
4664 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4665 * `minetest.clear_objects([options])`
4666 * Clear all objects in the environment
4667 * Takes an optional table as an argument with the field `mode`.
4668 * mode = `"full"` : Load and go through every mapblock, clearing
4670 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
4671 clear objects in unloaded mapblocks only when the
4672 mapblocks are next activated.
4673 * `minetest.load_area(pos1[, pos2])`
4674 * Load the mapblocks containing the area from `pos1` to `pos2`.
4675 `pos2` defaults to `pos1` if not specified.
4676 * This function does not trigger map generation.
4677 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
4678 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
4679 asynchronously fetched from memory, loaded from disk, or if inexistent,
4681 * If `callback` is a valid Lua function, this will be called for each block
4683 * The function signature of callback is:
4684 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
4685 * `blockpos` is the *block* coordinates of the block that had been
4687 * `action` could be one of the following constant values:
4688 * `minetest.EMERGE_CANCELLED`
4689 * `minetest.EMERGE_ERRORED`
4690 * `minetest.EMERGE_FROM_MEMORY`
4691 * `minetest.EMERGE_FROM_DISK`
4692 * `minetest.EMERGE_GENERATED`
4693 * `calls_remaining` is the number of callbacks to be expected after
4695 * `param` is the user-defined parameter passed to emerge_area (or
4696 nil if the parameter was absent).
4697 * `minetest.delete_area(pos1, pos2)`
4698 * delete all mapblocks in the area from pos1 to pos2, inclusive
4699 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
4700 * Checks if there is anything other than air between pos1 and pos2.
4701 * Returns false if something is blocking the sight.
4702 * Returns the position of the blocking node when `false`
4703 * `pos1`: First position
4704 * `pos2`: Second position
4705 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
4706 * Creates a `Raycast` object.
4707 * `pos1`: start of the ray
4708 * `pos2`: end of the ray
4709 * `objects`: if false, only nodes will be returned. Default is `true`.
4710 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
4711 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
4712 * returns table containing path
4713 * returns a table of 3D points representing a path from `pos1` to `pos2` or
4715 * `pos1`: start position
4716 * `pos2`: end position
4717 * `searchdistance`: number of blocks to search in each direction using a
4719 * `max_jump`: maximum height difference to consider walkable
4720 * `max_drop`: maximum height difference to consider droppable
4721 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
4722 * `minetest.spawn_tree (pos, {treedef})`
4723 * spawns L-system tree at given `pos` with definition in `treedef` table
4724 * `minetest.transforming_liquid_add(pos)`
4725 * add node to liquid update queue
4726 * `minetest.get_node_max_level(pos)`
4727 * get max available level for leveled node
4728 * `minetest.get_node_level(pos)`
4729 * get level of leveled node (water, snow)
4730 * `minetest.set_node_level(pos, level)`
4731 * set level of leveled node, default `level` equals `1`
4732 * if `totallevel > maxlevel`, returns rest (`total-max`).
4733 * `minetest.add_node_level(pos, level)`
4734 * increase level of leveled node by level, default `level` equals `1`
4735 * if `totallevel > maxlevel`, returns rest (`total-max`)
4736 * can be negative for decreasing
4737 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
4738 * resets the light in a cuboid-shaped part of
4739 the map and removes lighting bugs.
4740 * Loads the area if it is not loaded.
4741 * `pos1` is the corner of the cuboid with the least coordinates
4742 (in node coordinates), inclusive.
4743 * `pos2` is the opposite corner of the cuboid, inclusive.
4744 * The actual updated cuboid might be larger than the specified one,
4745 because only whole map blocks can be updated.
4746 The actual updated area consists of those map blocks that intersect
4747 with the given cuboid.
4748 * However, the neighborhood of the updated area might change
4749 as well, as light can spread out of the cuboid, also light
4751 * returns `false` if the area is not fully generated,
4753 * `minetest.check_single_for_falling(pos)`
4754 * causes an unsupported `group:falling_node` node to fall and causes an
4755 unattached `group:attached_node` node to fall.
4756 * does not spread these updates to neighbours.
4757 * `minetest.check_for_falling(pos)`
4758 * causes an unsupported `group:falling_node` node to fall and causes an
4759 unattached `group:attached_node` node to fall.
4760 * spread these updates to neighbours and can cause a cascade
4762 * `minetest.get_spawn_level(x, z)`
4763 * Returns a player spawn y co-ordinate for the provided (x, z)
4764 co-ordinates, or `nil` for an unsuitable spawn point.
4765 * For most mapgens a 'suitable spawn point' is one with y between
4766 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
4767 so `nil` will be returned for many (x, z) co-ordinates.
4768 * The spawn level returned is for a player spawn in unmodified terrain.
4769 * The spawn level is intentionally above terrain level to cope with
4770 full-node biome 'dust' nodes.
4775 You can find mod channels communication scheme in `doc/mod_channels.png`.
4777 * `minetest.mod_channel_join(channel_name)`
4778 * Server joins channel `channel_name`, and creates it if necessary. You
4779 should listen for incoming messages with
4780 `minetest.register_on_modchannel_message`
4785 `minetest.get_inventory(location)`: returns an `InvRef`
4788 * `{type="player", name="celeron55"}`
4789 * `{type="node", pos={x=, y=, z=}}`
4790 * `{type="detached", name="creative"}`
4791 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
4793 * `callbacks`: See [Detached inventory callbacks]
4794 * `player_name`: Make detached inventory available to one player
4795 exclusively, by default they will be sent to every player (even if not
4797 Note that this parameter is mostly just a workaround and will be removed
4799 * Creates a detached inventory. If it already exists, it is cleared.
4800 * `minetest.remove_detached_inventory(name)`
4801 * Returns a `boolean` indicating whether the removal succeeded.
4802 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
4803 returns left over ItemStack.
4804 * See `minetest.item_eat` and `minetest.register_on_item_eat`
4809 * `minetest.show_formspec(playername, formname, formspec)`
4810 * `playername`: name of player to show formspec
4811 * `formname`: name passed to `on_player_receive_fields` callbacks.
4812 It should follow the `"modname:<whatever>"` naming convention
4813 * `formspec`: formspec to display
4814 * `minetest.close_formspec(playername, formname)`
4815 * `playername`: name of player to close formspec
4816 * `formname`: has to exactly match the one given in `show_formspec`, or the
4817 formspec will not close.
4818 * calling `show_formspec(playername, formname, "")` is equal to this
4820 * to close a formspec regardless of the formname, call
4821 `minetest.close_formspec(playername, "")`.
4822 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
4823 * `minetest.formspec_escape(string)`: returns a string
4824 * escapes the characters "[", "]", "\", "," and ";", which can not be used
4826 * `minetest.explode_table_event(string)`: returns a table
4827 * returns e.g. `{type="CHG", row=1, column=2}`
4829 * `"INV"`: no row selected
4831 * `"DCL"`: double-click
4832 * `minetest.explode_textlist_event(string)`: returns a table
4833 * returns e.g. `{type="CHG", index=1}`
4835 * `"INV"`: no row selected
4837 * `"DCL"`: double-click
4838 * `minetest.explode_scrollbar_event(string)`: returns a table
4839 * returns e.g. `{type="CHG", value=500}`
4841 * `"INV"`: something failed
4842 * `"CHG"`: has been changed
4843 * `"VAL"`: not changed
4848 * `minetest.inventorycube(img1, img2, img3)`
4849 * Returns a string for making an image of a cube (useful as an item image)
4850 * `minetest.get_pointed_thing_position(pointed_thing, above)`
4851 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
4852 does not refer to a node or entity.
4853 * If the optional `above` parameter is true and the `pointed_thing` refers
4854 to a node, then it will return the `above` position of the `pointed_thing`.
4855 * `minetest.dir_to_facedir(dir, is6d)`
4856 * Convert a vector to a facedir value, used in `param2` for
4857 `paramtype2="facedir"`.
4858 * passing something non-`nil`/`false` for the optional second parameter
4859 causes it to take the y component into account.
4860 * `minetest.facedir_to_dir(facedir)`
4861 * Convert a facedir back into a vector aimed directly out the "back" of a
4863 * `minetest.dir_to_wallmounted(dir)`
4864 * Convert a vector to a wallmounted value, used for
4865 `paramtype2="wallmounted"`.
4866 * `minetest.wallmounted_to_dir(wallmounted)`
4867 * Convert a wallmounted value back into a vector aimed directly out the
4869 * `minetest.dir_to_yaw(dir)`
4870 * Convert a vector into a yaw (angle)
4871 * `minetest.yaw_to_dir(yaw)`
4872 * Convert yaw (angle) to a vector
4873 * `minetest.is_colored_paramtype(ptype)`
4874 * Returns a boolean. Returns `true` if the given `paramtype2` contains
4875 color information (`color`, `colorwallmounted` or `colorfacedir`).
4876 * `minetest.strip_param2_color(param2, paramtype2)`
4877 * Removes everything but the color information from the
4878 given `param2` value.
4879 * Returns `nil` if the given `paramtype2` does not contain color
4881 * `minetest.get_node_drops(nodename, toolname)`
4882 * Returns list of item names.
4883 * **Note**: This will be removed or modified in a future version.
4884 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
4885 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4886 * `input.width` = for example `3`
4887 * `input.items` = for example
4888 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4889 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
4890 * `output.time` = a number, if unsuccessful: `0`
4891 * `output.replacements` = List of replacement `ItemStack`s that couldn't be
4892 placed in `decremented_input.items`. Replacements can be placed in
4893 `decremented_input` if the stack of the replaced item has a count of 1.
4894 * `decremented_input` = like `input`
4895 * `minetest.get_craft_recipe(output)`: returns input
4896 * returns last registered recipe for output item (node)
4897 * `output` is a node or item type such as `"default:torch"`
4898 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4899 * `input.width` = for example `3`
4900 * `input.items` = for example
4901 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4902 * `input.items` = `nil` if no recipe found
4903 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
4904 * returns indexed table with all registered recipes for query item (node)
4905 or `nil` if no recipe was found.
4906 * recipe entry table:
4907 * `method`: 'normal' or 'cooking' or 'fuel'
4908 * `width`: 0-3, 0 means shapeless recipe
4909 * `items`: indexed [1-9] table with recipe items
4910 * `output`: string with item name and quantity
4911 * Example query for `"default:gold_ingot"` will return table:
4914 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
4915 items = {1 = "default:gold_lump"}},
4916 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
4917 items = {1 = "default:goldblock"}}
4919 * `minetest.handle_node_drops(pos, drops, digger)`
4920 * `drops`: list of itemstrings
4921 * Handles drops from nodes after digging: Default action is to put them
4922 into digger's inventory.
4923 * Can be overridden to get different functionality (e.g. dropping items on
4925 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
4927 * Creates an item string which contains palette index information
4928 for hardware colorization. You can use the returned string
4929 as an output in a craft recipe.
4930 * `item`: the item stack which becomes colored. Can be in string,
4931 table and native form.
4932 * `palette_index`: this index is added to the item stack
4933 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
4934 * Creates an item string which contains static color information
4935 for hardware colorization. Use this method if you wish to colorize
4936 an item that does not own a palette. You can use the returned string
4937 as an output in a craft recipe.
4938 * `item`: the item stack which becomes colored. Can be in string,
4939 table and native form.
4940 * `colorstring`: the new color of the item stack
4945 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
4946 returns `{{actor, pos, time, oldnode, newnode}, ...}`
4947 * Find who has done something to a node, or near a node
4948 * `actor`: `"player:<name>"`, also `"liquid"`.
4949 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
4950 `boolean, log_messages`.
4951 * Revert latest actions of someone
4952 * `actor`: `"player:<name>"`, also `"liquid"`.
4954 Defaults for the `on_place` and `on_drop` item definition functions
4955 -------------------------------------------------------------------
4957 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
4958 * Place item as a node
4959 * `param2` overrides `facedir` and wallmounted `param2`
4960 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
4961 for the newly placed node to prevent a callback and placement loop
4962 * returns `itemstack, position`
4963 * `position`: the location the node was placed to. `nil` if nothing was placed.
4964 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
4966 * returns the leftover itemstack
4967 * **Note**: This function is deprecated and will never be called.
4968 * `minetest.item_place(itemstack, placer, pointed_thing[, param2])`
4969 * Wrapper that calls `minetest.item_place_node` if appropriate
4970 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
4971 * **Note**: is not called when wielded item overrides `on_place`
4972 * `param2` overrides facedir and wallmounted `param2`
4973 * returns `itemstack, position`
4974 * `position`: the location the node was placed to. `nil` if nothing was placed.
4975 * `minetest.item_drop(itemstack, dropper, pos)`
4977 * returns the leftover itemstack
4978 * `minetest.item_eat(hp_change[, replace_with_item])`
4979 * Returns `function(itemstack, user, pointed_thing)` as a
4980 function wrapper for `minetest.do_item_eat`.
4981 * `replace_with_item` is the itemstring which is added to the inventory.
4982 If the player is eating a stack, then replace_with_item goes to a
4985 Defaults for the `on_punch` and `on_dig` node definition callbacks
4986 ------------------------------------------------------------------
4988 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
4989 * Calls functions registered by `minetest.register_on_punchnode()`
4990 * `minetest.node_dig(pos, node, digger)`
4991 * Checks if node can be dug, puts item into inventory, removes node
4992 * Calls functions registered by `minetest.registered_on_dignodes()`
4997 * `minetest.sound_play(spec, parameters, [ephemeral])`: returns a handle
4998 * `spec` is a `SimpleSoundSpec`
4999 * `parameters` is a sound parameter table
5000 * `ephemeral` is a boolean (default: false)
5001 Ephemeral sounds will not return a handle and can't be stopped or faded.
5002 It is recommend to use this for short sounds that happen in response to
5003 player actions (e.g. door closing).
5004 * `minetest.sound_stop(handle)`
5005 * `handle` is a handle returned by `minetest.sound_play`
5006 * `minetest.sound_fade(handle, step, gain)`
5007 * `handle` is a handle returned by `minetest.sound_play`
5008 * `step` determines how fast a sound will fade.
5009 Negative step will lower the sound volume, positive step will increase
5011 * `gain` the target gain for the fade.
5016 * `minetest.after(time, func, ...)`
5017 * Call the function `func` after `time` seconds, may be fractional
5018 * Optional: Variable number of arguments that are passed to `func`
5023 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
5024 server shutdown. Will display `message` to clients.
5025 * `reconnect` == true displays a reconnect button
5026 * `delay` adds an optional delay (in seconds) before shutdown.
5027 Negative delay cancels the current active shutdown.
5028 Zero delay triggers an immediate shutdown.
5029 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
5030 * `minetest.get_server_status(name, joined)`
5031 * Returns the server status string when a player joins or when the command
5032 `/status` is called. Returns `nil` or an empty string when the message is
5034 * `joined`: Boolean value, indicates whether the function was called when
5036 * This function may be overwritten by mods to customize the status message.
5037 * `minetest.get_server_uptime()`: returns the server uptime in seconds
5038 * `minetest.remove_player(name)`: remove player from database (if they are not
5040 * As auth data is not removed, minetest.player_exists will continue to
5041 return true. Call the below method as well if you want to remove auth
5043 * Returns a code (0: successful, 1: no such player, 2: player is connected)
5044 * `minetest.remove_player_auth(name)`: remove player authentication data
5045 * Returns boolean indicating success (false if player nonexistant)
5050 * `minetest.get_ban_list()`: returns a list of all bans formatted as string
5051 * `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
5052 IP address or name formatted as string
5053 * `minetest.ban_player(name)`: ban the IP of a currently connected player
5054 * Returns boolean indicating success
5055 * `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
5057 * `minetest.kick_player(name, [reason])`: disconnect a player with an optional
5059 * Returns boolean indicating success (false if player nonexistant)
5064 * `minetest.add_particle(particle definition)`
5065 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
5066 expirationtime, size, collisiondetection, texture, playername)`
5068 * `minetest.add_particlespawner(particlespawner definition)`
5069 * Add a `ParticleSpawner`, an object that spawns an amount of particles
5070 over `time` seconds.
5071 * Returns an `id`, and -1 if adding didn't succeed
5072 * Deprecated: `minetest.add_particlespawner(amount, time,
5076 minexptime, maxexptime,
5078 collisiondetection, texture, playername)`
5080 * `minetest.delete_particlespawner(id, player)`
5081 * Delete `ParticleSpawner` with `id` (return value from
5082 `minetest.add_particlespawner`).
5083 * If playername is specified, only deletes on the player's client,
5084 otherwise on all clients.
5089 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
5090 * Create a schematic from the volume of map specified by the box formed by
5092 * Apply the specified probability and per-node force-place to the specified
5093 nodes according to the `probability_list`.
5094 * `probability_list` is an array of tables containing two fields, `pos`
5096 * `pos` is the 3D vector specifying the absolute coordinates of the
5097 node being modified,
5098 * `prob` is an integer value from `0` to `255` that encodes
5099 probability and per-node force-place. Probability has levels
5100 0-127, then 128 may be added to encode per-node force-place.
5101 For probability stated as 0-255, divide by 2 and round down to
5102 get values 0-127, then add 128 to apply per-node force-place.
5103 * If there are two or more entries with the same pos value, the
5105 * If `pos` is not inside the box formed by `p1` and `p2`, it is
5107 * If `probability_list` equals `nil`, no probabilities are applied.
5108 * Apply the specified probability to the specified horizontal slices
5109 according to the `slice_prob_list`.
5110 * `slice_prob_list` is an array of tables containing two fields, `ypos`
5112 * `ypos` indicates the y position of the slice with a probability
5113 applied, the lowest slice being `ypos = 0`.
5114 * If slice probability list equals `nil`, no slice probabilities
5116 * Saves schematic in the Minetest Schematic format to filename.
5118 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
5119 * Place the schematic specified by schematic (see [Schematic specifier]) at
5121 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
5122 * If the `rotation` parameter is omitted, the schematic is not rotated.
5123 * `replacements` = `{["old_name"] = "convert_to", ...}`
5124 * `force_placement` is a boolean indicating whether nodes other than `air`
5125 and `ignore` are replaced by the schematic.
5126 * Returns nil if the schematic could not be loaded.
5127 * **Warning**: Once you have loaded a schematic from a file, it will be
5128 cached. Future calls will always use the cached version and the
5129 replacement list defined for it, regardless of whether the file or the
5130 replacement list parameter have changed. The only way to load the file
5131 anew is to restart the server.
5132 * `flags` is a flag field with the available flags:
5137 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
5138 * This function is analogous to minetest.place_schematic, but places a
5139 schematic onto the specified VoxelManip object `vmanip` instead of the
5141 * Returns false if any part of the schematic was cut-off due to the
5142 VoxelManip not containing the full area required, and true if the whole
5143 schematic was able to fit.
5144 * Returns nil if the schematic could not be loaded.
5145 * After execution, any external copies of the VoxelManip contents are
5147 * `flags` is a flag field with the available flags:
5152 * `minetest.serialize_schematic(schematic, format, options)`
5153 * Return the serialized schematic specified by schematic
5154 (see [Schematic specifier])
5155 * in the `format` of either "mts" or "lua".
5156 * "mts" - a string containing the binary MTS data used in the MTS file
5158 * "lua" - a string containing Lua code representing the schematic in table
5160 * `options` is a table containing the following optional parameters:
5161 * If `lua_use_comments` is true and `format` is "lua", the Lua code
5162 generated will have (X, Z) position comments for every X row
5163 generated in the schematic data for easier reading.
5164 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
5165 the Lua code generated will use that number of spaces as indentation
5166 instead of a tab character.
5168 * `minetest.read_schematic(schematic, options)`
5169 * Returns a Lua table representing the schematic (see: [Schematic specifier])
5170 * `schematic` is the schematic to read (see: [Schematic specifier])
5171 * `options` is a table containing the following optional parameters:
5172 * `write_yslice_prob`: string value:
5173 * `none`: no `write_yslice_prob` table is inserted,
5174 * `low`: only probabilities that are not 254 or 255 are written in
5175 the `write_ylisce_prob` table,
5176 * `all`: write all probabilities to the `write_yslice_prob` table.
5177 * The default for this option is `all`.
5178 * Any invalid value will be interpreted as `all`.
5183 * `minetest.request_http_api()`:
5184 * returns `HTTPApiTable` containing http functions if the calling mod has
5185 been granted access by being listed in the `secure.http_mods` or
5186 `secure.trusted_mods` setting, otherwise returns `nil`.
5187 * The returned table contains the functions `fetch`, `fetch_async` and
5188 `fetch_async_get` described below.
5189 * Only works at init time and must be called from the mod's main scope
5190 (not from a function).
5191 * Function only exists if minetest server was built with cURL support.
5192 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
5194 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
5195 * Performs given request asynchronously and calls callback upon completion
5196 * callback: `function(HTTPRequestResult res)`
5197 * Use this HTTP function if you are unsure, the others are for advanced use
5198 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
5199 * Performs given request asynchronously and returns handle for
5200 `HTTPApiTable.fetch_async_get`
5201 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
5202 * Return response data for given asynchronous HTTP request
5207 * `minetest.get_mod_storage()`:
5208 * returns reference to mod private `StorageRef`
5209 * must be called during mod load time
5214 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
5215 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
5216 * `minetest.player_exists(name)`: boolean, whether player exists
5217 (regardless of online status)
5218 * `minetest.hud_replace_builtin(name, hud_definition)`
5219 * Replaces definition of a builtin hud element
5220 * `name`: `"breath"` or `"health"`
5221 * `hud_definition`: definition to replace builtin definition
5222 * `minetest.send_join_message(player_name)`
5223 * This function can be overridden by mods to change the join message.
5224 * `minetest.send_leave_message(player_name, timed_out)`
5225 * This function can be overridden by mods to change the leave message.
5226 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
5227 * `pos`: table {x=number, y=number, z=number},
5228 * Gives a unique hash number for a node position (16+16+16=48bit)
5229 * `minetest.get_position_from_hash(hash)`: returns a position
5230 * Inverse transform of `minetest.hash_node_position`
5231 * `minetest.get_item_group(name, group)`: returns a rating
5232 * Get rating of a group of an item. (`0` means: not in group)
5233 * `minetest.get_node_group(name, group)`: returns a rating
5234 * Deprecated: An alias for the former.
5235 * `minetest.raillike_group(name)`: returns a rating
5236 * Returns rating of the connect_to_raillike group corresponding to name
5237 * If name is not yet the name of a connect_to_raillike group, a new group
5238 id is created, with that name.
5239 * `minetest.get_content_id(name)`: returns an integer
5240 * Gets the internal content ID of `name`
5241 * `minetest.get_name_from_content_id(content_id)`: returns a string
5242 * Gets the name of the content with that content ID
5243 * `minetest.parse_json(string[, nullvalue])`: returns something
5244 * Convert a string containing JSON data into the Lua equivalent
5245 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
5246 * On success returns a table, a string, a number, a boolean or `nullvalue`
5247 * On failure outputs an error message and returns `nil`
5248 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
5249 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
5251 * Convert a Lua table into a JSON string
5252 * styled: Outputs in a human-readable format if this is set, defaults to
5254 * Unserializable things like functions and userdata will cause an error.
5255 * **Warning**: JSON is more strict than the Lua table format.
5256 1. You can only use strings and positive integers of at least one as
5258 2. You can not mix string and integer keys.
5259 This is due to the fact that JSON has two distinct array and object
5261 * Example: `write_json({10, {a = false}})`,
5262 returns `"[10, {\"a\": false}]"`
5263 * `minetest.serialize(table)`: returns a string
5264 * Convert a table containing tables, strings, numbers, booleans and `nil`s
5265 into string form readable by `minetest.deserialize`
5266 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
5267 * `minetest.deserialize(string)`: returns a table
5268 * Convert a string returned by `minetest.deserialize` into a table
5269 * `string` is loaded in an empty sandbox environment.
5270 * Will load functions, but they cannot access the global environment.
5271 * Example: `deserialize('return { ["foo"] = "bar" }')`,
5272 returns `{foo='bar'}`
5273 * Example: `deserialize('print("foo")')`, returns `nil`
5274 (function call fails), returns
5275 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
5276 * `minetest.compress(data, method, ...)`: returns `compressed_data`
5277 * Compress a string of data.
5278 * `method` is a string identifying the compression method to be used.
5279 * Supported compression methods:
5280 * Deflate (zlib): `"deflate"`
5281 * `...` indicates method-specific arguments. Currently defined arguments
5283 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
5284 * `minetest.decompress(compressed_data, method, ...)`: returns data
5285 * Decompress a string of data (using ZLib).
5286 * See documentation on `minetest.compress()` for supported compression
5288 * `...` indicates method-specific arguments. Currently, no methods use this
5289 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
5290 * Each argument is a 8 Bit unsigned integer
5291 * Returns the ColorString from rgb or rgba values
5292 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
5293 * `minetest.encode_base64(string)`: returns string encoded in base64
5294 * Encodes a string in base64.
5295 * `minetest.decode_base64(string)`: returns string
5296 * Decodes a string encoded in base64.
5297 * `minetest.is_protected(pos, name)`: returns boolean
5298 * Returning `true` restricts the player `name` from modifying (i.e. digging,
5299 placing) the node at position `pos`.
5300 * `name` will be `""` for non-players or unknown players.
5301 * This function should be overridden by protection mods. It is highly
5302 recommended to grant access to players with the `protection_bypass` privilege.
5303 * Cache and call the old version of this function if the position is
5304 not protected by the mod. This will allow using multiple protection mods.
5307 local old_is_protected = minetest.is_protected
5308 function minetest.is_protected(pos, name)
5309 if mymod:position_protected_from(pos, name) then
5312 return old_is_protected(pos, name)
5314 * `minetest.record_protection_violation(pos, name)`
5315 * This function calls functions registered with
5316 `minetest.register_on_protection_violation`.
5317 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
5318 * Returns the position of the first node that `player_name` may not modify
5319 in the specified cuboid between `pos1` and `pos2`.
5320 * Returns `false` if no protections were found.
5321 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
5322 The points are spaced evenly throughout the volume and have a spacing
5323 similar to, but no larger than, `interval`.
5324 * All corners and edges of the defined volume are checked.
5325 * `interval` defaults to 4.
5326 * `interval` should be carefully chosen and maximised to avoid an excessive
5327 number of points being checked.
5328 * Like `minetest.is_protected`, this function may be extended or
5329 overwritten by mods to provide a faster implementation to check the
5330 cuboid for intersections.
5331 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
5332 orient_flags, prevent_after_place])`
5333 * Attempt to predict the desired orientation of the facedir-capable node
5334 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
5335 or hanging from the ceiling).
5336 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
5337 stacks are handled normally.
5338 * `orient_flags`: Optional table containing extra tweaks to the placement code:
5339 * `invert_wall`: if `true`, place wall-orientation on the ground and
5340 ground-orientation on the wall.
5341 * `force_wall` : if `true`, always place the node in wall orientation.
5342 * `force_ceiling`: if `true`, always place on the ceiling.
5343 * `force_floor`: if `true`, always place the node on the floor.
5344 * `force_facedir`: if `true`, forcefully reset the facedir to north
5345 when placing on the floor or ceiling.
5346 * The first four options are mutually-exclusive; the last in the list
5347 takes precedence over the first.
5348 * `prevent_after_place` is directly passed to `minetest.item_place_node`
5349 * Returns the new itemstack after placement
5350 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
5351 * calls `rotate_and_place()` with `infinitestacks` set according to the state
5352 of the creative mode setting, checks for "sneak" to set the `invert_wall`
5353 parameter and `prevent_after_place` set to `true`.
5355 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
5356 tool_capabilities, dir, distance, damage)`
5357 * Returns the amount of knockback applied on the punched player.
5358 * Arguments are equivalent to `register_on_punchplayer`, except the following:
5359 * `distance`: distance between puncher and punched player
5360 * This function can be overriden by mods that wish to modify this behaviour.
5361 * You may want to cache and call the old function to allow multiple mods to
5362 change knockback behaviour.
5364 * `minetest.forceload_block(pos[, transient])`
5365 * forceloads the position `pos`.
5366 * returns `true` if area could be forceloaded
5367 * If `transient` is `false` or absent, the forceload will be persistent
5368 (saved between server runs). If `true`, the forceload will be transient
5369 (not saved between server runs).
5371 * `minetest.forceload_free_block(pos[, transient])`
5372 * stops forceloading the position `pos`
5373 * If `transient` is `false` or absent, frees a persistent forceload.
5374 If `true`, frees a transient forceload.
5376 * `minetest.request_insecure_environment()`: returns an environment containing
5377 insecure functions if the calling mod has been listed as trusted in the
5378 `secure.trusted_mods` setting or security is disabled, otherwise returns
5380 * Only works at init time and must be called from the mod's main scope (not
5382 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
5383 IT IN A LOCAL VARIABLE!**
5385 * `minetest.global_exists(name)`
5386 * Checks if a global variable has been set, without triggering a warning.
5391 * `minetest.env`: `EnvRef` of the server environment and world.
5392 * Any function in the minetest namespace can be called using the syntax
5393 `minetest.env:somefunction(somearguments)`
5394 instead of `minetest.somefunction(somearguments)`
5395 * Deprecated, but support is not to be dropped soon
5400 ### Registered definition tables
5402 * `minetest.registered_items`
5403 * Map of registered items, indexed by name
5404 * `minetest.registered_nodes`
5405 * Map of registered node definitions, indexed by name
5406 * `minetest.registered_craftitems`
5407 * Map of registered craft item definitions, indexed by name
5408 * `minetest.registered_tools`
5409 * Map of registered tool definitions, indexed by name
5410 * `minetest.registered_entities`
5411 * Map of registered entity prototypes, indexed by name
5412 * `minetest.object_refs`
5413 * Map of object references, indexed by active object id
5414 * `minetest.luaentities`
5415 * Map of Lua entities, indexed by active object id
5416 * `minetest.registered_abms`
5417 * List of ABM definitions
5418 * `minetest.registered_lbms`
5419 * List of LBM definitions
5420 * `minetest.registered_aliases`
5421 * Map of registered aliases, indexed by name
5422 * `minetest.registered_ores`
5423 * Map of registered ore definitions, indexed by the `name` field.
5424 * If `name` is nil, the key is the object handle returned by
5425 `minetest.register_ore`.
5426 * `minetest.registered_biomes`
5427 * Map of registered biome definitions, indexed by the `name` field.
5428 * If `name` is nil, the key is the object handle returned by
5429 `minetest.register_biome`.
5430 * `minetest.registered_decorations`
5431 * Map of registered decoration definitions, indexed by the `name` field.
5432 * If `name` is nil, the key is the object handle returned by
5433 `minetest.register_decoration`.
5434 * `minetest.registered_schematics`
5435 * Map of registered schematic definitions, indexed by the `name` field.
5436 * If `name` is nil, the key is the object handle returned by
5437 `minetest.register_schematic`.
5438 * `minetest.registered_chatcommands`
5439 * Map of registered chat command definitions, indexed by name
5440 * `minetest.registered_privileges`
5441 * Map of registered privilege definitions, indexed by name
5443 ### Registered callback tables
5445 All callbacks registered with [Global callback registration functions] are added
5446 to corresponding `minetest.registered_*` tables.
5454 Sorted alphabetically.
5459 A fast access data structure to store areas, and find areas near a given
5461 Every area has a `data` string attribute to store additional information.
5462 You can create an empty `AreaStore` by calling `AreaStore()`, or
5463 `AreaStore(type_name)`. The mod decides where to save and load AreaStore.
5464 If you chose the parameter-less constructor, a fast implementation will be
5465 automatically chosen for you.
5469 * `get_area(id, include_borders, include_data)`
5470 * Returns the area information about the specified ID.
5471 * Returned values are either of these:
5473 nil -- Area not found
5474 true -- Without `include_borders` and `include_data`
5476 min = pos, max = pos -- `include_borders == true`
5477 data = string -- `include_data == true`
5480 * `get_areas_for_pos(pos, include_borders, include_data)`
5481 * Returns all areas as table, indexed by the area ID.
5482 * Table values: see `get_area`.
5483 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`
5484 * Returns all areas that contain all nodes inside the area specified by `edge1`
5485 and `edge2` (inclusive).
5486 * `accept_overlap`: if `true`, areas are returned that have nodes in
5487 common (intersect) with the specified area.
5488 * Returns the same values as `get_areas_for_pos`.
5489 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
5490 * Returns the new area's ID, or nil if the insertion failed.
5491 * The (inclusive) positions `edge1` and `edge2` describe the area.
5492 * `data` is a string stored with the area.
5493 * `id` (optional): will be used as the internal area ID if it is an unique
5494 number between 0 and 2^32-2.
5495 * `reserve(count)`: reserves resources for at most `count` many contained
5497 Only needed for efficiency, and only some implementations profit.
5498 * `remove_area(id)`: removes the area with the given id from the store, returns
5500 * `set_cache_params(params)`: sets params for the included prefiltering cache.
5501 Calling invalidates the cache, so that its elements have to be newly
5503 * `params` is a table with the following fields:
5505 enabled = boolean, -- Whether to enable, default true
5506 block_radius = int, -- The radius (in nodes) of the areas the cache
5507 -- generates prefiltered lists for, minimum 16,
5509 limit = int, -- The cache size, minimum 20, default 1000
5510 * `to_string()`: Experimental. Returns area store serialized as a (binary)
5512 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
5514 * `from_string(str)`: Experimental. Deserializes string and loads it into the
5516 Returns success and, optionally, an error message.
5517 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
5523 An `InvRef` is a reference to an inventory.
5527 * `is_empty(listname)`: return `true` if list is empty
5528 * `get_size(listname)`: get size of a list
5529 * `set_size(listname, size)`: set size of a list
5530 * returns `false` on error (e.g. invalid `listname` or `size`)
5531 * `get_width(listname)`: get width of a list
5532 * `set_width(listname, width)`: set width of list; currently used for crafting
5533 * `get_stack(listname, i)`: get a copy of stack index `i` in list
5534 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
5535 * `get_list(listname)`: return full list
5536 * `set_list(listname, list)`: set full list (size will not change)
5537 * `get_lists()`: returns list of inventory lists
5538 * `set_lists(lists)`: sets inventory lists (size will not change)
5539 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
5541 * `room_for_item(listname, stack):` returns `true` if the stack of items
5542 can be fully added to the list
5543 * `contains_item(listname, stack, [match_meta])`: returns `true` if
5544 the stack of items can be fully taken from the list.
5545 If `match_meta` is false, only the items' names are compared
5547 * `remove_item(listname, stack)`: take as many items as specified from the
5548 list, returns the items that were actually removed (as an `ItemStack`)
5549 -- note that any item metadata is ignored, so attempting to remove a specific
5550 unique item this way will likely remove the wrong one -- to do that use
5551 `set_stack` with an empty `ItemStack`.
5552 * `get_location()`: returns a location compatible to
5553 `minetest.get_inventory(location)`.
5554 * returns `{type="undefined"}` in case location is not known
5559 An `ItemStack` is a stack of items.
5561 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
5562 an itemstring, a table or `nil`.
5566 * `is_empty()`: returns `true` if stack is empty.
5567 * `get_name()`: returns item name (e.g. `"default:stone"`).
5568 * `set_name(item_name)`: returns a boolean indicating whether the item was
5570 * `get_count()`: Returns number of items on the stack.
5571 * `set_count(count)`: returns a boolean indicating whether the item was cleared
5572 * `count`: number, unsigned 16 bit integer
5573 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
5574 * `set_wear(wear)`: returns boolean indicating whether item was cleared
5575 * `wear`: number, unsigned 16 bit integer
5576 * `get_meta()`: returns ItemStackMetaRef. See section for more details
5577 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
5579 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
5580 * `get_description()`: returns the description shown in inventory list tooltips.
5581 * `clear()`: removes all items from the stack, making it empty.
5582 * `replace(item)`: replace the contents of this stack.
5583 * `item` can also be an itemstring or table.
5584 * `to_string()`: returns the stack in itemstring form.
5585 * `to_table()`: returns the stack in Lua table form.
5586 * `get_stack_max()`: returns the maximum size of the stack (depends on the
5588 * `get_free_space()`: returns `get_stack_max() - get_count()`.
5589 * `is_known()`: returns `true` if the item name refers to a defined item type.
5590 * `get_definition()`: returns the item definition table.
5591 * `get_tool_capabilities()`: returns the digging properties of the item,
5592 or those of the hand if none are defined for this item type
5593 * `add_wear(amount)`
5594 * Increases wear by `amount` if the item is a tool
5595 * `amount`: number, integer
5596 * `add_item(item)`: returns leftover `ItemStack`
5597 * Put some item or stack onto this stack
5598 * `item_fits(item)`: returns `true` if item or stack can be fully added to
5600 * `take_item(n)`: returns taken `ItemStack`
5601 * Take (and remove) up to `n` items from this stack
5602 * `n`: number, default: `1`
5603 * `peek_item(n)`: returns taken `ItemStack`
5604 * Copy (don't remove) up to `n` items from this stack
5605 * `n`: number, default: `1`
5610 ItemStack metadata: reference extra data and functionality stored in a stack.
5611 Can be obtained via `item:get_meta()`.
5615 * All methods in MetaDataRef
5616 * `set_tool_capabilities([tool_capabilities])`
5617 * Overrides the item's tool capabilities
5618 * A nil value will clear the override data and restore the original
5624 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
5625 and [`PlayerMetaRef`].
5629 * `contains(key)`: Returns true if key present, otherwise false.
5630 * Returns `nil` when the MetaData is inexistent.
5631 * `get(key)`: Returns `nil` if key not present, else the stored string.
5632 * `set_string(key, value)`: Value of `""` will delete the key.
5633 * `get_string(key)`: Returns `""` if key not present.
5634 * `set_int(key, value)`
5635 * `get_int(key)`: Returns `0` if key not present.
5636 * `set_float(key, value)`
5637 * `get_float(key)`: Returns `0` if key not present.
5638 * `to_table()`: returns `nil` or a table with keys:
5639 * `fields`: key-value storage
5640 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
5641 * `from_table(nil or {})`
5642 * Any non-table value will clear the metadata
5643 * See [Node Metadata] for an example
5644 * returns `true` on success
5646 * returns `true` if this metadata has the same key-value pairs as `other`
5651 An interface to use mod channels on client and server
5655 * `leave()`: leave the mod channel.
5656 * Server leaves channel `channel_name`.
5657 * No more incoming or outgoing messages can be sent to this channel from
5659 * This invalidate all future object usage.
5660 * Ensure you set mod_channel to nil after that to free Lua resources.
5661 * `is_writeable()`: returns true if channel is writeable and mod can send over
5663 * `send_all(message)`: Send `message` though the mod channel.
5664 * If mod channel is not writeable or invalid, message will be dropped.
5665 * Message size is limited to 65535 characters by protocol.
5670 Node metadata: reference extra data and functionality stored in a node.
5671 Can be obtained via `minetest.get_meta(pos)`.
5675 * All methods in MetaDataRef
5676 * `get_inventory()`: returns `InvRef`
5677 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
5678 This will prevent them from being sent to the client. Note that the "private"
5679 status will only be remembered if an associated key-value pair exists,
5680 meaning it's best to call this when initializing all other meta (e.g.
5686 Node Timers: a high resolution persistent per-node timer.
5687 Can be gotten via `minetest.get_node_timer(pos)`.
5691 * `set(timeout,elapsed)`
5692 * set a timer's state
5693 * `timeout` is in seconds, and supports fractional values (0.1 etc)
5694 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
5695 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
5699 * equivalent to `set(timeout,0)`
5702 * `get_timeout()`: returns current timeout in seconds
5703 * if `timeout` equals `0`, timer is inactive
5704 * `get_elapsed()`: returns current elapsed time in seconds
5705 * the node's `on_timer` function will be called after `(timeout - elapsed)`
5707 * `is_started()`: returns boolean state of timer
5708 * returns `true` if timer is started, otherwise `false`
5713 Moving things in the game are generally these.
5714 This is basically a reference to a C++ `ServerActiveObject`.
5716 ### Advice on handling `ObjectRefs`
5718 When you receive an `ObjectRef` as a callback argument or from another API
5719 function, it is possible to store the reference somewhere and keep it around.
5720 It will keep functioning until the object is unloaded or removed.
5722 However, doing this is **NOT** recommended as there is (intentionally) no method
5723 to test if a previously acquired `ObjectRef` is still valid.
5724 Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
5725 Lua back to the engine.
5726 Doing so is much less error-prone and you will never need to wonder if the
5727 object you are working with still exists.
5732 * `get_pos()`: returns `{x=num, y=num, z=num}`
5733 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
5734 * `move_to(pos, continuous=false)`
5735 * Does an interpolated move for Lua entities for visually smooth transitions.
5736 * If `continuous` is true, the Lua entity will not be moved to the current
5737 position before starting the interpolated move.
5738 * For players this does the same as `set_pos`,`continuous` is ignored.
5739 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
5740 * `puncher` = another `ObjectRef`,
5741 * `time_from_last_punch` = time since last punch action of the puncher
5742 * `direction`: can be `nil`
5743 * `right_click(clicker)`; `clicker` is another `ObjectRef`
5744 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
5745 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
5746 * See reason in register_on_player_hpchange
5747 * Is limited to the range of 0 ... 65535 (2^16 - 1)
5748 * For players: HP are also limited by `hp_max` specified in the player's
5750 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
5751 * `get_wield_list()`: returns the name of the inventory list the wielded item
5753 * `get_wield_index()`: returns the index of the wielded item
5754 * `get_wielded_item()`: returns an `ItemStack`
5755 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
5757 * `set_armor_groups({group1=rating, group2=rating, ...})`
5758 * `get_armor_groups()`: returns a table with the armor group ratings
5759 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
5760 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
5761 * `frame_speed`: number, default: `15.0`
5762 * `frame_blend`: number, default: `0.0`
5763 * `frame_loop`: boolean, default: `true`
5764 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
5766 * `set_animation_frame_speed(frame_speed)`
5767 * `frame_speed`: number, default: `15.0`
5768 * `set_attach(parent, bone, position, rotation)`
5770 * `position`: `{x=num, y=num, z=num}` (relative)
5771 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
5772 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
5775 * `set_bone_position(bone, position, rotation)`
5777 * `position`: `{x=num, y=num, z=num}` (relative)
5778 * `rotation`: `{x=num, y=num, z=num}`
5779 * `get_bone_position(bone)`: returns position and rotation of the bone
5780 * `set_properties(object property table)`
5781 * `get_properties()`: returns object property table
5782 * `is_player()`: returns true for players, false otherwise
5783 * `get_nametag_attributes()`
5784 * returns a table with the attributes of the nametag of an object
5786 color = {a=0..255, r=0..255, g=0..255, b=0..255},
5789 * `set_nametag_attributes(attributes)`
5790 * sets the attributes of the nametag of an object
5794 text = "My Nametag",
5797 #### Lua entity only (no-op for other objects)
5799 * `remove()`: remove object
5800 * The object is removed after returning from Lua. However the `ObjectRef`
5801 itself instantly becomes unusable with all further method calls having
5802 no effect and returning `nil`.
5803 * `set_velocity(vel)`
5804 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5805 * `add_velocity(vel)`
5806 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5807 * In comparison to using get_velocity, adding the velocity and then using
5808 set_velocity, add_velocity is supposed to avoid synchronization problems.
5809 * `get_velocity()`: returns the velocity, a vector
5810 * `set_acceleration(acc)`
5812 * `get_acceleration()`: returns the acceleration, a vector
5813 * `set_rotation(rot)`
5814 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
5815 and Z is roll (bank).
5816 * `get_rotation()`: returns the rotation, a vector (radians)
5817 * `set_yaw(radians)`: sets the yaw (heading).
5818 * `get_yaw()`: returns number in radians
5819 * `set_texture_mod(mod)`
5820 * `get_texture_mod()` returns current texture modifier
5821 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
5822 * Select sprite from spritesheet with optional animation and Dungeon Master
5823 style texture selection based on yaw relative to camera
5824 * `p`: {x=number, y=number}, the coordinate of the first frame
5825 (x: column, y: row), default: `{x=0, y=0}`
5826 * `num_frames`: number, default: `1`
5827 * `framelength`: number, default: `0.2`
5828 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
5829 Master mob, default: `false`
5830 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
5833 #### Player only (no-op for other objects)
5835 * `get_player_name()`: returns `""` if is not a player
5836 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
5837 table {x, y, z} representing the player's instantaneous velocity in nodes/s
5838 * `add_player_velocity(vel)`
5839 * Adds to player velocity, this happens client-side and only once.
5840 * Does not apply during free_move.
5841 * Note that since the player speed is normalized at each move step,
5842 increasing e.g. Y velocity beyond what would usually be achieved
5843 (see: physics overrides) will cause existing X/Z velocity to be reduced.
5844 * Example: `add_player_velocity({x=0, y=6.5, z=0})` is equivalent to
5845 pressing the jump key (assuming default settings)
5846 * `get_look_dir()`: get camera direction as a unit vector
5847 * `get_look_vertical()`: pitch in radians
5848 * Angle ranges between -pi/2 and pi/2, which are straight up and down
5850 * `get_look_horizontal()`: yaw in radians
5851 * Angle is counter-clockwise from the +z direction.
5852 * `set_look_vertical(radians)`: sets look pitch
5853 * radians: Angle from looking forward, where positive is downwards.
5854 * `set_look_horizontal(radians)`: sets look yaw
5855 * radians: Angle from the +z direction, where positive is counter-clockwise.
5856 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
5857 `get_look_vertical`.
5858 * Angle ranges between -pi/2 and pi/2, which are straight down and up
5860 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
5861 `get_look_horizontal`.
5862 * Angle is counter-clockwise from the +x direction.
5863 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
5864 `set_look_vertical`.
5865 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
5866 `set_look_horizontal`.
5867 * `get_breath()`: returns player's breath
5868 * `set_breath(value)`: sets player's breath
5870 * `0`: player is drowning
5871 * max: bubbles bar is not shown
5872 * See [Object properties] for more information
5873 * Is limited to range 0 ... 65535 (2^16 - 1)
5874 * `set_fov(fov, is_multiplier)`: Sets player's FOV
5876 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
5877 Defaults to `false`.
5878 * Set to 0 to clear FOV override.
5880 * Returns player's FOV override in degrees, and a boolean depending on whether
5881 the value is a multiplier.
5882 * Returns 0 as first value if player's FOV hasn't been overridden.
5883 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
5884 * Sets an extra attribute with value on player.
5885 * `value` must be a string, or a number which will be converted to a
5887 * If `value` is `nil`, remove attribute from player.
5888 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
5889 * Returns value (a string) for extra attribute.
5890 * Returns `nil` if no attribute found.
5891 * `get_meta()`: Returns a PlayerMetaRef.
5892 * `set_inventory_formspec(formspec)`
5893 * Redefine player's inventory form
5894 * Should usually be called in `on_joinplayer`
5895 * `get_inventory_formspec()`: returns a formspec string
5896 * `set_formspec_prepend(formspec)`:
5897 * the formspec string will be added to every formspec shown to the user,
5898 except for those with a no_prepend[] tag.
5899 * This should be used to set style elements such as background[] and
5900 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
5901 * Only affects formspecs shown after this is called.
5902 * `get_formspec_prepend(formspec)`: returns a formspec string.
5903 * `get_player_control()`: returns table with player pressed keys
5904 * The table consists of fields with boolean value representing the pressed
5905 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
5906 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
5907 sneak=true, aux1=false, down=false, up=false}`
5908 * `get_player_control_bits()`: returns integer with bit packed player pressed
5910 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
5912 * `set_physics_override(override_table)`
5913 * `override_table` is a table with the following fields:
5914 * `speed`: multiplier to default walking speed value (default: `1`)
5915 * `jump`: multiplier to default jump value (default: `1`)
5916 * `gravity`: multiplier to default gravity value (default: `1`)
5917 * `sneak`: whether player can sneak (default: `true`)
5918 * `sneak_glitch`: whether player can use the new move code replications
5919 of the old sneak side-effects: sneak ladders and 2 node sneak jump
5921 * `new_move`: use new move/sneak code. When `false` the exact old code
5922 is used for the specific old sneak behaviour (default: `true`)
5923 * `get_physics_override()`: returns the table given to `set_physics_override`
5924 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
5926 * `hud_remove(id)`: remove the HUD element of the specified id
5927 * `hud_change(id, stat, value)`: change a value of a previously added HUD
5929 * element `stat` values:
5930 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
5931 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
5932 * `hud_set_flags(flags)`: sets specified HUD flags of player.
5933 * `flags`: A table with the following fields set to boolean values
5941 * If a flag equals `nil`, the flag is not modified
5942 * `minimap`: Modifies the client's permission to view the minimap.
5943 The client may locally elect to not view the minimap.
5944 * `minimap_radar` is only usable when `minimap` is true
5945 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
5946 * See `hud_set_flags` for a list of flags that can be toggled.
5947 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
5948 * `count`: number of items, must be between `1` and `32`
5949 * `hud_get_hotbar_itemcount`: returns number of visible items
5950 * `hud_set_hotbar_image(texturename)`
5951 * sets background image for hotbar
5952 * `hud_get_hotbar_image`: returns texturename
5953 * `hud_set_hotbar_selected_image(texturename)`
5954 * sets image for selected item of hotbar
5955 * `hud_get_hotbar_selected_image`: returns texturename
5956 * `set_sky(bgcolor, type, {texture names}, clouds)`
5957 * `bgcolor`: ColorSpec, defaults to white
5958 * `type`: Available types:
5959 * `"regular"`: Uses 0 textures, `bgcolor` ignored
5960 * `"skybox"`: Uses 6 textures, `bgcolor` used
5961 * `"plain"`: Uses 0 textures, `bgcolor` used
5962 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
5963 `"plain"` custom skyboxes (default: `true`)
5964 * `get_sky()`: returns bgcolor, type, table of textures, clouds
5965 * `set_clouds(parameters)`: set cloud parameters
5966 * `parameters` is a table with the following optional fields:
5967 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
5968 * `color`: basic cloud color with alpha channel, ColorSpec
5969 (default `#fff0f0e5`).
5970 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
5971 ColorSpec (alpha ignored, default `#000000`)
5972 * `height`: cloud height, i.e. y of cloud base (default per conf,
5974 * `thickness`: cloud thickness in nodes (default `16`)
5975 * `speed`: 2D cloud speed + direction in nodes per second
5976 (default `{x=0, z=-2}`).
5977 * `get_clouds()`: returns a table with the current cloud parameters as in
5979 * `override_day_night_ratio(ratio or nil)`
5980 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
5982 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
5983 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
5984 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
5985 set animation for player model in third person view
5987 set_local_animation({x=0, y=79}, -- stand/idle animation key frames
5988 {x=168, y=187}, -- walk animation key frames
5989 {x=189, y=198}, -- dig animation key frames
5990 {x=200, y=219}, -- walk+dig animation key frames
5991 frame_speed=30) -- animation frame speed
5992 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
5994 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
5996 * in first person view
5997 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
5998 * `get_eye_offset()`: returns `offset_first` and `offset_third`
5999 * `send_mapblock(blockpos)`:
6000 * Sends a server-side loaded mapblock to the player.
6001 * Returns `false` if failed.
6002 * Resource intensive - use sparsely
6003 * To get blockpos, integer divide pos by 16
6008 A 32-bit pseudorandom number generator.
6009 Uses PCG32, an algorithm of the permuted congruential generator family,
6010 offering very strong randomness.
6012 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
6016 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
6017 * `next(min, max)`: return next integer random number [`min`...`max`]
6018 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
6019 random number [`min`...`max`].
6020 * This is only a rough approximation of a normal distribution with:
6021 * `mean = (max - min) / 2`, and
6022 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
6023 * Increasing `num_trials` improves accuracy of the approximation
6028 A perlin noise generator.
6029 It can be created via `PerlinNoise(seed, octaves, persistence, spread)`
6030 or `PerlinNoise(noiseparams)`.
6031 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
6032 or `minetest.get_perlin(noiseparams)`.
6036 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
6037 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
6042 A fast, bulk perlin noise generator.
6044 It can be created via `PerlinNoiseMap(noiseparams, size)` or
6045 `minetest.get_perlin_map(noiseparams, size)`.
6047 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
6048 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
6051 For each of the functions with an optional `buffer` parameter: If `buffer` is
6052 not nil, this table will be used to store the result instead of creating a new
6057 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
6058 with values starting at `pos={x=,y=}`
6059 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
6060 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
6061 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
6062 array of 2D noise with values starting at `pos={x=,y=}`
6063 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
6064 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
6065 is stored internally.
6066 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
6067 is stored internally.
6068 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
6069 returns a slice of the most recently computed noise results. The result slice
6070 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
6071 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
6073 `noisevals = noise:get_map_slice({y=20}, {y=2})`
6074 It is important to note that `slice_offset` offset coordinates begin at 1,
6075 and are relative to the starting position of the most recently calculated
6077 To grab a single vertical column of noise starting at map coordinates
6078 x = 1023, y=1000, z = 1000:
6079 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
6080 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
6086 Uses the same method of storage as the deprecated player attribute API, so
6087 data there will also be in player meta.
6088 Can be obtained using `player:get_meta()`.
6092 * All methods in MetaDataRef
6097 A 16-bit pseudorandom number generator.
6098 Uses a well-known LCG algorithm introduced by K&R.
6100 It can be created via `PseudoRandom(seed)`.
6104 * `next()`: return next integer random number [`0`...`32767`]
6105 * `next(min, max)`: return next integer random number [`min`...`max`]
6106 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
6107 due to the simple implementation making bad distribution otherwise.
6112 A raycast on the map. It works with selection boxes.
6113 Can be used as an iterator in a for loop as:
6115 local ray = Raycast(...)
6116 for pointed_thing in ray do
6120 The map is loaded as the ray advances. If the map is modified after the
6121 `Raycast` is created, the changes may or may not have an effect on the object.
6123 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
6124 `minetest.raycast(pos1, pos2, objects, liquids)` where:
6126 * `pos1`: start of the ray
6127 * `pos2`: end of the ray
6128 * `objects`: if false, only nodes will be returned. Default is true.
6129 * `liquids`: if false, liquid nodes won't be returned. Default is false.
6133 * `next()`: returns a `pointed_thing` with exact pointing location
6134 * Returns the next thing pointed by the ray or nil.
6139 Interface for the operating system's crypto-secure PRNG.
6141 It can be created via `SecureRandom()`. The constructor returns nil if a
6142 secure random device cannot be found on the system.
6146 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
6147 random bytes, as a string.
6152 An interface to read config files in the format of `minetest.conf`.
6154 It can be created via `Settings(filename)`.
6158 * `get(key)`: returns a value
6159 * `get_bool(key, [default])`: returns a boolean
6160 * `default` is the value returned if `key` is not found.
6161 * Returns `nil` if `key` is not found and `default` not specified.
6162 * `get_np_group(key)`: returns a NoiseParams table
6164 * Returns `{flag = true/false, ...}` according to the set flags.
6165 * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
6166 flags like `mgv5_spflags`.
6168 * Setting names can't contain whitespace or any of `="{}#`.
6169 * Setting values can't contain the sequence `\n"""`.
6170 * Setting names starting with "secure." can't be set on the main settings
6171 object (`minetest.settings`).
6172 * `set_bool(key, value)`
6173 * See documentation for set() above.
6174 * `set_np_group(key, value)`
6175 * `value` is a NoiseParams table.
6176 * Also, see documentation for set() above.
6177 * `remove(key)`: returns a boolean (`true` for success)
6178 * `get_names()`: returns `{key1,...}`
6179 * `write()`: returns a boolean (`true` for success)
6180 * Writes changes to file.
6181 * `to_table()`: returns `{[key1]=value1,...}`
6185 The settings have the format `key = value`. Example:
6197 Mod metadata: per mod metadata, saved automatically.
6198 Can be obtained via `minetest.get_mod_storage()` during load time.
6200 WARNING: This storage backend is incaptable to save raw binary data due
6201 to restrictions of JSON.
6205 * All methods in MetaDataRef
6216 Used by `ObjectRef` methods. Part of an Entity definition.
6217 These properties are not persistent, but are applied automatically to the
6218 corresponding Lua entity using the given registration fields.
6219 Player properties need to be saved manually.
6223 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
6226 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
6229 -- For players only. Zoom FOV in degrees.
6230 -- Note that zoom loads and/or generates world beyond the server's
6231 -- maximum send and generate distances, so acts like a telescope.
6232 -- Smaller zoom_fov values increase the distance loaded/generated.
6233 -- Defaults to 15 in creative mode, 0 in survival mode.
6234 -- zoom_fov = 0 disables zooming for the player.
6237 -- For players only. Camera height above feet position in nodes.
6238 -- Defaults to 1.625.
6241 -- Collide with `walkable` nodes.
6243 collide_with_objects = true,
6244 -- Collide with other objects if physical = true
6246 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
6247 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
6248 -- Selection box uses collision box dimensions when not set.
6249 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
6253 -- Overrides selection box when false
6255 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
6256 -- "cube" is a node-sized cube.
6257 -- "sprite" is a flat texture always facing the player.
6258 -- "upright_sprite" is a vertical flat texture.
6259 -- "mesh" uses the defined mesh model.
6260 -- "wielditem" is used for dropped items.
6261 -- (see builtin/game/item_entity.lua).
6262 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
6263 -- If the item has a 'wield_image' the object will be an extrusion of
6265 -- If 'itemname' is a cubic node or nodebox the object will appear
6266 -- identical to 'itemname'.
6267 -- If 'itemname' is a plantlike node the object will be an extrusion
6269 -- Otherwise for non-node items, the object will be an extrusion of
6270 -- 'inventory_image'.
6271 -- If 'itemname' contains a ColorString or palette index (e.g. from
6272 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
6273 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
6275 visual_size = {x = 1, y = 1, z = 1},
6276 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
6277 -- to scale the entity along both horizontal axes.
6280 -- File name of mesh when using "mesh" visual
6283 -- Number of required textures depends on visual.
6284 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
6285 -- "sprite" uses 1 texture.
6286 -- "upright_sprite" uses 2 textures: {front, back}.
6287 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
6290 -- Number of required colors depends on visual
6292 use_texture_alpha = false,
6293 -- Use texture's alpha channel.
6294 -- Excludes "upright_sprite" and "wielditem".
6295 -- Note: currently causes visual issues when viewed through other
6296 -- semi-transparent materials such as water.
6298 spritediv = {x = 1, y = 1},
6299 -- Used with spritesheet textures for animation and/or frame selection
6300 -- according to position relative to player.
6301 -- Defines the number of columns and rows in the spritesheet:
6304 initial_sprite_basepos = {x = 0, y = 0},
6305 -- Used with spritesheet textures.
6306 -- Defines the {column, row} position of the initially used frame in the
6310 -- If false, object is invisible and can't be pointed.
6312 makes_footstep_sound = false,
6313 -- If true, is able to make footstep sounds of nodes
6314 -- (see node sound definition for details).
6316 automatic_rotate = 0,
6317 -- Set constant rotation in radians per second, positive or negative.
6318 -- Set to 0 to disable constant rotation.
6321 -- If positive number, object will climb upwards when it moves
6322 -- horizontally against a `walkable` node, if the height difference
6323 -- is within `stepheight`.
6325 automatic_face_movement_dir = 0.0,
6326 -- Automatically set yaw to movement direction, offset in degrees.
6327 -- 'false' to disable.
6329 automatic_face_movement_max_rotation_per_sec = -1,
6330 -- Limit automatic rotation to this value in degrees per second.
6331 -- No limit if value <= 0.
6333 backface_culling = true,
6334 -- Set to false to disable backface_culling for model
6337 -- Add this much extra lighting when calculating texture color.
6338 -- Value < 0 disables light's effect on texture color.
6339 -- For faking self-lighting, UI style entities, or programmatic coloring
6343 -- By default empty, for players their name is shown if empty
6345 nametag_color = <ColorSpec>,
6346 -- Sets color of nametag
6349 -- By default empty, text to be shown when pointed at object
6352 -- If false, never save this object statically. It will simply be
6353 -- deleted when the block gets unloaded.
6354 -- The get_staticdata() callback is never called then.
6355 -- Defaults to 'true'.
6361 Used by `minetest.register_entity`.
6364 initial_properties = {
6366 mesh = "boats_boat.obj",
6369 -- A table of object properties, see the `Object properties` section.
6370 -- Object properties being read directly from the entity definition
6371 -- table is deprecated. Define object properties in this
6372 -- `initial_properties` table instead.
6374 on_activate = function(self, staticdata, dtime_s),
6376 on_step = function(self, dtime),
6378 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
6380 on_rightclick = function(self, clicker),
6382 get_staticdata = function(self),
6383 -- Called sometimes; the string returned is passed to on_activate when
6384 -- the entity is re-activated from static state
6386 _custom_field = whatever,
6387 -- You can define arbitrary member variables here (see Item definition
6388 -- for more info) by using a '_' prefix
6391 ABM (ActiveBlockModifier) definition
6392 ------------------------------------
6394 Used by `minetest.register_abm`.
6397 label = "Lava cooling",
6398 -- Descriptive label for profiling purposes (optional).
6399 -- Definitions with identical labels will be listed as one.
6401 nodenames = {"default:lava_source"},
6402 -- Apply `action` function to these nodes.
6403 -- `group:groupname` can also be used here.
6405 neighbors = {"default:water_source", "default:water_flowing"},
6406 -- Only apply `action` to nodes that have one of, or any
6407 -- combination of, these neighbors.
6408 -- If left out or empty, any neighbor will do.
6409 -- `group:groupname` can also be used here.
6412 -- Operation interval in seconds
6415 -- Chance of triggering `action` per-node per-interval is 1.0 / this
6419 -- If true, catch-up behaviour is enabled: The `chance` value is
6420 -- temporarily reduced when returning to an area to simulate time lost
6421 -- by the area being unattended. Note that the `chance` value can often
6424 action = function(pos, node, active_object_count, active_object_count_wider),
6425 -- Function triggered for each qualifying node.
6426 -- `active_object_count` is number of active objects in the node's
6428 -- `active_object_count_wider` is number of active objects in the node's
6429 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
6430 -- mapblocks are unloaded an estmate is calculated for them based on
6431 -- loaded mapblocks.
6434 LBM (LoadingBlockModifier) definition
6435 -------------------------------------
6437 Used by `minetest.register_lbm`.
6439 A loading block modifier (LBM) is used to define a function that is called for
6440 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
6444 label = "Upgrade legacy doors",
6445 -- Descriptive label for profiling purposes (optional).
6446 -- Definitions with identical labels will be listed as one.
6448 name = "modname:replace_legacy_door",
6450 nodenames = {"default:lava_source"},
6451 -- List of node names to trigger the LBM on.
6452 -- Also non-registered nodes will work.
6453 -- Groups (as of group:groupname) will work as well.
6455 run_at_every_load = false,
6456 -- Whether to run the LBM's action every time a block gets loaded,
6457 -- and not only the first time the block gets loaded after the LBM
6460 action = function(pos, node),
6467 * `{name="image.png", animation={Tile Animation definition}}`
6468 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
6469 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
6470 * backface culling enabled by default for most nodes
6471 * tileable flags are info for shaders, how they should treat texture
6472 when displacement mapping is used.
6473 Directions are from the point of view of the tile texture,
6474 not the node it's on.
6475 * align style determines whether the texture will be rotated with the node
6476 or kept aligned with its surroundings. "user" means that client
6477 setting will be used, similar to `glasslike_framed_optional`.
6478 Note: supported by solid nodes and nodeboxes only.
6479 * scale is used to make texture span several (exactly `scale`) nodes,
6480 instead of just one, in each direction. Works for world-aligned
6482 Note that as the effect is applied on per-mapblock basis, `16` should
6483 be equally divisible by `scale` or you may get wrong results.
6484 * `{name="image.png", color=ColorSpec}`
6485 * the texture's color will be multiplied with this color.
6486 * the tile's color overrides the owning node's color in all cases.
6487 * deprecated, yet still supported field names:
6490 Tile animation definition
6491 -------------------------
6494 type = "vertical_frames",
6497 -- Width of a frame in pixels
6500 -- Height of a frame in pixels
6510 -- Width in number of frames
6513 -- Height in number of frames
6516 -- Length of a single frame
6522 Used by `minetest.register_node`, `minetest.register_craftitem`, and
6523 `minetest.register_tool`.
6526 description = "Steel Axe",
6529 -- key = name, value = rating; rating = 1..3.
6530 -- If rating not applicable, use 1.
6531 -- e.g. {wool = 1, fluffy = 3}
6532 -- {soil = 2, outerspace = 1, crumbly = 1}
6533 -- {bendy = 2, snappy = 1},
6534 -- {hard = 1, metal = 1, spikes = 1}
6536 inventory_image = "default_tool_steelaxe.png",
6538 inventory_overlay = "overlay.png",
6539 -- An overlay which does not get colorized
6546 -- An image file containing the palette of a node.
6547 -- You can set the currently used color as the "palette_index" field of
6548 -- the item stack metadata.
6549 -- The palette is always stretched to fit indices between 0 and 255, to
6550 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
6552 color = "0xFFFFFFFF",
6553 -- The color of the item. The palette overrides this.
6555 wield_scale = {x = 1, y = 1, z = 1},
6561 liquids_pointable = false,
6563 -- See "Tools" section for an example including explanation
6564 tool_capabilities = {
6565 full_punch_interval = 1.0,
6569 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
6570 uses = 20, maxlevel = 2},
6572 damage_groups = {groupname = damage},
6573 -- Damage values must be between -32768 and 32767 (2^15)
6575 punch_attack_uses = nil,
6576 -- Amount of uses this tool has for attacking players and entities
6577 -- by punching them (0 = infinite uses).
6578 -- For compatibility, this is automatically set from the first
6579 -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
6580 -- It is recommend to set this explicitly instead of relying on the
6581 -- fallback behavior.
6584 node_placement_prediction = nil,
6585 -- If nil and item is node, prediction is made automatically.
6586 -- If nil and item is not a node, no prediction is made.
6587 -- If "" and item is anything, no prediction is made.
6588 -- Otherwise should be name of node which the client immediately places
6589 -- on ground when the player places the item. Server will always update
6590 -- actual result to client in a short moment.
6592 node_dig_prediction = "air",
6593 -- if "", no prediction is made.
6594 -- if "air", node is removed.
6595 -- Otherwise should be name of node which the client immediately places
6596 -- upon digging. Server will always update actual result shortly.
6599 -- Definition of items sounds to be played at various events.
6600 -- All fields in this table are optional.
6602 breaks = <SimpleSoundSpec>,
6603 -- When tool breaks due to wear. Ignored for non-tools
6605 eat = <SimpleSoundSpec>,
6606 -- When item is eaten with `minetest.do_item_eat`
6609 on_place = function(itemstack, placer, pointed_thing),
6610 -- Shall place item and return the leftover itemstack.
6611 -- The placer may be any ObjectRef or nil.
6612 -- default: minetest.item_place
6614 on_secondary_use = function(itemstack, user, pointed_thing),
6615 -- Same as on_place but called when not pointing at a node.
6616 -- The user may be any ObjectRef or nil.
6619 on_drop = function(itemstack, dropper, pos),
6620 -- Shall drop item and return the leftover itemstack.
6621 -- The dropper may be any ObjectRef or nil.
6622 -- default: minetest.item_drop
6624 on_use = function(itemstack, user, pointed_thing),
6626 -- Function must return either nil if no item shall be removed from
6627 -- inventory, or an itemstack to replace the original itemstack.
6628 -- e.g. itemstack:take_item(); return itemstack
6629 -- Otherwise, the function is free to do what it wants.
6630 -- The user may be any ObjectRef or nil.
6631 -- The default functions handle regular use cases.
6633 after_use = function(itemstack, user, node, digparams),
6635 -- If defined, should return an itemstack and will be called instead of
6636 -- wearing out the tool. If returns nil, does nothing.
6637 -- If after_use doesn't exist, it is the same as:
6638 -- function(itemstack, user, node, digparams)
6639 -- itemstack:add_wear(digparams.wear)
6642 -- The user may be any ObjectRef or nil.
6644 _custom_field = whatever,
6645 -- Add your own custom fields. By convention, all custom field names
6646 -- should start with `_` to avoid naming collisions with future engine
6653 Used by `minetest.register_node`.
6656 -- <all fields allowed in item definitions>,
6658 drawtype = "normal", -- See "Node drawtypes"
6661 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
6662 -- "firelike", "mesh".
6663 -- For plantlike and firelike, the image will start at the bottom of the
6664 -- node. For torchlike, the image will start at the surface to which the
6665 -- node "attaches". For the other drawtypes the image will be centered
6668 tiles = {tile definition 1, def2, def3, def4, def5, def6},
6669 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
6670 -- Old field name was 'tile_images'.
6671 -- List can be shortened to needed length.
6673 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
6674 -- Same as `tiles`, but these textures are drawn on top of the base
6675 -- tiles. You can use this to colorize only specific parts of your
6676 -- texture. If the texture name is an empty string, that overlay is not
6677 -- drawn. Since such tiles are drawn twice, it is not recommended to use
6678 -- overlays on very common nodes.
6680 special_tiles = {tile definition 1, Tile definition 2},
6681 -- Special textures of node; used rarely.
6682 -- Old field name was 'special_materials'.
6683 -- List can be shortened to needed length.
6686 -- The node's original color will be multiplied with this color.
6687 -- If the node has a palette, then this setting only has an effect in
6688 -- the inventory and on the wield item.
6690 use_texture_alpha = false,
6691 -- Use texture's alpha channel
6693 palette = "palette.png",
6694 -- The node's `param2` is used to select a pixel from the image.
6695 -- Pixels are arranged from left to right and from top to bottom.
6696 -- The node's color will be multiplied with the selected pixel's color.
6697 -- Tiles can override this behavior.
6698 -- Only when `paramtype2` supports palettes.
6700 post_effect_color = "green#0F",
6701 -- Screen tint if player is inside node, see "ColorSpec"
6703 paramtype = "none", -- See "Nodes"
6705 paramtype2 = "none", -- See "Nodes"
6707 place_param2 = nil, -- Force value for param2 when player places node
6709 is_ground_content = true,
6710 -- If false, the cave generator and dungeon generator will not carve
6711 -- through this node.
6712 -- Specifically, this stops mod-added nodes being removed by caves and
6713 -- dungeons when those generate in a neighbor mapchunk and extend out
6714 -- beyond the edge of that mapchunk.
6716 sunlight_propagates = false,
6717 -- If true, sunlight will go infinitely through this node
6719 walkable = true, -- If true, objects collide with node
6721 pointable = true, -- If true, can be pointed at
6723 diggable = true, -- If false, can never be dug
6725 climbable = false, -- If true, can be climbed on (ladder)
6727 buildable_to = false, -- If true, placed nodes can replace this node
6730 -- If true, liquids flow into and replace this node.
6731 -- Warning: making a liquid node 'floodable' will cause problems.
6733 liquidtype = "none", -- "none" / "source" / "flowing"
6735 liquid_alternative_flowing = "", -- Flowing version of source liquid
6737 liquid_alternative_source = "", -- Source version of flowing liquid
6739 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
6741 liquid_renewable = true,
6742 -- If true, a new liquid source can be created by placing two or more
6746 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
6747 -- Allows defining the nodebox height without using param2.
6748 -- The nodebox height is 'leveled' / 64 nodes.
6749 -- The maximum value of 'leveled' is 127.
6751 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
6754 -- Player will take this amount of damage if no bubbles are left
6757 -- Amount of light emitted by node.
6758 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
6759 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
6762 damage_per_second = 0,
6763 -- If player is inside node, this damage is caused
6765 node_box = {type="regular"}, -- See "Node boxes"
6767 connects_to = nodenames,
6768 -- Used for nodebox nodes with the type == "connected".
6769 -- Specifies to what neighboring nodes connections will be drawn.
6770 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
6772 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
6773 -- Tells connected nodebox nodes to connect only to these sides of this
6777 -- File name of mesh when using "mesh" drawtype
6782 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6785 -- Custom selection box definition. Multiple boxes can be defined.
6786 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
6787 -- definition is used for the selection box.
6792 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6795 -- Custom collision box definition. Multiple boxes can be defined.
6796 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
6797 -- definition is used for the collision box.
6798 -- Both of the boxes above are defined as:
6799 -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
6801 -- Support maps made in and before January 2012
6802 legacy_facedir_simple = false,
6803 legacy_wallmounted = false,
6806 -- Valid for drawtypes:
6807 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
6808 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
6809 -- 2 - wave node like leaves (whole node moves side-to-side)
6810 -- 3 - wave node like liquids (whole node moves up and down)
6811 -- Not all models will properly wave.
6812 -- plantlike drawtype can only wave like plants.
6813 -- allfaces_optional drawtype can only wave like leaves.
6814 -- liquid, flowingliquid drawtypes can only wave like liquids.
6817 -- Definition of node sounds to be played at various events.
6818 -- All fields in this table are optional.
6820 footstep = <SimpleSoundSpec>,
6821 -- If walkable, played when object walks on it. If node is
6822 -- climbable or a liquid, played when object moves through it
6824 dig = <SimpleSoundSpec> or "__group",
6825 -- While digging node.
6826 -- If `"__group"`, then the sound will be
6827 -- `default_dig_<groupname>`, where `<groupname>` is the
6828 -- name of the tool's digging group with the fastest digging time.
6829 -- In case of a tie, one of the sounds will be played (but we
6830 -- cannot predict which one)
6831 -- Default value: `"__group"`
6833 dug = <SimpleSoundSpec>,
6836 place = <SimpleSoundSpec>,
6837 -- Node was placed. Also played after falling
6839 place_failed = <SimpleSoundSpec>,
6840 -- When node placement failed
6842 fall = <SimpleSoundSpec>,
6843 -- When node starts to fall
6847 -- Name of dropped item when dug.
6848 -- Default dropped item is the node itself.
6849 -- Using a table allows multiple items, drop chances and tool filtering.
6850 -- Tool filtering was undocumented until recently, tool filtering by string
6851 -- matching is deprecated.
6854 -- Maximum number of item lists to drop.
6855 -- The entries in 'items' are processed in order. For each:
6856 -- Tool filtering is applied, chance of drop is applied, if both are
6857 -- successful the entire item list is dropped.
6858 -- Entry processing continues until the number of dropped item lists
6859 -- equals 'max_items'.
6860 -- Therefore, entries should progress from low to high drop chance.
6864 -- 1 in 1000 chance of dropping a diamond.
6865 -- Default rarity is '1'.
6867 items = {"default:diamond"},
6870 -- Only drop if using a tool whose name is identical to one
6872 tools = {"default:shovel_mese", "default:shovel_diamond"},
6874 items = {"default:dirt"},
6875 -- Whether all items in the dropped item list inherit the
6876 -- hardware coloring palette color from the dug node.
6877 -- Default is 'false'.
6878 inherit_color = true,
6881 -- Only drop if using a tool whose name contains
6882 -- "default:shovel_" (this tool filtering by string matching
6884 tools = {"~default:shovel_"},
6886 -- The item list dropped.
6887 items = {"default:sand", "default:desert_sand"},
6892 on_construct = function(pos),
6893 -- Node constructor; called after adding node.
6894 -- Can set up metadata and stuff like that.
6895 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
6898 on_destruct = function(pos),
6899 -- Node destructor; called before removing node.
6900 -- Not called for bulk node placement.
6903 after_destruct = function(pos, oldnode),
6904 -- Node destructor; called after removing node.
6905 -- Not called for bulk node placement.
6908 on_flood = function(pos, oldnode, newnode),
6909 -- Called when a liquid (newnode) is about to flood oldnode, if it has
6910 -- `floodable = true` in the nodedef. Not called for bulk node placement
6911 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
6912 -- node is not flooded, but on_flood callback will most likely be called
6913 -- over and over again every liquid update interval.
6915 -- Warning: making a liquid node 'floodable' will cause problems.
6917 preserve_metadata = function(pos, oldnode, oldmeta, drops),
6918 -- Called when oldnode is about be converted to an item, but before the
6919 -- node is deleted from the world or the drops are added. This is
6920 -- generally the result of either the node being dug or an attached node
6921 -- becoming detached.
6922 -- drops is a table of ItemStacks, so any metadata to be preserved can
6923 -- be added directly to one or more of the dropped items. See
6924 -- "ItemStackMetaRef".
6927 after_place_node = function(pos, placer, itemstack, pointed_thing),
6928 -- Called after constructing node when node was placed using
6929 -- minetest.item_place_node / minetest.place_node.
6930 -- If return true no item is taken from itemstack.
6931 -- `placer` may be any valid ObjectRef or nil.
6934 after_dig_node = function(pos, oldnode, oldmetadata, digger),
6935 -- oldmetadata is in table format.
6936 -- Called after destructing node when node was dug using
6937 -- minetest.node_dig / minetest.dig_node.
6940 can_dig = function(pos, [player]),
6941 -- Returns true if node can be dug, or false if not.
6944 on_punch = function(pos, node, puncher, pointed_thing),
6945 -- default: minetest.node_punch
6946 -- By default calls minetest.register_on_punchnode callbacks.
6948 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
6950 -- itemstack will hold clicker's wielded item.
6951 -- Shall return the leftover itemstack.
6952 -- Note: pointed_thing can be nil, if a mod calls this function.
6953 -- This function does not get triggered by clients <=0.4.16 if the
6954 -- "formspec" node metadata field is set.
6956 on_dig = function(pos, node, digger),
6957 -- default: minetest.node_dig
6958 -- By default checks privileges, wears out tool and removes node.
6960 on_timer = function(pos, elapsed),
6962 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
6963 -- elapsed is the total time passed since the timer was started.
6964 -- return true to run the timer for another cycle with the same timeout
6967 on_receive_fields = function(pos, formname, fields, sender),
6968 -- fields = {name1 = value1, name2 = value2, ...}
6969 -- Called when an UI form (e.g. sign text input) returns data.
6970 -- See minetest.register_on_player_receive_fields for more info.
6973 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6974 -- Called when a player wants to move items inside the inventory.
6975 -- Return value: number of items allowed to move.
6977 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
6978 -- Called when a player wants to put something into the inventory.
6979 -- Return value: number of items allowed to put.
6980 -- Return value -1: Allow and don't modify item count in inventory.
6982 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
6983 -- Called when a player wants to take something out of the inventory.
6984 -- Return value: number of items allowed to take.
6985 -- Return value -1: Allow and don't modify item count in inventory.
6987 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6988 on_metadata_inventory_put = function(pos, listname, index, stack, player),
6989 on_metadata_inventory_take = function(pos, listname, index, stack, player),
6990 -- Called after the actual action has happened, according to what was
6994 on_blast = function(pos, intensity),
6995 -- intensity: 1.0 = mid range of regular TNT.
6996 -- If defined, called when an explosion touches the node, instead of
6997 -- removing the node.
7003 Used by `minetest.register_craft`.
7008 output = 'default:pick_stone',
7010 {'default:cobble', 'default:cobble', 'default:cobble'},
7011 {'', 'default:stick', ''},
7012 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
7014 replacements = <list of item pairs>,
7015 -- replacements: replace one input item with another item on crafting
7023 output = 'mushrooms:mushroom_stew',
7026 "mushrooms:mushroom_brown",
7027 "mushrooms:mushroom_red",
7029 replacements = <list of item pairs>,
7035 type = "toolrepair",
7036 additional_wear = -0.02,
7039 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
7045 output = "default:glass",
7046 recipe = "default:sand",
7054 recipe = "bucket:bucket_lava",
7056 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
7062 Used by `minetest.register_ore`.
7064 See [Ores] section above for essential information.
7067 ore_type = "scatter",
7069 ore = "default:stone_with_coal",
7072 -- Facedir rotation. Default is 0 (unchanged rotation)
7074 wherein = "default:stone",
7075 -- A list of nodenames is supported too
7077 clust_scarcity = 8 * 8 * 8,
7078 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
7079 -- If the desired average distance between ores is 'd', set this to
7083 -- Number of ores in a cluster
7086 -- Size of the bounding box of the cluster.
7087 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
7088 -- nodes are coal ore.
7092 -- Lower and upper limits for ore
7095 -- Attributes for the ore generation, see 'Ore attributes' section above
7097 noise_threshold = 0.5,
7098 -- If noise is above this threshold, ore is placed. Not needed for a
7099 -- uniform distribution.
7104 spread = {x = 100, y = 100, z = 100},
7109 -- NoiseParams structure describing one of the perlin noises used for
7110 -- ore distribution.
7111 -- Needed by "sheet", "puff", "blob" and "vein" ores.
7112 -- Omit from "scatter" ore for a uniform ore distribution.
7113 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
7116 biomes = {"desert", "rainforest"},
7117 -- List of biomes in which this ore occurs.
7118 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
7119 -- being used does not support biomes.
7120 -- Can be a list of (or a single) biome names, IDs, or definitions.
7122 -- Type-specific parameters
7125 column_height_min = 1,
7126 column_height_max = 16,
7127 column_midpoint_factor = 0.5,
7133 spread = {x = 100, y = 100, z = 100},
7141 spread = {x = 100, y = 100, z = 100},
7148 random_factor = 1.0,
7151 np_stratum_thickness = {
7154 spread = {x = 100, y = 100, z = 100},
7159 stratum_thickness = 8,
7165 Used by `minetest.register_biome`.
7170 node_dust = "default:snow",
7171 -- Node dropped onto upper surface after all else is generated
7173 node_top = "default:dirt_with_snow",
7175 -- Node forming surface layer of biome and thickness of this layer
7177 node_filler = "default:permafrost",
7179 -- Node forming lower layer of biome and thickness of this layer
7181 node_stone = "default:bluestone",
7182 -- Node that replaces all stone nodes between roughly y_min and y_max.
7184 node_water_top = "default:ice",
7185 depth_water_top = 10,
7186 -- Node forming a surface layer in seawater with the defined thickness
7189 -- Node that replaces all seawater nodes not in the surface layer
7191 node_river_water = "default:ice",
7192 -- Node that replaces river water in mapgens that use
7193 -- default:river_water
7195 node_riverbed = "default:gravel",
7197 -- Node placed under river water and thickness of this layer
7199 node_cave_liquid = "default:lava_source",
7200 node_cave_liquid = {"default:water_source", "default:lava_source"},
7201 -- Nodes placed inside 50% of the medium size caves.
7202 -- Multiple nodes can be specified, each cave will use a randomly
7203 -- chosen node from the list.
7204 -- If this field is left out or 'nil', cave liquids fall back to
7205 -- classic behaviour of lava and water distributed using 3D noise.
7206 -- For no cave liquid, specify "air".
7208 node_dungeon = "default:cobble",
7209 -- Node used for primary dungeon structure.
7210 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
7211 -- alias, if that is also absent, dungeon nodes fall back to the biome
7213 -- If present, the following two nodes are also used.
7215 node_dungeon_alt = "default:mossycobble",
7216 -- Node used for randomly-distributed alternative structure nodes.
7217 -- If alternative structure nodes are not wanted leave this absent for
7218 -- performance reasons.
7220 node_dungeon_stair = "stairs:stair_cobble",
7221 -- Node used for dungeon stairs.
7222 -- If absent, stairs fall back to 'node_dungeon'.
7226 -- Upper and lower limits for biome.
7227 -- Alternatively you can use xyz limits as shown below.
7229 max_pos = {x = 31000, y = 128, z = 31000},
7230 min_pos = {x = -31000, y = 9, z = -31000},
7231 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
7232 -- Biome is limited to a cuboid defined by these positions.
7233 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
7234 -- 31000 in 'max_pos'.
7237 -- Vertical distance in nodes above 'y_max' over which the biome will
7238 -- blend with the biome above.
7239 -- Set to 0 for no vertical blend. Defaults to 0.
7242 humidity_point = 50,
7243 -- Characteristic temperature and humidity for the biome.
7244 -- These values create 'biome points' on a voronoi diagram with heat and
7245 -- humidity as axes. The resulting voronoi cells determine the
7246 -- distribution of the biomes.
7247 -- Heat and humidity have average values of 50, vary mostly between
7248 -- 0 and 100 but can exceed these values.
7251 Decoration definition
7252 ---------------------
7254 See [Decoration types]. Used by `minetest.register_decoration`.
7257 deco_type = "simple",
7259 place_on = "default:dirt_with_grass",
7260 -- Node (or list of nodes) that the decoration can be placed on
7263 -- Size of the square divisions of the mapchunk being generated.
7264 -- Determines the resolution of noise variation if used.
7265 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
7266 -- equal to the chunk size.
7269 -- The value determines 'decorations per surface node'.
7270 -- Used only if noise_params is not specified.
7271 -- If >= 10.0 complete coverage is enabled and decoration placement uses
7272 -- a different and much faster method.
7277 spread = {x = 100, y = 100, z = 100},
7284 -- NoiseParams structure describing the perlin noise used for decoration
7286 -- A noise value is calculated for each square division and determines
7287 -- 'decorations per surface node' within each division.
7288 -- If the noise value >= 10.0 complete coverage is enabled and
7289 -- decoration placement uses a different and much faster method.
7291 biomes = {"Oceanside", "Hills", "Plains"},
7292 -- List of biomes in which this decoration occurs. Occurs in all biomes
7293 -- if this is omitted, and ignored if the Mapgen being used does not
7295 -- Can be a list of (or a single) biome names, IDs, or definitions.
7299 -- Lower and upper limits for decoration.
7300 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
7302 spawn_by = "default:water",
7303 -- Node (or list of nodes) that the decoration only spawns next to.
7304 -- Checks two horizontal planes of 8 neighbouring nodes (including
7305 -- diagonal neighbours), one plane level with the 'place_on' node and a
7306 -- plane one node above that.
7309 -- Number of spawn_by nodes that must be surrounding the decoration
7310 -- position to occur.
7311 -- If absent or -1, decorations occur next to any nodes.
7313 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
7314 -- Flags for all decoration types.
7315 -- "liquid_surface": Instead of placement on the highest solid surface
7316 -- in a mapchunk column, placement is on the highest liquid surface.
7317 -- Placement is disabled if solid nodes are found above the liquid
7319 -- "force_placement": Nodes other than "air" and "ignore" are replaced
7320 -- by the decoration.
7321 -- "all_floors", "all_ceilings": Instead of placement on the highest
7322 -- surface in a mapchunk the decoration is placed on all floor and/or
7323 -- ceiling surfaces, for example in caves and dungeons.
7324 -- Ceiling decorations act as an inversion of floor decorations so the
7325 -- effect of 'place_offset_y' is inverted.
7326 -- Y-slice probabilities do not function correctly for ceiling
7327 -- schematic decorations as the behaviour is unchanged.
7328 -- If a single decoration registration has both flags the floor and
7329 -- ceiling decorations will be aligned vertically.
7331 ----- Simple-type parameters
7333 decoration = "default:grass",
7334 -- The node name used as the decoration.
7335 -- If instead a list of strings, a randomly selected node from the list
7336 -- is placed as the decoration.
7339 -- Decoration height in nodes.
7340 -- If height_max is not 0, this is the lower limit of a randomly
7344 -- Upper limit of the randomly selected height.
7345 -- If absent, the parameter 'height' is used as a constant.
7348 -- Param2 value of decoration nodes.
7349 -- If param2_max is not 0, this is the lower limit of a randomly
7353 -- Upper limit of the randomly selected param2.
7354 -- If absent, the parameter 'param2' is used as a constant.
7357 -- Y offset of the decoration base node relative to the standard base
7359 -- Can be positive or negative. Default is 0.
7360 -- Effect is inverted for "all_ceilings" decorations.
7361 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
7362 -- to the 'place_on' node.
7364 ----- Schematic-type parameters
7366 schematic = "foobar.mts",
7367 -- If schematic is a string, it is the filepath relative to the current
7368 -- working directory of the specified Minetest schematic file.
7369 -- Could also be the ID of a previously registered schematic.
7372 size = {x = 4, y = 6, z = 4},
7374 {name = "default:cobble", param1 = 255, param2 = 0},
7375 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
7376 {name = "air", param1 = 255, param2 = 0},
7380 {ypos = 2, prob = 128},
7381 {ypos = 5, prob = 64},
7385 -- Alternative schematic specification by supplying a table. The fields
7386 -- size and data are mandatory whereas yslice_prob is optional.
7387 -- See 'Schematic specifier' for details.
7389 replacements = {["oldname"] = "convert_to", ...},
7391 flags = "place_center_x, place_center_y, place_center_z",
7392 -- Flags for schematic decorations. See 'Schematic attributes'.
7395 -- Rotation can be "0", "90", "180", "270", or "random"
7398 -- If the flag 'place_center_y' is set this parameter is ignored.
7399 -- Y offset of the schematic base node layer relative to the 'place_on'
7401 -- Can be positive or negative. Default is 0.
7402 -- Effect is inverted for "all_ceilings" decorations.
7403 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
7404 -- to the 'place_on' node.
7407 Chat command definition
7408 -----------------------
7410 Used by `minetest.register_chatcommand`.
7413 params = "<name> <privilege>", -- Short parameter description
7415 description = "Remove privilege from player", -- Full description
7417 privs = {privs=true}, -- Require the "privs" privilege to run
7419 func = function(name, param),
7420 -- Called when command is run. Returns boolean success and text output.
7423 Note that in params, use of symbols is as follows:
7425 * `<>` signifies a placeholder to be replaced when the command is used. For
7426 example, when a player name is needed: `<name>`
7427 * `[]` signifies param is optional and not required when the command is used.
7428 For example, if you require param1 but param2 is optional:
7429 `<param1> [<param2>]`
7430 * `|` signifies exclusive or. The command requires one param from the options
7431 provided. For example: `<param1> | <param2>`
7432 * `()` signifies grouping. For example, when param1 and param2 are both
7433 required, or only param3 is required: `(<param1> <param2>) | <param3>`
7435 Privilege definition
7436 --------------------
7438 Used by `minetest.register_privilege`.
7442 -- Privilege description
7444 give_to_singleplayer = true,
7445 -- Whether to grant the privilege to singleplayer.
7447 give_to_admin = true,
7448 -- Whether to grant the privilege to the server admin.
7449 -- Uses value of 'give_to_singleplayer' by default.
7451 on_grant = function(name, granter_name),
7452 -- Called when given to player 'name' by 'granter_name'.
7453 -- 'granter_name' will be nil if the priv was granted by a mod.
7455 on_revoke = function(name, revoker_name),
7456 -- Called when taken from player 'name' by 'revoker_name'.
7457 -- 'revoker_name' will be nil if the priv was revoked by a mod.
7459 -- Note that the above two callbacks will be called twice if a player is
7460 -- responsible, once with the player name, and then with a nil player
7462 -- Return true in the above callbacks to stop register_on_priv_grant or
7463 -- revoke being called.
7466 Detached inventory callbacks
7467 ----------------------------
7469 Used by `minetest.create_detached_inventory`.
7472 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
7473 -- Called when a player wants to move items inside the inventory.
7474 -- Return value: number of items allowed to move.
7476 allow_put = function(inv, listname, index, stack, player),
7477 -- Called when a player wants to put something into the inventory.
7478 -- Return value: number of items allowed to put.
7479 -- Return value -1: Allow and don't modify item count in inventory.
7481 allow_take = function(inv, listname, index, stack, player),
7482 -- Called when a player wants to take something out of the inventory.
7483 -- Return value: number of items allowed to take.
7484 -- Return value -1: Allow and don't modify item count in inventory.
7486 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
7487 on_put = function(inv, listname, index, stack, player),
7488 on_take = function(inv, listname, index, stack, player),
7489 -- Called after the actual action has happened, according to what was
7499 Used by `Player:hud_add`. Returned by `Player:hud_get`.
7502 hud_elem_type = "image", -- See HUD element types
7503 -- Type of element, can be "image", "text", "statbar", or "inventory"
7505 position = {x=0.5, y=0.5},
7506 -- Left corner position of element
7510 scale = {x = 2, y = 2},
7517 -- Selected item in inventory. 0 for no item selected.
7520 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
7522 alignment = {x=0, y=0},
7524 offset = {x=0, y=0},
7526 size = { x=100, y=100 },
7527 -- Size of element in pixels
7530 -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs
7536 Used by `minetest.add_particle`.
7539 pos = {x=0, y=0, z=0},
7540 velocity = {x=0, y=0, z=0},
7541 acceleration = {x=0, y=0, z=0},
7542 -- Spawn particle at pos with velocity and acceleration
7545 -- Disappears after expirationtime seconds
7548 -- Scales the visual size of the particle texture.
7550 collisiondetection = false,
7551 -- If true collides with `walkable` nodes and, depending on the
7552 -- `object_collision` field, objects too.
7554 collision_removal = false,
7555 -- If true particle is removed when it collides.
7556 -- Requires collisiondetection = true to have any effect.
7558 object_collision = false,
7559 -- If true particle collides with objects that are defined as
7560 -- `physical = true,` and `collide_with_objects = true,`.
7561 -- Requires collisiondetection = true to have any effect.
7564 -- If true faces player using y axis only
7566 texture = "image.png",
7568 playername = "singleplayer",
7569 -- Optional, if specified spawns particle only on the player's client
7571 animation = {Tile Animation definition},
7572 -- Optional, specifies how to animate the particle texture
7575 -- Optional, specify particle self-luminescence in darkness.
7580 `ParticleSpawner` definition
7581 ----------------------------
7583 Used by `minetest.add_particlespawner`.
7587 -- Number of particles spawned over the time period `time`.
7590 -- Lifespan of spawner in seconds.
7591 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
7592 -- a per-second basis.
7594 minpos = {x=0, y=0, z=0},
7595 maxpos = {x=0, y=0, z=0},
7596 minvel = {x=0, y=0, z=0},
7597 maxvel = {x=0, y=0, z=0},
7598 minacc = {x=0, y=0, z=0},
7599 maxacc = {x=0, y=0, z=0},
7604 -- The particles' properties are random values between the min and max
7606 -- pos, velocity, acceleration, expirationtime, size
7608 collisiondetection = false,
7609 -- If true collide with `walkable` nodes and, depending on the
7610 -- `object_collision` field, objects too.
7612 collision_removal = false,
7613 -- If true particles are removed when they collide.
7614 -- Requires collisiondetection = true to have any effect.
7616 object_collision = false,
7617 -- If true particles collide with objects that are defined as
7618 -- `physical = true,` and `collide_with_objects = true,`.
7619 -- Requires collisiondetection = true to have any effect.
7621 attached = ObjectRef,
7622 -- If defined, particle positions, velocities and accelerations are
7623 -- relative to this object's position and yaw
7626 -- If true face player using y axis only
7628 texture = "image.png",
7630 playername = "singleplayer",
7631 -- Optional, if specified spawns particles only on the player's client
7633 animation = {Tile Animation definition},
7634 -- Optional, specifies how to animate the particles' texture
7637 -- Optional, specify particle self-luminescence in darkness.
7641 `HTTPRequest` definition
7642 ------------------------
7644 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
7647 url = "http://example.org",
7650 -- Timeout for connection in seconds. Default is 3 seconds.
7652 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
7653 -- Optional, if specified a POST request with post_data is performed.
7654 -- Accepts both a string and a table. If a table is specified, encodes
7655 -- table as x-www-form-urlencoded key-value pairs.
7656 -- If post_data is not specified, a GET request is performed instead.
7658 user_agent = "ExampleUserAgent",
7659 -- Optional, if specified replaces the default minetest user agent with
7662 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
7663 -- Optional, if specified adds additional headers to the HTTP request.
7664 -- You must make sure that the header strings follow HTTP specification
7668 -- Optional, if true performs a multipart HTTP request.
7669 -- Default is false.
7672 `HTTPRequestResult` definition
7673 ------------------------------
7675 Passed to `HTTPApiTable.fetch` callback. Returned by
7676 `HTTPApiTable.fetch_async_get`.
7680 -- If true, the request has finished (either succeeded, failed or timed
7684 -- If true, the request was successful
7687 -- If true, the request timed out
7695 Authentication handler definition
7696 ---------------------------------
7698 Used by `minetest.register_authentication_handler`.
7701 get_auth = function(name),
7702 -- Get authentication data for existing player `name` (`nil` if player
7704 -- Returns following structure:
7705 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
7707 create_auth = function(name, password),
7708 -- Create new auth data for player `name`.
7709 -- Note that `password` is not plain-text but an arbitrary
7710 -- representation decided by the engine.
7712 delete_auth = function(name),
7713 -- Delete auth data of player `name`.
7714 -- Returns boolean indicating success (false if player is nonexistent).
7716 set_password = function(name, password),
7717 -- Set password of player `name` to `password`.
7718 -- Auth data should be created if not present.
7720 set_privileges = function(name, privileges),
7721 -- Set privileges of player `name`.
7722 -- `privileges` is in table form, auth data should be created if not
7725 reload = function(),
7726 -- Reload authentication data from the storage location.
7727 -- Returns boolean indicating success.
7729 record_login = function(name),
7730 -- Called when player joins, used for keeping track of last_login
7732 iterate = function(),
7733 -- Returns an iterator (use with `for` loops) for all player names
7734 -- currently in the auth database