1 Minetest Lua Modding API Reference 0.4.12
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
72 * `$path_share/games/gameid/mods/`
74 * `$path_user/games/gameid/mods/`
75 * `$path_user/mods/` (User-installed mods)
76 * `$worldpath/worldmods/`
78 In a run-in-place version (e.g. the distributed windows version):
80 * `minetest-0.4.x/games/gameid/mods/`
81 * `minetest-0.4.x/mods/` (User-installed mods)
82 * `minetest-0.4.x/worlds/worldname/worldmods/`
84 On an installed version on Linux:
86 * `/usr/share/minetest/games/gameid/mods/`
87 * `$HOME/.minetest/mods/` (User-installed mods)
88 * `$HOME/.minetest/worlds/worldname/worldmods`
90 Mod load path for world-specific games
91 --------------------------------------
92 It is possible to include a game in a world; in this case, no mods or
93 games are loaded or checked from anywhere else.
95 This is useful for e.g. adventure worlds.
97 This happens if the following directory exists:
101 Mods should be then be placed in:
107 Mods can be put in a subdirectory, if the parent directory, which otherwise
108 should be a mod, contains a file named `modpack.txt`. This file shall be
109 empty, except for lines starting with `#`, which are comments.
111 Mod directory structure
112 ------------------------
118 | |-- description.txt
122 | | |-- modname_stuff.png
123 | | `-- modname_something_else.png
131 The location of this directory can be fetched by using
132 `minetest.get_modpath(modname)`.
135 List of mods that have to be loaded before loading this mod.
137 A single line contains a single modname.
139 Optional dependencies can be defined by appending a question mark
140 to a single modname. Their meaning is that if the specified mod
141 is missing, that does not prevent this mod from being loaded.
144 A screenshot shown in modmanager within mainmenu.
146 ### `description.txt`
147 A File containing description to be shown within mainmenu.
150 The main Lua script. Running this script should register everything it
151 wants to register. Subsequent execution depends on minetest calling the
152 registered callbacks.
154 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
155 to read custom or existing settings at load time, if necessary.
158 Models for entities or meshnodes.
160 ### `textures`, `sounds`, `media`
161 Media files (textures, sounds, whatever) that will be transferred to the
162 client and will be available for use by the mod.
164 Naming convention for registered textual names
165 ----------------------------------------------
166 Registered names should generally be in this format:
168 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
170 This is to prevent conflicting names from corrupting maps and is
171 enforced by the mod loader.
174 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
175 So the name should be `experimental:tnt`.
177 Enforcement can be overridden by prefixing the name with `:`. This can
178 be used for overriding the registrations of some other mod.
180 Example: Any mod can redefine `experimental:tnt` by using the name
185 (also that mod is required to have `experimental` as a dependency)
187 The `:` prefix can also be used for maintaining backwards compatibility.
190 Aliases can be added by using `minetest.register_alias(name, convert_to)`.
192 This will make Minetest to convert things called name to things called
195 This can be used for maintaining backwards compatibility.
197 This can be also used for setting quick access names for things, e.g. if
198 you have an item called `epiclylongmodname:stuff`, you could do
200 minetest.register_alias("stuff", "epiclylongmodname:stuff")
202 and be able to use `/giveme stuff`.
206 Mods should generally prefix their textures with `modname_`, e.g. given
207 the mod name `foomod`, a texture could be called:
211 Textures are referred to by their complete name, or alternatively by
212 stripping out the file extension:
214 * e.g. `foomod_foothing.png`
215 * e.g. `foomod_foothing`
219 There are various texture modifiers that can be used
220 to generate textures on-the-fly.
222 ### Texture overlaying
223 Textures can be overlaid by putting a `^` between them.
227 default_dirt.png^default_grass_side.png
229 `default_grass_side.png` is overlayed over `default_dirt.png`.
232 Textures can be grouped together by enclosing them in `(` and `)`.
234 Example: `cobble.png^(thing1.png^thing2.png)`
236 A texture for `thing1.png^thing2.png` is created and the resulting
237 texture is overlaid over `cobble.png`.
239 ### Advanced texture modifiers
241 #### `[crack:<n>:<p>`
242 * `<n>` = animation frame count
243 * `<p>` = current animation frame
245 Draw a step of the crack animation on the texture.
249 default_cobble.png^[crack:10:1
251 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>`
254 * `<x1>`/`<x2>` = x positions
255 * `<y1>`/`<y1>` = y positions
256 * `<file1>`/`<file2>` = textures to combine
258 Create a texture of size `<w>` times `<h>` and blit `<file1>` to (`<x1>`,`<y1>`)
259 and blit `<file2>` to (`<x2>`,`<y2>`).
263 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
266 Brightens the texture.
270 tnt_tnt_side.png^[brighten
273 Makes the texture completely opaque.
277 default_leaves.png^[noalpha
279 #### `[makealpha:<r>,<g>,<b>`
280 Convert one color to transparency.
284 default_cobble.png^[makealpha:128,128,128
287 * `<t>` = transformation(s) to apply
289 Rotates and/or flips the image.
291 `<t>` can be a number (between 0 and 7) or a transform name.
292 Rotations are counter-clockwise.
295 1 R90 rotate by 90 degrees
296 2 R180 rotate by 180 degrees
297 3 R270 rotate by 270 degrees
299 5 FXR90 flip X then rotate by 90 degrees
301 7 FYR90 flip Y then rotate by 90 degrees
305 default_stone.png^[transformFXR90
307 #### `[inventorycube{<top>{<left>{<right>`
308 `^` is replaced by `&` in texture names.
310 Create an inventory cube texture using the side textures.
314 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
316 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
317 `dirt.png^grass_side.png` textures
319 #### `[lowpart:<percent>:<file>`
320 Blit the lower `<percent>`% part of `<file>` on the texture.
324 base.png^[lowpart:25:overlay.png
326 #### `[verticalframe:<t>:<n>`
327 * `<t>` = animation frame count
328 * `<n>` = current animation frame
330 Crops the texture to a frame of a vertical animation.
334 default_torch_animated.png^[verticalframe:16:8
337 Apply a mask to the base image.
339 The mask is applied using binary AND.
341 #### `[colorize:<color>:<ratio>`
342 Colorize the textures with the given color.
343 `<color>` is specified as a `ColorString`.
344 `<ratio>` is an int ranging from 0 to 255, and specifies how much of the
345 color to apply. If ommitted, the alpha will be used.
349 Only Ogg Vorbis files are supported.
351 For positional playing of sounds, only single-channel (mono) files are
352 supported. Otherwise OpenAL will play them non-positionally.
354 Mods should generally prefix their sounds with `modname_`, e.g. given
355 the mod name "`foomod`", a sound could be called:
359 Sounds are referred to by their name with a dot, a single digit and the
360 file extension stripped out. When a sound is played, the actual sound file
361 is chosen randomly from the matching sounds.
363 When playing the sound `foomod_foosound`, the sound is chosen randomly
364 from the available ones of the following files:
366 * `foomod_foosound.ogg`
367 * `foomod_foosound.0.ogg`
368 * `foomod_foosound.1.ogg`
370 * `foomod_foosound.9.ogg`
372 Examples of sound parameter tables:
374 -- Play location-less on all clients
376 gain = 1.0, -- default
378 -- Play location-less to a player
381 gain = 1.0, -- default
383 -- Play in a location
386 gain = 1.0, -- default
387 max_hear_distance = 32, -- default
389 -- Play connected to an object, looped
391 object = <an ObjectRef>,
392 gain = 1.0, -- default
393 max_hear_distance = 32, -- default
394 loop = true, -- only sounds connected to objects can be looped
397 ### `SimpleSoundSpec`
399 * e.g. `"default_place_node"`
401 * e.g. `{name="default_place_node"}`
402 * e.g. `{name="default_place_node", gain=1.0}`
404 Registered definitions of stuff
405 -------------------------------
406 Anything added using certain `minetest.register_*` functions get added to
407 the global `minetest.registered_*` tables.
409 * `minetest.register_entity(name, prototype table)`
410 * added to `minetest.registered_entities[name]`
412 * `minetest.register_node(name, node definition)`
413 * added to `minetest.registered_items[name]`
414 * added to `minetest.registered_nodes[name]`
416 * `minetest.register_tool(name, item definition)`
417 * added to `minetest.registered_items[name]`
419 * `minetest.register_craftitem(name, item definition)`
420 * added to `minetest.registered_items[name]`
422 * `minetest.register_biome(biome definition)`
423 * returns an integer uniquely identifying the registered biome
424 * added to `minetest.registered_biome` with the key of `biome.name`
425 * if `biome.name` is nil, the key is the returned ID
427 * `minetest.register_ore(ore definition)`
428 * returns an integer uniquely identifying the registered ore
429 * added to `minetest.registered_ores` with the key of `ore.name`
430 * if `ore.name` is nil, the key is the returned ID
432 * `minetest.register_decoration(decoration definition)`
433 * returns an integer uniquely identifying the registered decoration
434 * added to `minetest.registered_decorations` with the key of `decoration.name`
435 * if `decoration.name` is nil, the key is the returned ID
437 * `minetest.register_schematic(schematic definition)`
438 * returns an integer uniquely identifying the registered schematic
439 * added to `minetest.registered_schematic` with the key of `schematic.name`
440 * if `schematic.name` is nil, the key is the returned ID
441 * if the schematic is loaded from a file, schematic.name is set to the filename
443 * `minetest.clear_registered_biomes()`
444 * clears all biomes currently registered
446 * `minetest.clear_registered_ores()`
447 * clears all ores currently registered
449 * `minetest.clear_registered_decorations()`
450 * clears all decorations currently registered
452 * `minetest.clear_registered_schematics()`
453 * clears all schematics currently registered
455 Note that in some cases you will stumble upon things that are not contained
456 in these tables (e.g. when a mod has been removed). Always check for
457 existence before trying to access the fields.
459 Example: If you want to check the drawtype of a node, you could do:
461 local function get_nodedef_field(nodename, fieldname)
462 if not minetest.registered_nodes[nodename] then
465 return minetest.registered_nodes[nodename][fieldname]
467 local drawtype = get_nodedef_field(nodename, "drawtype")
469 Example: `minetest.get_item_group(name, group)` has been implemented as:
471 function minetest.get_item_group(name, group)
472 if not minetest.registered_items[name] or not
473 minetest.registered_items[name].groups[group] then
476 return minetest.registered_items[name].groups[group]
481 Nodes are the bulk data of the world: cubes and other things that take the
482 space of a cube. Huge amounts of them are handled efficiently, but they
485 The definition of a node is stored and can be accessed by name in
487 minetest.registered_nodes[node.name]
489 See "Registered definitions of stuff".
491 Nodes are passed by value between Lua and the engine.
492 They are represented by a table:
494 {name="name", param1=num, param2=num}
496 `param1` and `param2` are 8-bit integers. The engine uses them for certain
497 automated functions. If you don't use these functions, you can use them to
498 store arbitrary values.
500 The functions of `param1` and `param2` are determined by certain fields in the
503 `param1` is reserved for the engine when `paramtype != "none"`:
506 ^ The value stores light with and without sun in its upper and lower 4 bits
507 respectively. Allows light to propagate from or through the node with
508 light value falling by 1 per node. This is essential for a light source
509 node to spread its light.
511 `param2` is reserved for the engine when any of these are used:
513 liquidtype == "flowing"
514 ^ The level and some flags of the liquid is stored in param2
515 drawtype == "flowingliquid"
516 ^ The drawn liquid level is read from param2
517 drawtype == "torchlike"
518 drawtype == "signlike"
519 paramtype2 == "wallmounted"
520 ^ The rotation of the node is stored in param2. You can make this value
521 by using minetest.dir_to_wallmounted().
522 paramtype2 == "facedir"
523 ^ The rotation of the node is stored in param2. Furnaces and chests are
524 rotated this way. Can be made by using minetest.dir_to_facedir().
526 facedir modulo 4 = axisdir
527 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
528 facedir's two less significant bits are rotation around the axis
529 paramtype2 == "leveled"
533 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
536 ^ defines list of collision boxes for the node. If empty, collision boxes
537 will be the same as nodeboxes, in case of any other nodes will be full cube
538 as in the example above.
540 Nodes can also contain extra data. See "Node Metadata".
544 There are a bunch of different looking node types.
546 Look for examples in `games/minimal` or `games/minetest_game`.
554 * `glasslike_framed_optional`
556 * `allfaces_optional`
563 * `nodebox` -- See below. (**Experimental!**)
564 * `mesh` -- use models for nodes
566 `*_optional` drawtypes need less rendering time if deactivated (always client side).
570 Node selection boxes are defined using "node boxes"
572 The `nodebox` node drawtype allows defining visual of nodes consisting of
573 arbitrary number of boxes. It allows defining stuff like stairs. Only the
574 `fixed` and `leveled` box type is supported for these.
576 Please note that this is still experimental, and may be incompatibly
577 changed in the future.
579 A nodebox is defined as any of:
582 -- A normal cube; the default in most things
586 -- A fixed box (facedir param2 is used, if applicable)
588 fixed = box OR {box1, box2, ...}
591 -- A box like the selection box for torches
592 -- (wallmounted param2 is used, if applicable)
593 type = "wallmounted",
599 A `box` is defined as:
601 {x1, y1, z1, x2, y2, z2}
603 A box of a regular node would look like:
605 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
607 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
608 set to level from `param2`.
613 If drawtype `mesh` is used, tiles should hold model materials textures.
614 Only static meshes are implemented.
615 For supported model formats see Irrlicht engine documentation.
620 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
624 Offset that the noise is translated by (i.e. added) after calculation.
627 Factor that the noise is scaled by (i.e. multiplied) after calculation.
630 Vector containing values by which each coordinate is divided by before calculation.
631 Higher spread values result in larger noise features.
633 A value of `{x=250, y=250, z=250}` is common.
636 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
637 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
640 Number of times the noise gradient is accumulated into the noise.
642 Increase this number to increase the amount of detail in the resulting noise.
644 A value of `6` is common.
647 Factor by which the effect of the noise gradient function changes with each successive octave.
649 Values less than `1` make the details of successive octaves' noise diminish, while values
650 greater than `1` make successive octaves stronger.
652 A value of `0.6` is common.
655 Factor by which the noise feature sizes change with each successive octave.
657 A value of `2.0` is common.
660 Leave this field unset for no special handling.
662 Currently supported are `defaults`, `eased` and `absvalue`.
665 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
669 Maps noise gradient values onto a quintic S-curve before performing interpolation.
670 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
671 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
674 Accumulates the absolute value of each noise gradient result.
676 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
680 spread = {x=500, y=500, z=500},
685 flags = "defaults, absvalue"
687 ^ A single noise parameter table can be used to get 2D or 3D noise,
688 when getting 2D noise spread.z is ignored.
693 These tell in what manner the ore is generated.
695 All default ores are of the uniformly-distributed scatter type.
698 Randomly chooses a location and generates a cluster of ore.
700 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
701 that point is greater than the `noise_threshold`, giving the ability to create
702 a non-equal distribution of ore.
705 Creates a sheet of ore in a blob shape according to the 2D perlin noise
706 described by `noise_params`. The relative height of the sheet can be
707 controlled by the same perlin noise as well, by specifying a non-zero
708 `scale` parameter in `noise_params`.
710 **IMPORTANT**: The noise is not transformed by `offset` or `scale` when comparing
711 against the noise threshold, but scale is used to determine relative height.
712 The height of the blob is randomly scattered, with a maximum height of `clust_size`.
714 `clust_scarcity` and `clust_num_ores` are ignored.
716 This is essentially an improved version of the so-called "stratus" ore seen in
717 some unofficial mods.
720 Creates a deformed sphere of ore according to 3d perlin noise described by
721 `noise_params`. The maximum size of the blob is `clust_size`, and
722 `clust_scarcity` has the same meaning as with the `scatter` type.
724 Creates veins of ore varying in density by according to the intersection of two
725 instances of 3d perlin noise with diffferent seeds, both described by
726 `noise_params`. `random_factor` varies the influence random chance has on
727 placement of an ore inside the vein, which is `1` by default. Note that
728 modifying this parameter may require adjusting `noise_threshhold`.
729 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
730 by this ore type. This ore type is difficult to control since it is sensitive
731 to small changes. The following is a decent set of parameters to work from:
736 spread = {x=200, y=200, z=200},
742 noise_threshhold = 1.6
744 WARNING: Use this ore type *very* sparingly since it is ~200x more
745 computationally expensive than any other ore.
749 See section "Flag Specifier Format".
751 Currently supported flags: `absheight`
754 Also produce this same ore between the height range of `-y_max` and `-y_min`.
756 Useful for having ore in sky realms without having to duplicate ore entries.
760 The varying types of decorations that can be placed.
762 The default value is `simple`, and is currently the only type supported.
765 Creates a 1 times `H` times 1 column of a specified node (or a random node from
766 a list, if a decoration list is specified). Can specify a certain node it must
767 spawn next to, such as water or lava, for example. Can also generate a
768 decoration of random height between a specified lower and upper bound.
769 This type of decoration is intended for placement of grass, flowers, cacti,
773 Copies a box of `MapNodes` from a specified schematic file (or raw description).
774 Can specify a probability of a node randomly appearing when placed.
775 This decoration type is intended to be used for multi-node sized discrete
776 structures, such as trees, cave spikes, rocks, and so on.
781 A schematic specifier identifies a schematic by either a filename to a
782 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
783 in the form of a table. This table must specify two fields:
785 * The `size` field is a 3D vector containing the dimensions of the provided schematic.
786 * The `data` field is a flat table of MapNodes making up the schematic,
787 in the order of `[z [y [x]]]`.
789 **Important**: The default value for `param1` in MapNodes here is `255`,
790 which represents "always place".
792 In the bulk `MapNode` data, `param1`, instead of the typical light values,
793 instead represents the probability of that node appearing in the structure.
795 When passed to `minetest.create_schematic`, probability is an integer value
796 ranging from `0` to `255`:
798 * A probability value of `0` means that node will never appear (0% chance).
799 * A probability value of `255` means the node will always appear (100% chance).
800 * If the probability value `p` is greater than `0`, then there is a
801 `(p / 256 * 100)`% chance that node will appear when the schematic is
804 **Important note**: Node aliases cannot be used for a raw schematic provided
805 when registering as a decoration.
810 See section "Flag Specifier Format".
812 Currently supported flags: `place_center_x`, `place_center_y`,
813 `place_center_z`, `force_placement`.
815 * `place_center_x`: Placement of this decoration is centered along the X axis.
816 * `place_center_y`: Placement of this decoration is centered along the Y axis.
817 * `place_center_z`: Placement of this decoration is centered along the Z axis.
818 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
823 The position field is used for all element types.
825 To account for differing resolutions, the position coordinates are the percentage
826 of the screen, ranging in value from `0` to `1`.
828 The name field is not yet used, but should contain a description of what the
829 HUD element represents. The direction field is the direction in which something
832 `0` draws from left to right, `1` draws from right to left, `2` draws from
833 top to bottom, and `3` draws from bottom to top.
835 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
836 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
837 Fractional values can be used.
839 The `offset` field specifies a pixel offset from the position. Contrary to position,
840 the offset is not scaled to screen size. This allows for some precisely-positioned
843 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
845 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
847 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
848 in the experimental stages.
851 Displays an image on the HUD.
853 * `scale`: The scale of the image, with 1 being the original texture size.
854 Only the X coordinate scale is used (positive values).
855 Negative values represent that percentage of the screen it
856 should take; e.g. `x=-100` means 100% (width).
857 * `text`: The name of the texture that is displayed.
858 * `alignment`: The alignment of the image.
859 * `offset`: offset in pixels from position.
862 Displays text on the HUD.
864 * `scale`: Defines the bounding rectangle of the text.
865 A value such as `{x=100, y=100}` should work.
866 * `text`: The text to be displayed in the HUD element.
867 * `number`: An integer containing the RGB value of the color used to draw the text.
868 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
869 * `alignment`: The alignment of the text.
870 * `offset`: offset in pixels from position.
873 Displays a horizontal bar made up of half-images.
875 * `text`: The name of the texture that is used.
876 * `number`: The number of half-textures that are displayed.
877 If odd, will end with a vertically center-split texture.
879 * `offset`: offset in pixels from position.
880 * `size`: If used, will force full-image size to this value (override texture pack image size)
883 * `text`: The name of the inventory list to be displayed.
884 * `number`: Number of items in the inventory to be displayed.
885 * `item`: Position of item that is selected.
889 Displays distance to selected world position.
891 * `name`: The name of the waypoint.
892 * `text`: Distance suffix. Can be blank.
893 * `number:` An integer containing the RGB value of the color used to draw the text.
894 * `world_pos`: World position of the waypoint.
896 Representations of simple things
897 --------------------------------
901 {x=num, y=num, z=num}
903 For helper functions see "Vector helpers".
907 * `{type="node", under=pos, above=pos}`
908 * `{type="object", ref=ObjectRef}`
910 Flag Specifier Format
911 ---------------------
912 Flags using the standardized flag specifier format can be specified in either of
913 two ways, by string or table.
915 The string format is a comma-delimited set of flag names; whitespace and
916 unrecognized flag fields are ignored. Specifying a flag in the string sets the
917 flag, and specifying a flag prefixed by the string `"no"` explicitly
918 clears the flag from whatever the default may be.
920 In addition to the standard string flag format, the schematic flags field can
921 also be a table of flag names to boolean values representing whether or not the
922 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
923 is present, mapped to a boolean of any value, the specified flag is unset.
925 E.g. A flag field of value
927 {place_center_x = true, place_center_y=false, place_center_z=true}
931 {place_center_x = true, noplace_center_y=true, place_center_z=true}
933 which is equivalent to
935 "place_center_x, noplace_center_y, place_center_z"
939 "place_center_x, place_center_z"
941 since, by default, no schematic attributes are set.
947 There are three kinds of items: nodes, tools and craftitems.
949 * Node (`register_node`): A node from the world.
950 * Tool (`register_tool`): A tool/weapon that can dig and damage
951 things according to `tool_capabilities`.
952 * Craftitem (`register_craftitem`): A miscellaneous item.
955 Items and item stacks can exist in three formats: Serializes, table format
959 This is called "stackstring" or "itemstring":
961 * e.g. `'default:dirt 5'`
962 * e.g. `'default:pick_wood 21323'`
963 * e.g. `'default:apple'`
970 {name="default:dirt", count=5, wear=0, metadata=""}
972 A wooden pick about 1/3 worn out:
974 {name="default:pick_wood", count=1, wear=21323, metadata=""}
978 {name="default:apple", count=1, wear=0, metadata=""}
981 A native C++ format with many helper methods. Useful for converting
982 between formats. See the Class reference section for details.
984 When an item must be passed to a function, it can usually be in any of
990 In a number of places, there is a group table. Groups define the
991 properties of a thing (item, node, armor of entity, capabilities of
992 tool) in such a way that the engine and other mods can can interact with
993 the thing without actually knowing what the thing is.
996 Groups are stored in a table, having the group names with keys and the
997 group ratings as values. For example:
999 groups = {crumbly=3, soil=1}
1002 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1003 -- ^ A more special dirt-kind of thing
1005 Groups always have a rating associated with them. If there is no
1006 useful meaning for a rating for an enabled group, it shall be `1`.
1008 When not defined, the rating of a group defaults to `0`. Thus when you
1009 read groups, you must interpret `nil` and `0` as the same value, `0`.
1011 You can read the rating of a group for an item or a node by using
1013 minetest.get_item_group(itemname, groupname)
1016 Groups of items can define what kind of an item it is (e.g. wool).
1019 In addition to the general item things, groups are used to define whether
1020 a node is destroyable and how long it takes to destroy by a tool.
1022 ### Groups of entities
1023 For entities, groups are, as of now, used only for calculating damage.
1024 The rating is the percentage of damage caused by tools with this damage group.
1025 See "Entity damage mechanism".
1027 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1028 object.set_armor_groups({fleshy=30, cracky=80})
1031 Groups in tools define which groups of nodes and entities they are
1034 ### Groups in crafting recipes
1035 An example: Make meat soup from any meat, any water and any bowl:
1038 output = 'food:meat_soup_raw',
1044 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1047 Another example: Make red wool from white wool and red dye:
1051 output = 'wool:red',
1052 recipe = {'wool:white', 'group:dye,basecolor_red'},
1056 * `immortal`: Disables the group damage system for an entity
1057 * `level`: Can be used to give an additional sense of progression in the game.
1058 * A larger level will cause e.g. a weapon of a lower level make much less
1059 damage, and get worn out much faster, or not be able to get drops
1060 from destroyed nodes.
1061 * `0` is something that is directly accessible at the start of gameplay
1062 * There is no upper limit
1063 * `dig_immediate`: (player can always pick up node without tool wear)
1064 * `2`: node is removed without tool wear after 0.5 seconds or so
1066 * `3`: node is removed without tool wear immediately (torch)
1067 * `disable_jump`: Player (and possibly other things) cannot jump from node
1068 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1069 * `bouncy`: value is bounce speed in percent
1070 * `falling_node`: if there is no walkable block under the node it will fall
1071 * `attached_node`: if the node under it is not a walkable block the node will be
1072 dropped as an item. If the node is wallmounted the wallmounted direction is
1074 * `soil`: saplings will grow on nodes in this group
1075 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1076 connect to each other
1078 ### Known damage and digging time defining groups
1079 * `crumbly`: dirt, sand
1080 * `cracky`: tough but crackable stuff like stone.
1081 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1082 plants, wire, sheets of metal
1083 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1084 * `fleshy`: Living things like animals and the player. This could imply
1085 some blood effects when hitting.
1086 * `explody`: Especially prone to explosions
1087 * `oddly_breakable_by_hand`:
1088 Can be added to nodes that shouldn't logically be breakable by the
1089 hand but are. Somewhat similar to `dig_immediate`, but times are more
1090 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1091 speed of a tool if the tool can dig at a faster speed than this
1092 suggests for the hand.
1094 ### Examples of custom groups
1095 Item groups are often used for defining, well, _groups of items_.
1096 * `meat`: any meat-kind of a thing (rating might define the size or healing
1097 ability or be irrelevant -- it is not defined as of yet)
1098 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1100 * `flammable`: can be set on fire. Rating might define the intensity of the
1101 fire, affecting e.g. the speed of the spreading of an open fire.
1102 * `wool`: any wool (any origin, any color)
1103 * `metal`: any metal
1104 * `weapon`: any weapon
1105 * `heavy`: anything considerably heavy
1107 ### Digging time calculation specifics
1108 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1109 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1110 faster digging time.
1112 The `level` group is used to limit the toughness of nodes a tool can dig
1113 and to scale the digging times / damage to a greater extent.
1115 **Please do understand this**, otherwise you cannot use the system to it's
1118 Tools define their properties by a list of parameters for groups. They
1119 cannot dig other groups; thus it is important to use a standard bunch of
1120 groups to enable interaction with tools.
1122 #### Tools definition
1125 * Full punch interval
1126 * Maximum drop level
1127 * For an arbitrary list of groups:
1128 * Uses (until the tool breaks)
1129 * Maximum level (usually `0`, `1`, `2` or `3`)
1133 #### Full punch interval
1134 When used as a weapon, the tool will do full damage if this time is spent
1135 between punches. If e.g. half the time is spent, the tool will do half
1138 #### Maximum drop level
1139 Suggests the maximum level of node, when dug with the tool, that will drop
1140 it's useful item. (e.g. iron ore to drop a lump of iron).
1142 This is not automated; it is the responsibility of the node definition
1146 Determines how many uses the tool has when it is used for digging a node,
1147 of this group, of the maximum level. For lower leveled nodes, the use count
1148 is multiplied by `3^leveldiff`.
1150 * `uses=10, leveldiff=0`: actual uses: 10
1151 * `uses=10, leveldiff=1`: actual uses: 30
1152 * `uses=10, leveldiff=2`: actual uses: 90
1155 Tells what is the maximum level of a node of this group that the tool will
1159 List of digging times for different ratings of the group, for nodes of the
1162 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1163 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1164 for this group, and unable to dig the rating `1`, which is the toughest.
1165 Unless there is a matching group that enables digging otherwise.
1168 List of damage for groups of entities. See "Entity damage mechanism".
1170 #### Example definition of the capabilities of a tool
1172 tool_capabilities = {
1173 full_punch_interval=1.5,
1176 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1178 damage_groups = {fleshy=2},
1181 This makes the tool be able to dig nodes that fulfil both of these:
1183 * Have the `crumbly` group
1184 * Have a `level` group less or equal to `2`
1186 Table of resulting digging times:
1188 crumbly 0 1 2 3 4 <- level
1190 1 0.80 1.60 1.60 - -
1191 2 0.60 1.20 1.20 - -
1192 3 0.40 0.80 0.80 - -
1194 level diff: 2 1 0 -1 -2
1196 Table of resulting tool uses:
1205 * At `crumbly==0`, the node is not diggable.
1206 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1207 easy nodes to be quickly breakable.
1208 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1210 Entity damage mechanism
1211 -----------------------
1215 foreach group in cap.damage_groups:
1216 damage += cap.damage_groups[group] * limit(actual_interval /
1217 cap.full_punch_interval, 0.0, 1.0)
1218 * (object.armor_groups[group] / 100.0)
1219 -- Where object.armor_groups[group] is 0 for inexistent values
1222 Client predicts damage based on damage groups. Because of this, it is able to
1223 give an immediate response when an entity is damaged or dies; the response is
1224 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1226 Currently a smoke puff will appear when an entity dies.
1228 The group `immortal` completely disables normal damage.
1230 Entities can define a special armor group, which is `punch_operable`. This
1231 group disables the regular damage mechanism for players punching it by hand or
1232 a non-tool item, so that it can do something else than take damage.
1234 On the Lua side, every punch calls:
1236 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
1238 This should never be called directly, because damage is usually not handled by
1241 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1242 accessed unless absolutely required, to encourage interoperability.
1243 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1244 * `tool_capabilities` can be `nil`.
1245 * `direction` is a unit vector, pointing from the source of the punch to
1248 To punch an entity/object in Lua, call:
1250 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1252 * Return value is tool wear.
1253 * Parameters are equal to the above callback.
1254 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1255 `direction` will be automatically filled in based on the location of `puncher`.
1259 The instance of a node in the world normally only contains the three values
1260 mentioned in "Nodes". However, it is possible to insert extra data into a
1261 node. It is called "node metadata"; See "`NodeMetaRef`".
1263 Metadata contains two things:
1267 Some of the values in the key-value store are handled specially:
1268 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1269 * `infotext`: Text shown on the screen when the node is pointed at
1273 local meta = minetest.get_meta(pos)
1274 meta:set_string("formspec",
1276 "list[context;main;0,0;8,4;]"..
1277 "list[current_player;main;0,5;8,4;]")
1278 meta:set_string("infotext", "Chest");
1279 local inv = meta:get_inventory()
1280 inv:set_size("main", 8*4)
1281 print(dump(meta:to_table()))
1284 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1285 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1286 [10] = "", [11] = "", [12] = "", [13] = "",
1287 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1288 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1289 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1290 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1294 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1301 Formspec defines a menu. Currently not much else than inventories are
1302 supported. It is a string, with a somewhat strange format.
1304 Spaces and newlines can be inserted between the blocks, as is used in the
1312 list[context;main;0,0;8,4;]
1313 list[current_player;main;0,5;8,4;]
1318 list[context;fuel;2,3;1,1;]
1319 list[context;src;2,1;1,1;]
1320 list[context;dst;5,1;2,2;]
1321 list[current_player;main;0,5;8,4;]
1323 #### Minecraft-like player inventory
1326 image[1,0.6;1,2;player.png]
1327 list[current_player;main;0,3.5;8,4;]
1328 list[current_player;craft;3,0;3,3;]
1329 list[current_player;craftpreview;7,1;1,1;]
1333 #### `size[<W>,<H>,<fixed_size>]`
1334 * Define the size of the menu in inventory slots
1335 * `fixed_size`: `true`/`false` (optional)
1336 * deprecated: `invsize[<W>,<H>;]`
1338 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1339 * Show an inventory list
1341 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1342 * Show an inventory list
1344 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1345 * Sets background color of slots as `ColorString`
1346 * Sets background color of slots on mouse hovering
1348 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1349 * Sets background color of slots as `ColorString`
1350 * Sets background color of slots on mouse hovering
1351 * Sets color of slots border
1353 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1354 * Sets background color of slots as `ColorString`
1355 * Sets background color of slots on mouse hovering
1356 * Sets color of slots border
1357 * Sets default background color of tooltips
1358 * Sets default font color of tooltips
1360 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1361 * Adds tooltip for an element
1362 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1363 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1365 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1367 * Position and size units are inventory slots
1369 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1370 * Show an inventory image of registered item/node
1371 * Position and size units are inventory slots
1373 #### `bgcolor[<color>;<fullscreen>]`
1374 * Sets background color of formspec as `ColorString`
1375 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1377 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1378 * Use a background. Inventory rectangles are not drawn then.
1379 * Position and size units are inventory slots
1380 * Example for formspec 8x4 in 16x resolution: image shall be sized
1381 8 times 16px times 4 times 16px.
1383 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1384 * Use a background. Inventory rectangles are not drawn then.
1385 * Position and size units are inventory slots
1386 * Example for formspec 8x4 in 16x resolution:
1387 image shall be sized 8 times 16px times 4 times 16px
1388 * If `true` the background is clipped to formspec size
1389 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1391 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1392 * Textual password style field; will be sent to server when a button is clicked
1393 * `x` and `y` position the field relative to the top left of the menu
1394 * `w` and `h` are the size of the field
1395 * fields are a set height, but will be vertically centred on `h`
1396 * Position and size units are inventory slots
1397 * `name` is the name of the field as returned in fields to `on_receive_fields`
1398 * `label`, if not blank, will be text printed on the top left above the field
1400 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1401 * Textual field; will be sent to server when a button is clicked
1402 * `x` and `y` position the field relative to the top left of the menu
1403 * `w` and `h` are the size of the field
1404 * fields are a set height, but will be vertically centred on `h`
1405 * Position and size units are inventory slots
1406 * `name` is the name of the field as returned in fields to `on_receive_fields`
1407 * `label`, if not blank, will be text printed on the top left above the field
1408 * `default` is the default value of the field
1409 * `default` may contain variable references such as `${text}'` which
1410 will fill the value from the metadata value `text`
1411 * **Note**: no extra text or more than a single variable is supported ATM.
1413 #### `field[<name>;<label>;<default>]`
1414 * as above, but without position/size units
1415 * special field for creating simple forms, such as sign text input
1416 * must be used without a `size[]` element
1417 * a "Proceed" button will be added automatically
1419 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1420 * same as fields above, but with multi-line input
1422 #### `label[<X>,<Y>;<label>]`
1423 * `x` and `y` work as per field
1424 * `label` is the text on the label
1425 * Position and size units are inventory slots
1427 #### `vertlabel[<X>,<Y>;<label>]`
1428 * Textual label drawn vertically
1429 * `x` and `y` work as per field
1430 * `label` is the text on the label
1431 * Position and size units are inventory slots
1433 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1434 * Clickable button. When clicked, fields will be sent.
1435 * `x`, `y` and `name` work as per field
1436 * `w` and `h` are the size of the button
1437 * `label` is the text on the button
1438 * Position and size units are inventory slots
1440 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1441 * `x`, `y`, `w`, `h`, and `name` work as per button
1442 * `texture name` is the filename of an image
1443 * Position and size units are inventory slots
1445 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1446 * `x`, `y`, `w`, `h`, and `name` work as per button
1447 * `texture name` is the filename of an image
1448 * Position and size units are inventory slots
1449 * `noclip=true` means the image button doesn't need to be within specified formsize
1450 * `drawborder`: draw button border or not
1451 * `pressed texture name` is the filename of an image on pressed state
1453 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1454 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1455 * `item name` is the registered name of an item/node,
1456 tooltip will be made out of its description
1457 to override it use tooltip element
1458 * Position and size units are inventory slots
1460 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1461 * When clicked, fields will be sent and the form will quit.
1463 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1464 * When clicked, fields will be sent and the form will quit.
1466 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1467 * Scrollable item list showing arbitrary text elements
1468 * `x` and `y` position the itemlist relative to the top left of the menu
1469 * `w` and `h` are the size of the itemlist
1470 * `name` fieldname sent to server on doubleclick value is current selected element
1471 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1472 * if you want a listelement to start with "#" write "##".
1474 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1475 * Scrollable itemlist showing arbitrary text elements
1476 * `x` and `y` position the item list relative to the top left of the menu
1477 * `w` and `h` are the size of the item list
1478 * `name` fieldname sent to server on doubleclick value is current selected element
1479 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1480 * if you want a listelement to start with "#" write "##"
1481 * index to be selected within textlist
1482 * `true`/`false`: draw transparent background
1483 * see also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1485 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1486 * show a tab**header** at specific position (ignores formsize)
1487 * `x` and `y` position the itemlist relative to the top left of the menu
1488 * `name` fieldname data is transferred to Lua
1489 * `caption 1`...: name shown on top of tab
1490 * `current_tab`: index of selected tab 1...
1491 * `transparent` (optional): show transparent
1492 * `draw_border` (optional): draw border
1494 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1495 * simple colored semitransparent box
1496 * `x` and `y` position the box relative to the top left of the menu
1497 * `w` and `h` are the size of box
1498 * `color` is color specified as a `ColorString`
1500 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1501 * show a dropdown field
1502 * **Important note**: There are two different operation modes:
1503 1. handle directly on change (only changed dropdown is submitted)
1504 2. read the value on pressing a button (all dropdown values are available)
1505 * `x` and `y` position of dropdown
1507 * fieldname data is transferred to Lua
1508 * items to be shown in dropdown
1509 * index of currently selected dropdown item
1511 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]`
1513 * `x` and `y`: position of checkbox
1514 * `name` fieldname data is transferred to Lua
1515 * `label` to be shown left of checkbox
1516 * `selected` (optional): `true`/`false`
1517 * `tooltip` (optional)
1519 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1521 * there are two ways to use it:
1522 1. handle the changed event (only changed scrollbar is available)
1523 2. read the value on pressing a button (all scrollbars are available)
1524 * `x` and `y`: position of trackbar
1525 * `w` and `h`: width and height
1526 * `orientation`: `vertical`/`horizontal`
1527 * fieldname data is transferred to Lua
1528 * value this trackbar is set to (`0`-`1000`)
1529 * see also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1531 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1532 * show scrollable table using options defined by the previous `tableoptions[]`
1533 * displays cells as defined by the previous `tablecolumns[]`
1534 * `x` and `y`: position the itemlist relative to the top left of the menu
1535 * `w` and `h` are the size of the itemlist
1536 * `name`: fieldname sent to server on row select or doubleclick
1537 * `cell 1`...`cell n`: cell contents given in row-major order
1538 * `selected idx`: index of row to be selected within table (first row = `1`)
1539 * see also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1541 #### `tableoptions[<opt 1>;<opt 2>;...]`
1542 * sets options for `table[]`
1544 * default text color (`ColorString`), defaults to `#FFFFFF`
1545 * `background=#RRGGBB`
1546 * table background color (`ColorString`), defaults to `#000000`
1547 * `border=<true/false>`
1548 * should the table be drawn with a border? (default: `true`)
1549 * `highlight=#RRGGBB`
1550 * highlight background color (`ColorString`), defaults to `#466432`
1551 * `highlight_text=#RRGGBB`
1552 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1553 * `opendepth=<value>`
1554 * all subtrees up to `depth < value` are open (default value = `0`)
1555 * only useful when there is a column of type "tree"
1557 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1558 * sets columns for `table[]`
1559 * types: `text`, `image`, `color`, `indent`, `tree`
1560 * `text`: show cell contents as text
1561 * `image`: cell contents are an image index, use column options to define images
1562 * `colo`: cell contents are a ColorString and define color of following cell
1563 * `indent`: cell contents are a number and define indentation of following cell
1564 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1567 * for `text` and `image`: content alignment within cells.
1568 Available values: `left` (default), `center`, `right`, `inline`
1570 * for `text` and `image`: minimum width in em (default: `0`)
1571 * for `indent` and `tree`: indent width in em (default: `1.5`)
1572 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1573 Exception: defaults to 0 for indent columns
1574 * `tooltip=<value>`: tooltip text (default: empty)
1575 * `image` column options:
1576 * `0=<value>` sets image for image index 0
1577 * `1=<value>` sets image for image index 1
1578 * `2=<value>` sets image for image index 2
1579 * and so on; defined indices need not be contiguous empty or
1580 non-numeric cells are treated as `0`.
1581 * `color` column options:
1582 * `span=<value>`: number of following columns to affect (default: infinite)
1584 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1585 pass key press events to formspec!
1589 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1590 * `"current_player"`: Player to whom the menu is shown
1591 * `"player:<name>"`: Any player
1592 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1593 * `"detached:<name>"`: A detached inventory
1597 `#RGB` defines a color in hexadecimal format.
1599 `#RGBA` defines a color in hexadecimal format and alpha channel.
1601 `#RRGGBB` defines a color in hexadecimal format.
1603 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1605 Named colors are also supported and are equivalent to
1606 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1607 To specify the value of the alpha channel, append `#AA` to the end of the color name
1608 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1609 value must (always) be two hexadecimal digits.
1614 * `vector.new([x[, y, z]])`: returns a vector.
1615 * `x` is a table or the `x` position.
1617 * `vector.direction(p1, p2)`: returns a vector
1618 * `vector.distance(p1, p2)`: returns a number
1619 * `vector.length(v)`: returns a number
1620 * `vector.normalize(v)`: returns a vector
1621 * `vector.round(v)`: returns a vector
1622 * `vector.apply(v, func)`: returns a vector
1623 * `vector.equals(v1, v2)`: returns a boolean
1625 For the following functions `x` can be either a vector or a number:
1627 * `vector.add(v, x)`: returns a vector
1628 * `vector.subtract(v, x)`: returns a vector
1629 * `vector.multiply(v, x)`: returns a vector
1630 * `vector.divide(v, x)`: returns a vector
1634 * `dump2(obj, name="_", dumped={})`
1635 * Return object serialized as a string, handles reference loops
1636 * `dump(obj, dumped={})`
1637 * Return object serialized as a string
1638 * `math.hypot(x, y)`
1639 * Get the hypotenuse of a triangle with legs x and y.
1640 Useful for distance calculation.
1641 * `math.sign(x, tolerance)`
1642 * Get the sign of a number.
1643 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1644 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1645 * sep_is_pattern=false)`
1646 * If `max_splits` is negative, do not limit splits.
1647 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1648 * e.g. `string:split("a,b", ",") == {"a","b"}`
1650 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1651 * `minetest.pos_to_string({x=X,y=Y,z=Z})`: returns `"(X,Y,Z)"`
1652 * Convert position to a printable string
1653 * `minetest.string_to_pos(string)`: returns a position
1654 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1655 * `minetest.formspec_escape(string)`: returns a string
1656 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1657 * `minetest.is_yes(arg)`
1658 * returns whether `arg` can be interpreted as yes
1659 * `minetest.get_us_time()`
1660 * returns time with microsecond precision
1661 * `table.copy(table)`: returns a table
1662 * returns a deep copy of `table`
1664 `minetest` namespace reference
1665 ------------------------------
1669 * `minetest.get_current_modname()`: returns a string
1670 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1671 * Useful for loading additional `.lua` modules or static data from mod
1672 * `minetest.get_modnames()`: returns a list of installed mods
1673 * Return a list of installed mods, sorted alphabetically
1674 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1675 * Useful for storing custom data
1676 * `minetest.is_singleplayer()`
1677 * `minetest.features`
1678 * table containing API feature flags: `{foo=true, bar=true}`
1679 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1680 * `arg`: string or table in format `{foo=true, bar=true}`
1681 * `missing_features`: `{foo=true, bar=true}`
1682 * `minetest.get_player_information(playername)`
1683 * table containing information about player peer.
1685 Example of `minetest.get_player_information` return value:
1688 address = "127.0.0.1", -- IP address of client
1689 ip_version = 4, -- IPv4 / IPv6
1690 min_rtt = 0.01, -- minimum round trip time
1691 max_rtt = 0.2, -- maximum round trip time
1692 avg_rtt = 0.02, -- average round trip time
1693 min_jitter = 0.01, -- minimum packet time jitter
1694 max_jitter = 0.5, -- maximum packet time jitter
1695 avg_jitter = 0.03, -- average packet time jitter
1696 connection_uptime = 200, -- seconds since client connected
1698 -- following information is available on debug build only!!!
1699 -- DO NOT USE IN MODS
1700 --ser_vers = 26, -- serialization version used by client
1701 --prot_vers = 23, -- protocol version used by client
1702 --major = 0, -- major version number
1703 --minor = 4, -- minor version number
1704 --patch = 10, -- patch version number
1705 --vers_string = "0.4.9-git", -- full version string
1706 --state = "Active" -- current client state
1710 * `minetest.debug(line)`
1711 * Always printed to `stderr` and logfile (`print()` is redirected here)
1712 * `minetest.log(line)`
1713 * `minetest.log(loglevel, line)`
1714 * `loglevel` is one of `"error"`, `"action"`, `"info"`, `"verbose"`
1716 ### Registration functions
1717 Call these functions only at load time!
1719 * `minetest.register_entity(name, prototype table)`
1720 * `minetest.register_abm(abm definition)`
1721 * `minetest.register_node(name, node definition)`
1722 * `minetest.register_tool(name, item definition)`
1723 * `minetest.register_craftitem(name, item definition)`
1724 * `minetest.register_alias(name, convert_to)`
1725 * `minetest.register_craft(recipe)`
1726 * `minetest.register_ore(ore definition)`
1727 * `minetest.register_decoration(decoration definition)`
1728 * `minetest.override_item(name, redefinition)`
1729 * Overrides fields of an item registered with register_node/tool/craftitem.
1730 * Note: Item must already be defined, (opt)depend on the mod defining it.
1731 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
1733 * `minetest.clear_registered_ores()`
1734 * `minetest.clear_registered_decorations()`
1736 ### Global callback registration functions
1737 Call these functions only at load time!
1739 * `minetest.register_globalstep(func(dtime))`
1740 * Called every server step, usually interval of 0.1s
1741 * `minetest.register_on_shutdown(func())`
1742 * Called before server shutdown
1743 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
1744 callbacks **will likely not be run**. Data should be saved at
1745 semi-frequent intervals as well as on server shutdown.
1746 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
1747 * Called when a node has been placed
1748 * If return `true` no item is taken from `itemstack`
1749 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
1751 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
1752 * Called when a node has been dug.
1753 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
1755 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
1756 * Called when a node is punched
1757 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
1758 * Called after generating a piece of world. Modifying nodes inside the area
1759 is a bit faster than usually.
1760 * `minetest.register_on_newplayer(func(ObjectRef))`
1761 * Called after a new player has been created
1762 * `minetest.register_on_dieplayer(func(ObjectRef))`
1763 * Called when a player dies
1764 * `minetest.register_on_respawnplayer(func(ObjectRef))`
1765 * Called when player is to be respawned
1766 * Called _before_ repositioning of player occurs
1767 * return true in func to disable regular player placement
1768 * `minetest.register_on_prejoinplayer(func(name, ip))`
1769 * Called before a player joins the game
1770 * If it returns a string, the player is disconnected with that string as reason
1771 * `minetest.register_on_joinplayer(func(ObjectRef))`
1772 * Called when a player joins the game
1773 * `minetest.register_on_leaveplayer(func(ObjectRef))`
1774 * Called when a player leaves the game
1775 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
1776 * Called when a player cheats
1777 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
1778 * `"moved_too_fast"`
1779 * `"interacted_too_far"`
1780 * `"finished_unknown_dig"`
1783 * `minetest.register_on_chat_message(func(name, message))`
1784 * Called always when a player says something
1785 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
1786 * Called when a button is pressed in player's inventory form
1787 * Newest functions are called first
1788 * If function returns `true`, remaining functions are not called
1789 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
1790 * Called when `player` crafts something
1791 * `itemstack` is the output
1792 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
1793 * `craft_inv` is the inventory with the crafting grid
1794 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
1795 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
1796 * The same as before, except that it is called before the player crafts, to make
1797 craft prediction, and it should not change anything.
1798 * `minetest.register_on_protection_violation(func(pos, name))`
1799 * Called by `builtin` and mods when a player violates protection at a position
1800 (eg, digs a node or punches a protected entity).
1801 * The registered functions can be called using `minetest.record_protection_violation`
1802 * The provided function should check that the position is protected by the mod
1803 calling this function before it prints a message, if it does, to allow for
1804 multiple protection mods.
1805 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
1806 * Called when an item is eaten, by `minetest.item_eat`
1807 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
1809 ### Other registration functions
1810 * `minetest.register_chatcommand(cmd, chatcommand definition)`
1811 * `minetest.register_privilege(name, definition)`
1812 * `definition`: `"description text"`
1813 * `definition`: `{ description = "description text", give_to_singleplayer = boolean, -- default: true }`
1814 * `minetest.register_authentication_handler(handler)`
1815 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
1818 * `minetest.setting_set(name, value)`
1819 * `minetest.setting_get(name)`: returns string or `nil`
1820 * `minetest.setting_setbool(name, value)`
1821 * `minetest.setting_getbool(name)`: returns boolean or `nil`
1822 * `minetest.setting_get_pos(name)`: returns position or nil
1823 * `minetest.setting_save()`, returns `nil`, save all settings to config file
1826 * `minetest.notify_authentication_modified(name)`
1827 * Should be called by the authentication handler if privileges changes.
1828 * To report everybody, set `name=nil`.
1829 * `minetest.get_password_hash(name, raw_password)`
1830 * Convert a name-password pair to a password hash that Minetest can use
1831 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
1832 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
1833 * Convert between two privilege representations
1834 * `minetest.set_player_password(name, password_hash)`
1835 * `minetest.set_player_privs(name, {priv1=true,...})`
1836 * `minetest.get_player_privs(name) -> {priv1=true,...}`
1837 * `minetest.auth_reload()`
1838 * `minetest.check_player_privs(name, {priv1=true,...})`: returns `bool, missing_privs`
1839 * A quickhand for checking privileges
1840 * `minetest.get_player_ip(name)`: returns an IP address string
1842 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
1843 and `minetest.auth_reload` call the authetification handler.
1846 * `minetest.chat_send_all(text)`
1847 * `minetest.chat_send_player(name, text)`
1849 ### Environment access
1850 * `minetest.set_node(pos, node)`
1851 * `minetest.add_node(pos, node): alias set_node(pos, node)`
1852 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
1853 * `minetest.swap_node(pos, node`
1854 * Set node at position, but don't remove metadata
1855 * `minetest.remove_node(pos)`
1856 * Equivalent to `set_node(pos, "air")`
1857 * `minetest.get_node(pos)`
1858 * Returns `{name="ignore", ...}` for unloaded area
1859 * `minetest.get_node_or_nil(pos)`
1860 * Returns `nil` for unloaded area
1861 * `minetest.get_node_light(pos, timeofday)` returns a number between `0` and `15` or `nil`
1862 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
1864 * `minetest.place_node(pos, node)`
1865 * Place node with the same effects that a player would cause
1866 * `minetest.dig_node(pos)`
1867 * Dig node with the same effects that a player would cause
1868 * Returns `true` if successful, `false` on failure (e.g. protected location)
1869 * `minetest.punch_node(pos)`
1870 * Punch node with the same effects that a player would cause
1872 * `minetest.get_meta(pos)`
1873 * Get a `NodeMetaRef` at that position
1874 * `minetest.get_node_timer(pos)`
1875 * Get `NodeTimerRef`
1877 * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
1878 * Returns `ObjectRef`, or `nil` if failed
1879 * `minetest.add_item(pos, item)`: Spawn item
1880 * Returns `ObjectRef`, or `nil` if failed
1881 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
1882 * `minetest.get_objects_inside_radius(pos, radius)`
1883 * `minetest.set_timeofday(val)`
1884 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
1885 * `minetest.get_timeofday()`
1886 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
1887 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
1888 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1889 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
1890 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1891 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
1892 * returned positions are nodes with a node air above
1893 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1894 * `minetest.get_perlin(noiseparams)`
1895 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
1896 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
1897 * `minetest.get_voxel_manip([pos1, pos2])`
1898 * Return voxel manipulator object.
1899 * Loads the manipulator from the map if positions are passed.
1900 * `minetest.set_gen_notify(flags, {deco_ids})`
1901 * Set the types of on-generate notifications that should be collected
1902 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
1903 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
1904 * The second parameter is a list of IDS of decorations which notification is requested for
1905 * `minetest.get_mapgen_object(objectname)`
1906 * Return requested mapgen object if available (see "Mapgen objects")
1907 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
1908 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
1909 * `minetest.set_mapgen_params(MapgenParams)`
1910 * Set map generation parameters
1911 * Function cannot be called after the registration period; only initialization
1912 and `on_mapgen_init`
1913 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
1915 * Leave field unset to leave that parameter unchanged
1916 * `flags` contains a comma-delimited string of flags to set,
1917 or if the prefix `"no"` is attached, clears instead.
1918 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
1919 * `minetest.set_noiseparams(name, noiseparams, set_default)`
1920 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
1921 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
1922 should be applied to the default config or current active config
1923 * `minetest.generate_ores(vm, pos1, pos2)`
1924 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
1925 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
1926 * `minetest.generate_decorations(vm, pos1, pos2)`
1927 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
1928 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
1929 * `minetest.clear_objects()`
1930 * clear all objects in the environments
1931 * `minetest.delete_area(pos1, pos2)`
1932 * delete all mapblocks in the area from pos1 to pos2, inclusive
1933 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
1934 * Check if there is a direct line of sight between `pos1` and `pos2`
1935 * Returns the position of the blocking node when `false`
1936 * `pos1`: First position
1937 * `pos2`: Second position
1938 * `stepsize`: smaller gives more accurate results but requires more computing
1939 time. Default is `1`.
1940 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
1941 * returns table containing path
1942 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
1943 * `pos1`: start position
1944 * `pos2`: end position
1945 * `searchdistance`: number of blocks to search in each direction
1946 * `max_jump`: maximum height difference to consider walkable
1947 * `max_drop`: maximum height difference to consider droppable
1948 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
1949 * `minetest.spawn_tree (pos, {treedef})`
1950 * spawns L-System tree at given `pos` with definition in `treedef` table
1951 * `minetest.transforming_liquid_add(pos)`
1952 * add node to liquid update queue
1953 * `minetest.get_node_max_level(pos)`
1954 * get max available level for leveled node
1955 * `minetest.get_node_level(pos)`
1956 * get level of leveled node (water, snow)
1957 * `minetest.set_node_level(pos, level)`
1958 * set level of leveled node, default `level` equals `1`
1959 * if `totallevel > maxlevel`, returns rest (`total-max`).
1960 * `minetest.add_node_level(pos, level)`
1961 * increase level of leveled node by level, default `level` equals `1`
1962 * if `totallevel > maxlevel`, returns rest (`total-max`)
1963 * can be negative for decreasing
1966 `minetest.get_inventory(location)`: returns an `InvRef`
1969 * `{type="player", name="celeron55"}`
1970 * `{type="node", pos={x=, y=, z=}}`
1971 * `{type="detached", name="creative"}`
1972 * `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
1973 * callbacks: See "Detached inventory callbacks"
1974 * Creates a detached inventory. If it already exists, it is cleared.
1975 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
1976 returns left over ItemStack
1977 * See `minetest.item_eat` and `minetest.register_on_item_eat`
1980 * `minetest.show_formspec(playername, formname, formspec)`
1981 * `playername`: name of player to show formspec
1982 * `formname`: name passed to `on_player_receive_fields` callbacks.
1983 It should follow the `"modname:<whatever>"` naming convention
1984 * `formspec`: formspec to display
1985 * `minetest.formspec_escape(string)`: returns a string
1986 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1987 * `minetest.explode_table_event(string)`: returns a table
1988 * returns e.g. `{type="CHG", row=1, column=2}`
1990 * `"INV"`: no row selected)
1991 * `"CHG"`: selected)
1992 * `"DCL"`: double-click
1993 * `minetest.explode_textlist_event(string)`: returns a table
1994 * returns e.g. `{type="CHG", index=1}`
1996 * `"INV"`: no row selected)
1997 * `"CHG"`: selected)
1998 * `"DCL"`: double-click
1999 * `minetest.explode_scrollbar_event(string)`: returns a table
2000 * returns e.g. `{type="CHG", value=500}`
2002 * `"INV"`: something failed
2003 * `"CHG"`: has been changed
2004 * `"VAL"`: not changed
2007 * `minetest.inventorycube(img1, img2, img3)`
2008 * Returns a string for making an image of a cube (useful as an item image)
2009 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2010 * Get position of a `pointed_thing` (that you can get from somewhere)
2011 * `minetest.dir_to_facedir(dir, is6d)`
2012 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2013 * passing something non-`nil`/`false` for the optional second parameter causes it to
2014 take the y component into account
2015 * `minetest.facedir_to_dir(facedir)`
2016 * Convert a facedir back into a vector aimed directly out the "back" of a node
2017 * `minetest.dir_to_wallmounted(dir)`
2018 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2019 * `minetest.get_node_drops(nodename, toolname)`
2020 * Returns list of item names.
2021 * **Note**: This will be removed or modified in a future version.
2022 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2023 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2024 * `input.width` = for example `3`
2025 * `input.items` = for example
2026 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2027 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2028 * `output.time` = a number, if unsuccessful: `0`
2029 * `decremented_input` = like `input`
2030 * `minetest.get_craft_recipe(output)`: returns input
2031 * returns last registered recipe for output item (node)
2032 * `output` is a node or item type such as `"default:torch"`
2033 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2034 * `input.width` = for example `3`
2035 * `input.items` = for example
2036 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2037 * `input.items` = `nil` if no recipe found
2038 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2039 * returns indexed table with all registered recipes for query item (node)
2040 or `nil` if no recipe was found
2041 * recipe entry table:
2043 method = 'normal' or 'cooking' or 'fuel'
2044 width = 0-3, 0 means shapeless recipe
2045 items = indexed [1-9] table with recipe items
2046 output = string with item name and quantity
2048 * Example query for `"default:gold_ingot"` will return table:
2050 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2051 items = {1 = "default:gold_lump"}},
2052 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2053 items = {1 = "default:goldblock"}}
2055 * `minetest.handle_node_drops(pos, drops, digger)`
2056 * `drops`: list of itemstrings
2057 * Handles drops from nodes after digging: Default action is to put them into
2059 * Can be overridden to get different functionality (e.g. dropping items on
2063 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2064 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2065 * Find who has done something to a node, or near a node
2066 * `actor`: `"player:<name>"`, also `"liquid"`.
2067 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2068 * Revert latest actions of someone
2069 * `actor`: `"player:<name>"`, also `"liquid"`.
2071 ### Defaults for the `on_*` item definition functions
2072 These functions return the leftover itemstack.
2074 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2075 * Place item as a node
2076 * `param2` overrides `facedir` and wallmounted `param2`
2077 * returns `itemstack, success`
2078 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2080 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2081 * Use one of the above based on what the item is.
2082 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2083 * **Note**: is not called when wielded item overrides `on_place`
2084 * `param2` overrides `facedir` and wallmounted `param2`
2085 * returns `itemstack, success`
2086 * `minetest.item_drop(itemstack, dropper, pos)`
2088 * `minetest.item_eat(hp_change, replace_with_item)`
2090 * `replace_with_item` is the itemstring which is added to the inventory.
2091 If the player is eating a stack, then replace_with_item goes to a
2092 different spot. Can be `nil`
2093 * See `minetest.do_item_eat`
2095 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2096 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2097 * Calls functions registered by `minetest.register_on_punchnode()`
2098 * `minetest.node_dig(pos, node, digger)`
2099 * Checks if node can be dug, puts item into inventory, removes node
2100 * Calls functions registered by `minetest.registered_on_dignodes()`
2103 * `minetest.sound_play(spec, parameters)`: returns a handle
2104 * `spec` is a `SimpleSoundSpec`
2105 * `parameters` is a sound parameter table
2106 * `minetest.sound_stop(handle)`
2109 * `minetest.after(time, func, ...)`
2110 * Call the function `func` after `time` seconds
2111 * Optional: Variable number of arguments that are passed to `func`
2114 * `minetest.request_shutdown()`: request for server shutdown
2115 * `minetest.get_server_status()`: returns server status string
2118 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2119 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2120 * `minetest.ban_player(name)`: ban a player
2121 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2122 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2125 * `minetest.add_particle(particle definition)`
2126 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2127 size, collisiondetection, texture, playername)`
2129 * `minetest.add_particlespawner(particlespawner definition)`
2130 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2132 * `Deprecated: minetest.add_particlespawner(amount, time,
2136 minexptime, maxexptime,
2138 collisiondetection, texture, playername)`
2140 * `minetest.delete_particlespawner(id, player)``
2141 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2142 * If playername is specified, only deletes on the player's client,
2143 * otherwise on all clients
2146 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2147 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2148 * Apply the specified probability values to the specified nodes in `probability_list`.
2149 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2150 * `pos` is the 3D vector specifying the absolute coordinates of the
2151 node being modified,
2152 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2153 * If there are two or more entries with the same pos value, the
2155 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2156 * If `probability_list` equals `nil`, no probabilities are applied.
2157 * Slice probability works in the same manner, except takes a field
2158 called `ypos` instead which
2159 indicates the y position of the slice with a probability applied.
2160 * If slice probability list equals `nil`, no slice probabilities are applied.
2161 * Saves schematic in the Minetest Schematic format to filename.
2163 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2164 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2165 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2166 * If the `rotation` parameter is omitted, the schematic is not rotated.
2167 * `replacements` = `{["old_name"] = "convert_to", ...}`
2168 * `force_placement` is a boolean indicating whether nodes other than `air` and
2169 `ignore` are replaced by the schematic
2172 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2173 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2174 * Gives a unique hash number for a node position (16+16+16=48bit)
2175 * `minetest.get_position_from_hash(hash)`: returns a position
2176 * Inverse transform of `minetest.hash_node_position`
2177 * `minetest.get_item_group(name, group)`: returns a rating
2178 * Get rating of a group of an item. (`0` means: not in group)
2179 * `minetest.get_node_group(name, group)`: returns a rating
2180 * Deprecated: An alias for the former.
2181 * `minetest.get_content_id(name)`: returns an integer
2182 * Gets the internal content ID of `name`
2183 * `minetest.get_name_from_content_id(content_id)`: returns a string
2184 * Gets the name of the content with that content ID
2185 * `minetest.parse_json(string[, nullvalue])`: returns something
2186 * Convert a string containing JSON data into the Lua equivalent
2187 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2188 * On success returns a table, a string, a number, a boolean or `nullvalue`
2189 * On failure outputs an error message and returns `nil`
2190 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2191 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2192 * Convert a Lua table into a JSON string
2193 * styled: Outputs in a human-readable format if this is set, defaults to false
2194 * Unserializable things like functions and userdata are saved as null.
2195 * **Warning**: JSON is more strict than the Lua table format.
2196 1. You can only use strings and positive integers of at least one as keys.
2197 2. You can not mix string and integer keys.
2198 This is due to the fact that JSON has two distinct array and object values.
2199 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2200 * `minetest.serialize(table)`: returns a string
2201 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2202 into string form readable by `minetest.deserialize`
2203 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2204 * `minetest.deserialize(string)`: returns a table
2205 * Convert a string returned by `minetest.deserialize` into a table
2206 * `string` is loaded in an empty sandbox environment.
2207 * Will load functions, but they cannot access the global environment.
2208 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2209 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2210 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2211 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2212 * Compress a string of data.
2213 * `method` is a string identifying the compression method to be used.
2214 * Supported compression methods:
2215 * Deflate (zlib): `"deflate"`
2216 * `...` indicates method-specific arguments. Currently defined arguments are:
2217 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2218 * `minetest.decompress(compressed_data, method, ...)`: returns data
2219 * Decompress a string of data (using ZLib).
2220 * See documentation on `minetest.compress()` for supported compression methods.
2221 * currently supported.
2222 * `...` indicates method-specific arguments. Currently, no methods use this.
2223 * `minetest.is_protected(pos, name)`: returns boolean
2224 * This function should be overridden by protection mods and should be used to
2225 check if a player can interact at a position.
2226 * This function should call the old version of itself if the position is not
2227 protected by the mod.
2230 local old_is_protected = minetest.is_protected
2231 function minetest.is_protected(pos, name)
2232 if mymod:position_protected_from(pos, name) then
2235 return old_is_protected(pos, name)
2237 * `minetest.record_protection_violation(pos, name)`
2238 * This function calls functions registered with
2239 `minetest.register_on_protection_violation`.
2240 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2241 * Attempt to predict the desired orientation of the facedir-capable node
2242 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2243 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2244 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2245 is an optional table containing extra tweaks to the placement code:
2246 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2247 orientation on the wall.
2248 * `force_wall` : if `true`, always place the node in wall orientation.
2249 * `force_ceiling`: if `true`, always place on the ceiling.
2250 * `force_floor`: if `true`, always place the node on the floor.
2251 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2252 the floor or ceiling
2253 * The first four options are mutually-exclusive; the last in the list takes
2254 precedence over the first.
2258 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2259 * calls `rotate_and_place()` with infinitestacks set according to the state of
2260 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2263 * `minetest.forceload_block(pos)`
2264 * forceloads the position `pos`.
2265 * returns `true` if area could be forceloaded
2267 * `minetest.forceload_free_block(pos)`
2268 * stops forceloading the position `pos`
2270 Please note that forceloaded areas are saved when the server restarts.
2273 * `minetest.env`: `EnvRef` of the server environment and world.
2274 * Any function in the minetest namespace can be called using the syntax
2275 `minetest.env:somefunction(somearguments)`
2276 instead of `minetest.somefunction(somearguments)`
2277 * Deprecated, but support is not to be dropped soon
2280 * `minetest.registered_items`
2281 * Map of registered items, indexed by name
2282 * `minetest.registered_nodes`
2283 * Map of registered node definitions, indexed by name
2284 * `minetest.registered_craftitems`
2285 * Map of registered craft item definitions, indexed by name
2286 * `minetest.registered_tools`
2287 * Map of registered tool definitions, indexed by name
2288 * `minetest.registered_entities`
2289 * Map of registered entity prototypes, indexed by name
2290 * `minetest.object_refs`
2291 * Map of object references, indexed by active object id
2292 * `minetest.luaentities`
2293 * Map of Lua entities, indexed by active object id
2294 * `minetest.registered_ores`
2295 * List of registered ore definitions.
2296 * `minetest.registered_decorations`
2297 * List of registered decoration definitions.
2303 Node metadata: reference extra data and functionality stored in a node.
2304 Can be gotten via `minetest.get_meta(pos)`.
2307 * `set_string(name, value)`
2308 * `get_string(name)`
2309 * `set_int(name, value)`
2311 * `set_float(name, value)`
2313 * `get_inventory()`: returns `InvRef`
2314 * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
2315 * `from_table(nil or {})`
2316 * See "Node Metadata"
2319 Node Timers: a high resolution persistent per-node timer.
2320 Can be gotten via `minetest.get_node_timer(pos)`.
2323 * `set(timeout,elapsed)`
2324 * set a timer's state
2325 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2326 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2327 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2330 * equivalent to `set(timeout,0)`
2333 * `get_timeout()`: returns current timeout in seconds
2334 * if `timeout` equals `0`, timer is inactive
2335 * `get_elapsed()`: returns current elapsed time in seconds
2336 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2337 * `is_started()`: returns boolean state of timer
2338 * returns `true` if timer is started, otherwise `false`
2341 Moving things in the game are generally these.
2343 This is basically a reference to a C++ `ServerActiveObject`
2346 * `remove()`: remove object (after returning from Lua)
2347 * Note: Doesn't work on players, use minetest.kick_player instead
2348 * `getpos()`: returns `{x=num, y=num, z=num}`
2349 * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
2350 * `moveto(pos, continuous=false)`: interpolated move
2351 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2352 * `puncher` = another `ObjectRef`,
2353 * `time_from_last_punch` = time since last punch action of the puncher
2354 * `direction`: can be `nil`
2355 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2356 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2357 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2358 * `get_inventory()`: returns an `InvRef`
2359 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2360 * `get_wield_index()`: returns the index of the wielded item
2361 * `get_wielded_item()`: returns an `ItemStack`
2362 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2363 * `set_armor_groups({group1=rating, group2=rating, ...})`
2364 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)`
2365 * `set_attach(parent, bone, position, rotation)`
2367 * `position`: `{x=num, y=num, z=num}` (relative)
2368 * `rotation`: `{x=num, y=num, z=num}`
2370 * `set_bone_position(bone, position, rotation)`
2372 * `position`: `{x=num, y=num, z=num}` (relative)
2373 * `rotation`: `{x=num, y=num, z=num}`
2374 * `set_properties(object property table)`
2376 ##### LuaEntitySAO-only (no-op for other objects)
2377 * `setvelocity({x=num, y=num, z=num})`
2378 * `getvelocity()`: returns `{x=num, y=num, z=num}`
2379 * `setacceleration({x=num, y=num, z=num})`
2380 * `getacceleration()`: returns `{x=num, y=num, z=num}`
2382 * `getyaw()`: returns number in radians
2383 * `settexturemod(mod)`
2384 * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2385 select_horiz_by_yawpitch=false)`
2386 * Select sprite from spritesheet with optional animation and DM-style
2387 texture selection based on yaw relative to camera
2388 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2391 ##### Player-only (no-op for other objects)
2392 * `is_player()`: true for players, false for others
2393 * `get_player_name()`: returns `""` if is not a player
2394 * `get_look_dir()`: get camera direction as a unit vector
2395 * `get_look_pitch()`: pitch in radians
2396 * `get_look_yaw()`: yaw in radians (wraps around pretty randomly as of now)
2397 * `set_look_pitch(radians)`: sets look pitch
2398 * `set_look_yaw(radians)`: sets look yaw
2399 * `get_breath()`: returns players breath
2400 * `set_breath(value)`: sets players breath
2402 * `0`: player is drowning,
2403 * `1`-`10`: remaining number of bubbles
2404 * `11`: bubbles bar is not shown
2405 * `set_inventory_formspec(formspec)`
2406 * Redefine player's inventory form
2407 * Should usually be called in on_joinplayer
2408 * `get_inventory_formspec()`: returns a formspec string
2409 * `get_player_control()`: returns table with player pressed keys
2410 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2411 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2412 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2413 * `set_physics_override(override_table)`
2414 * `override_table` is a table with the following fields:
2415 * `speed`: multiplier to default walking speed value (default: `1`)
2416 * `jump`: multiplier to default jump value (default: `1`)
2417 * `gravity`: multiplier to default gravity value (default: `1`)
2418 * `sneak`: whether player can sneak (default: `true`)
2419 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2420 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
2422 * `hud_remove(id)`: remove the HUD element of the specified id
2423 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2424 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2425 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2426 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2427 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`
2428 * pass a table containing a `true`/`false` value of each flag to be set or unset
2429 * if a flag equals `nil`, the flag is not modified
2430 * `hud_get_flags()`: returns a table containing status of hud flags
2431 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true }`
2432 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2433 * `count`: number of items, must be between `1` and `23`
2434 * `hud_set_hotbar_image(texturename)`
2435 * sets background image for hotbar
2436 * `hud_set_hotbar_selected_image(texturename)`
2437 * sets image for selected item of hotbar
2438 * `hud_replace_builtin(name, hud_definition)`
2439 * replace definition of a builtin hud element
2440 * `name`: `"breath"` or `"health"`
2441 * `hud_definition`: definition to replace builtin definition
2442 * `set_sky(bgcolor, type, {texture names})`
2443 * `bgcolor`: `{r=0...255, g=0...255, b=0...255}` or `nil`, defaults to white
2445 * `"regular"`: Uses 0 textures, `bgcolor` ignored
2446 * `"skybox"`: Uses 6 textures, `bgcolor` used
2447 * `"plain"`: Uses 0 textures, `bgcolor` used
2448 * **Note**: currently does not work directly in `on_joinplayer`; use
2449 `minetest.after(0)` in there.
2450 * `override_day_night_ratio(ratio or nil)`
2451 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
2452 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
2453 * `set_local_animation(walk, dig, walk+dig, frame_speed=frame_speed)`
2455 set animation for player model in third person view
2457 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
2458 {x=168, y=187}, -- < walk animation key frames
2459 {x=189, y=198}, -- < dig animation key frames
2460 {x=200, y=219}, -- < walk+dig animation key frames
2461 frame_speed=30): -- < animation frame speed
2463 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
2464 * in first person view
2465 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
2468 An `InvRef` is a reference to an inventory.
2471 * `is_empty(listname)`: return `true` if list is empty
2472 * `get_size(listname)`: get size of a list
2473 * `set_size(listname, size)`: set size of a list
2474 * returns `false` on error (e.g. invalid `listname` or `size`)
2475 * `get_width(listname)`: get width of a list
2476 * `set_width(listname, width)`: set width of list; currently used for crafting
2477 * `get_stack(listname, i)`: get a copy of stack index `i` in list
2478 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
2479 * `get_list(listname)`: return full list
2480 * `set_list(listname, list)`: set full list (size will not change)
2481 * `get_lists()`: returns list of inventory lists
2482 * `set_lists(lists)`: sets inventory lists (size will not change)
2483 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
2484 * `room_for_item(listname, stack):` returns `true` if the stack of items
2485 can be fully added to the list
2486 * `contains_item(listname, stack)`: returns `true` if the stack of items
2487 can be fully taken from the list
2488 * `remove_item(listname, stack)`: take as many items as specified from the list,
2489 returns the items that were actually removed (as an `ItemStack`) -- note that
2490 any item metadata is ignored, so attempting to remove a specific unique
2491 item this way will likely remove the wrong one -- to do that use `set_stack`
2492 with an empty `ItemStack`
2493 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
2494 * returns `{type="undefined"}` in case location is not known
2497 An `ItemStack` is a stack of items.
2499 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
2500 an itemstring, a table or `nil`.
2503 * `is_empty()`: Returns `true` if stack is empty.
2504 * `get_name()`: Returns item name (e.g. `"default:stone"`).
2505 * `set_name(item_name)`: Returns boolean success.
2506 Clears item on failure.
2507 * `get_count()`: Returns number of items on the stack.
2508 * `set_count(count)`
2509 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
2510 * `set_wear(wear)`: Returns boolean success.
2511 Clears item on failure.
2512 * `get_metadata()`: Returns metadata (a string attached to an item stack).
2513 * `set_metadata(metadata)`: Returns true.
2514 * `clear()`: removes all items from the stack, making it empty.
2515 * `replace(item)`: replace the contents of this stack.
2516 * `item` can also be an itemstring or table.
2517 * `to_string()`: Returns the stack in itemstring form.
2518 * `to_table()`: Returns the stack in Lua table form.
2519 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
2520 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
2521 * `is_known()`: Returns `true` if the item name refers to a defined item type.
2522 * `get_definition()`: Returns the item definition table.
2523 * `get_tool_capabilities()`: Returns the digging properties of the item,
2524 or those of the hand if none are defined for this item type
2525 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
2526 * `add_item(item)`: Put some item or stack onto this stack.
2527 Returns leftover `ItemStack`.
2528 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
2530 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
2531 Returns taken `ItemStack`.
2532 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
2533 Returns taken `ItemStack`.
2536 A 16-bit pseudorandom number generator.
2537 Uses a well-known LCG algorithm introduced by K&R.
2539 It can be created via `PseudoRandom(seed)`.
2542 * `next()`: return next integer random number [`0`...`32767`]
2543 * `next(min, max)`: return next integer random number [`min`...`max`]
2544 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
2545 due to the simple implementation making bad distribution otherwise.
2548 A 32-bit pseudorandom number generator.
2549 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
2551 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
2554 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
2555 * `next(min, max)`: return next integer random number [`min`...`max`]
2556 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
2557 * This is only a rough approximation of a normal distribution with mean=(max-min)/2 and variance=1
2558 * Increasing num_trials improves accuracy of the approximation
2561 A perlin noise generator.
2562 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
2563 or `PerlinNoise(noiseparams)`.
2564 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2565 or `minetest.get_perlin(noiseparams)`.
2568 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
2569 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
2571 ### `PerlinNoiseMap`
2572 A fast, bulk perlin noise generator.
2574 It can be created via `PerlinNoiseMap(noiseparams, size)` or
2575 `minetest.get_perlin_map(noiseparams, size)`.
2577 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
2578 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
2582 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
2583 with values starting at `pos={x=,y=}`
2584 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
2585 of 3D noise with values starting at `pos={x=,y=,z=}`
2586 * `get2dMap_flat(pos)`: returns a flat `<size.x * size.y>` element array of 2D noise
2587 with values starting at `pos={x=,y=}`
2588 * `get3dMap_flat(pos)`: Same as `get2dMap_flat`, but 3D noise
2591 An interface to the `MapVoxelManipulator` for Lua.
2593 It can be created via `VoxelManip()` or `minetest.get_voxel_manip()`.
2594 The map will be pre-loaded if two positions are passed to either.
2597 * `read_from_map(p1, p2)`: Reads a chunk of map from the map containing the
2598 region formed by `p1` and `p2`.
2599 * returns actual emerged `pmin`, actual emerged `pmax`
2600 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
2601 * **important**: data must be set using `VoxelManip:set_data` before calling this
2602 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
2603 the `VoxelManip` at that position
2604 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
2606 * `get_data()`: Gets the data read into the `VoxelManip` object
2607 * returns raw node data is in the form of an array of node content IDs
2608 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
2609 * `update_map()`: Update map after writing chunk back to map.
2610 * To be used only by `VoxelManip` objects created by the mod itself;
2611 not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
2612 * `set_lighting(light, p1, p2)`: Set the lighting within the `VoxelManip` to a uniform value
2613 * `light` is a table, `{day=<0...15>, night=<0...15>}`
2614 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
2615 * (`p1`, `p2`) is the area in which lighting is set;
2616 defaults to the whole area if left out
2617 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
2618 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
2619 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
2620 * `light = day + (night * 16)`
2621 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
2623 * expects lighting data in the same format that `get_light_data()` returns
2624 * `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
2625 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
2626 * `calc_lighting(p1, p2)`: Calculate lighting within the `VoxelManip`
2627 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
2628 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
2630 * `update_liquids()`: Update liquid flow
2631 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
2632 had been modified since the last read from map, due to a call to
2633 `minetest.set_data()` on the loaded area elsewhere
2634 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
2637 A helper class for voxel areas.
2638 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
2639 The coordinates are *inclusive*, like most other things in Minetest.
2642 * `getExtent()`: returns a 3D vector containing the size of the area formed by
2643 `MinEdge` and `MaxEdge`
2644 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
2645 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
2646 * useful for things like `VoxelManip`, raw Schematic specifiers,
2647 `PerlinNoiseMap:get2d`/`3dMap`, and so on
2648 * `indexp(p)`: same as above, except takes a vector
2649 * `position(i)`: returns the absolute position vector corresponding to index `i`
2650 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
2651 * `containsp(p)`: same as above, except takes a vector
2652 * `containsi(i)`: same as above, except takes an index `i`
2653 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
2654 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
2655 * `iterp(minp, maxp)`: same as above, except takes a vector
2658 An interface to read config files in the format of `minetest.conf`.
2660 It can be created via `Settings(filename)`.
2663 * `get(key)`: returns a value
2664 * `get_bool(key)`: returns a boolean
2666 * `remove(key)`: returns a boolean (`true` for success)
2667 * `get_names()`: returns `{key1,...}`
2668 * `write()`: returns a boolean (`true` for success)
2669 * write changes to file
2670 * `to_table()`: returns `{[key1]=value1,...}`
2674 A mapgen object is a construct used in map generation. Mapgen objects can be used
2675 by an `on_generate` callback to speed up operations by avoiding unnecessary
2676 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
2677 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
2678 was called outside of an `on_generate()` callback, `nil` is returned.
2680 The following Mapgen objects are currently available:
2683 This returns three values; the `VoxelManip` object to be used, minimum and maximum
2684 emerged position, in that order. All mapgens support this object.
2687 Returns an array containing the y coordinates of the ground levels of nodes in
2688 the most recently generated chunk by the current mapgen.
2691 Returns an array containing the biome IDs of nodes in the most recently
2692 generated chunk by the current mapgen.
2695 Returns an array containing the temperature values of nodes in the most
2696 recently generated chunk by the current mapgen.
2699 Returns an array containing the humidity values of nodes in the most recently
2700 generated chunk by the current mapgen.
2703 Returns a table mapping requested generation notification types to arrays of
2704 positions at which the corresponding generated structures are located at within
2705 the current chunk. To set the capture of positions of interest to be recorded
2706 on generate, use `minetest.set_gen_notify()`.
2708 Possible fields of the table returned are:
2714 * `large_cave_begin`
2718 Decorations have a key in the format of `"decoration#id"`, where `id` is the
2719 numeric unique decoration ID.
2723 * Functions receive a "luaentity" as `self`:
2724 * It has the member `.name`, which is the registered name `("mod:thing")`
2725 * It has the member `.object`, which is an `ObjectRef` pointing to the object
2726 * The original prototype stuff is visible directly via a metatable
2728 * `on_activate(self, staticdata)`
2729 * Called when the object is instantiated.
2730 * `on_step(self, dtime)`
2731 * Called on every server tick, after movement and collision processing.
2732 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
2734 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir`
2735 * Called when somebody punches the object.
2736 * Note that you probably want to handle most punches using the
2737 automatic armor group system.
2738 * `puncher`: an `ObjectRef` (can be `nil`)
2739 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
2740 * `tool_capabilities`: capability table of used tool (can be `nil`)
2741 * `dir`: unit vector of direction of punch. Always defined. Points from
2742 the puncher to the punched.
2743 * `on_rightclick(self, clicker)`
2744 * `get_staticdata(self)`
2745 * Should return a string that will be passed to `on_activate` when
2746 the object is instantiated the next time.
2754 axiom, --string initial tree axiom
2755 rules_a, --string rules set A
2756 rules_b, --string rules set B
2757 rules_c, --string rules set C
2758 rules_d, --string rules set D
2759 trunk, --string trunk node name
2760 leaves, --string leaves node name
2761 leaves2, --string secondary leaves node name
2762 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
2763 angle, --num angle in deg
2764 iterations, --num max # of iterations, usually 2 -5
2765 random_level, --num factor to lower nr of iterations, usually 0 - 3
2766 trunk_type, --string single/double/crossed) type of trunk: 1 node,
2767 -- 2x2 nodes or 3x3 in cross shape
2768 thin_branches, --boolean true -> use thin (1 node) branches
2769 fruit, --string fruit node name
2770 fruit_chance, --num chance (0-100) to replace leaves with fruit node
2771 seed, --num random seed; if no seed is provided, the engine will create one
2774 ### Key for Special L-System Symbols used in Axioms
2776 * `G`: move forward one unit with the pen up
2777 * `F`: move forward one unit with the pen down drawing trunks and branches
2778 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
2779 * `T`: move forward one unit with the pen down drawing trunks only
2780 * `R`: move forward one unit with the pen down placing fruit
2781 * `A`: replace with rules set A
2782 * `B`: replace with rules set B
2783 * `C`: replace with rules set C
2784 * `D`: replace with rules set D
2785 * `a`: replace with rules set A, chance 90%
2786 * `b`: replace with rules set B, chance 80%
2787 * `c`: replace with rules set C, chance 70%
2788 * `d`: replace with rules set D, chance 60%
2789 * `+`: yaw the turtle right by `angle` parameter
2790 * `-`: yaw the turtle left by `angle` parameter
2791 * `&`: pitch the turtle down by `angle` parameter
2792 * `^`: pitch the turtle up by `angle` parameter
2793 * `/`: roll the turtle to the right by `angle` parameter
2794 * `*`: roll the turtle to the left by `angle` parameter
2795 * `[`: save in stack current state info
2796 * `]`: recover from stack state info
2799 Spawn a small apple tree:
2801 pos = {x=230,y=20,z=4}
2804 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
2805 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
2806 trunk="default:tree",
2807 leaves="default:leaves",
2811 trunk_type="single",
2814 fruit="default:apple"
2816 minetest.spawn_tree(pos,apple_tree)
2821 ### Object Properties
2826 collide_with_objects = true, -- collide with other objects if physical=true
2828 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
2829 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
2830 visual_size = {x=1, y=1},
2832 textures = {}, -- number of required textures depends on visual
2833 colors = {}, -- number of required colors depends on visual
2834 spritediv = {x=1, y=1},
2835 initial_sprite_basepos = {x=0, y=0},
2837 makes_footstep_sound = false,
2838 automatic_rotate = false,
2840 automatic_face_movement_dir = 0.0,
2841 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
2844 ### Entity definition (`register_entity`)
2847 -- Deprecated: Everything in object properties is read directly from here
2849 initial_properties = --[[<initial object properties>]],
2851 on_activate = function(self, staticdata, dtime_s),
2852 on_step = function(self, dtime),
2853 on_punch = function(self, hitter),
2854 on_rightclick = function(self, clicker),
2855 get_staticdata = function(self),
2856 -- ^ Called sometimes; the string returned is passed to on_activate when
2857 -- the entity is re-activated from static state
2859 -- Also you can define arbitrary member variables here
2860 myvariable = whatever,
2863 ### ABM (ActiveBlockModifier) definition (`register_abm`)
2866 -- In the following two fields, also group:groupname will work.
2867 nodenames = {"default:lava_source"},
2868 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
2869 -- ^ If left out or empty, any neighbor will do
2870 interval = 1.0, -- (operation interval)
2871 chance = 1, -- (chance of trigger is 1.0/this)
2872 action = func(pos, node, active_object_count, active_object_count_wider),
2875 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
2878 description = "Steel Axe",
2879 groups = {}, -- key=name, value=rating; rating=1..3.
2880 if rating not applicable, use 1.
2881 e.g. {wool=1, fluffy=3}
2882 {soil=2, outerspace=1, crumbly=1}
2883 {bendy=2, snappy=1},
2884 {hard=1, metal=1, spikes=1}
2885 inventory_image = "default_tool_steelaxe.png",
2887 wield_scale = {x=1,y=1,z=1},
2890 liquids_pointable = false,
2891 tool_capabilities = {
2892 full_punch_interval = 1.0,
2896 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
2897 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
2899 damage_groups = {groupname=damage},
2901 node_placement_prediction = nil,
2903 ^ If nil and item is node, prediction is made automatically
2904 ^ If nil and item is not a node, no prediction is made
2905 ^ If "" and item is anything, no prediction is made
2906 ^ Otherwise should be name of node which the client immediately places
2907 on ground when the player places the item. Server will always update
2908 actual result to client in a short moment.
2911 place = --[[<SimpleSoundSpec>]],
2914 on_place = func(itemstack, placer, pointed_thing),
2916 ^ Shall place item and return the leftover itemstack
2917 ^ default: minetest.item_place ]]
2918 on_drop = func(itemstack, dropper, pos),
2920 ^ Shall drop item and return the leftover itemstack
2921 ^ default: minetest.item_drop ]]
2922 on_use = func(itemstack, user, pointed_thing),
2925 ^ Function must return either nil if no item shall be removed from
2926 inventory, or an itemstack to replace the original itemstack.
2927 e.g. itemstack:take_item(); return itemstack
2928 ^ Otherwise, the function is free to do what it wants.
2929 ^ The default functions handle regular use cases.
2931 after_use = func(itemstack, user, node, digparams),
2934 ^ If defined, should return an itemstack and will be called instead of
2935 wearing out the tool. If returns nil, does nothing.
2936 If after_use doesn't exist, it is the same as:
2937 function(itemstack, user, node, digparams)
2938 itemstack:add_wear(digparams.wear)
2946 * `{name="image.png", animation={Tile Animation definition}}`
2947 * `{name="image.png", backface_culling=bool}`
2948 * backface culling only supported in special tiles
2949 * deprecated, yet still supported field names:
2952 ### Tile animation definition
2953 * `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
2955 ### Node definition (`register_node`)
2958 -- <all fields allowed in item definitions>,
2960 drawtype = "normal", -- See "Node drawtypes"
2961 visual_scale = 1.0, --[[
2962 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
2963 ^ For plantlike, the image will start at the bottom of the node; for the
2964 ^ other drawtypes, the image will be centered on the node.
2965 ^ Note that positioning for "torchlike" may still change. ]]
2966 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
2967 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
2968 ^ List can be shortened to needed length ]]
2969 special_tiles = {tile definition 1, Tile definition 2}, --[[
2970 ^ Special textures of node; used rarely (old field name: special_materials)
2971 ^ List can be shortened to needed length ]]
2973 use_texture_alpha = false, -- Use texture's alpha channel
2974 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
2975 paramtype = "none", -- See "Nodes" --[[
2976 ^ paramtype = "light" allows light to propagate from or through the node with light value
2977 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
2978 paramtype2 = "none", -- See "Nodes"
2979 is_ground_content = true, -- If false, the cave generator will not carve through this
2980 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
2981 walkable = true, -- If true, objects collide with node
2982 pointable = true, -- If true, can be pointed at
2983 diggable = true, -- If false, can never be dug
2984 climbable = false, -- If true, can be climbed on (ladder)
2985 buildable_to = false, -- If true, placed nodes can replace this node
2986 liquidtype = "none", -- "none"/"source"/"flowing"
2987 liquid_alternative_flowing = "", -- Flowing version of source liquid
2988 liquid_alternative_source = "", -- Source version of flowing liquid
2989 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
2990 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
2992 ^ Block contains level in param2. Value is default level, used for snow.
2993 ^ Don't forget to use "leveled" type nodebox. ]]
2994 liquid_range = 8, -- number of flowing nodes around source (max. 8)
2995 drowning = 0, -- Player will take this amount of damage if no bubbles are left
2996 light_source = 0, -- Amount of light emitted by node
2997 damage_per_second = 0, -- If player is inside node, this damage is caused
2998 node_box = {type="regular"}, -- See "Node boxes"
3000 selection_box = {type="regular"}, -- See "Node boxes" --[[
3001 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
3002 legacy_facedir_simple = false, -- Support maps made in and before January 2012
3003 legacy_wallmounted = false, -- Support maps made in and before January 2012
3005 footstep = <SimpleSoundSpec>,
3006 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
3007 dug = <SimpleSoundSpec>,
3008 place = <SimpleSoundSpec>,
3010 drop = "", -- Name of dropped node when dug. Default is the node itself.
3013 max_items = 1, -- Maximum number of items to drop.
3014 items = { -- Choose max_items randomly from this list.
3016 items = {"foo:bar", "baz:frob"}, -- Choose one item randomly from this list.
3017 rarity = 1, -- Probability of getting is 1 / rarity.
3022 on_construct = func(pos), --[[
3023 ^ Node constructor; always called after adding node
3024 ^ Can set up metadata and stuff like that
3026 on_destruct = func(pos), --[[
3027 ^ Node destructor; always called before removing node
3029 after_destruct = func(pos, oldnode), --[[
3030 ^ Node destructor; always called after removing node
3033 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
3034 ^ Called after constructing node when node was placed using
3035 minetest.item_place_node / minetest.place_node
3036 ^ If return true no item is taken from itemstack
3038 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
3039 ^ oldmetadata is in table format
3040 ^ Called after destructing node when node was dug using
3041 minetest.node_dig / minetest.dig_node
3043 can_dig = function(pos, [player]) --[[
3044 ^ returns true if node can be dug, or false if not
3047 on_punch = func(pos, node, puncher, pointed_thing), --[[
3048 ^ default: minetest.node_punch
3049 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
3050 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
3052 ^ if defined, itemstack will hold clicker's wielded item
3053 ^ Shall return the leftover itemstack
3054 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
3056 on_dig = func(pos, node, digger), --[[
3057 ^ default: minetest.node_dig
3058 ^ By default: checks privileges, wears out tool and removes node ]]
3060 on_timer = function(pos,elapsed), --[[
3062 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
3063 ^ elapsed is the total time passed since the timer was started
3064 ^ return true to run the timer for another cycle with the same timeout value ]]
3066 on_receive_fields = func(pos, formname, fields, sender), --[[
3067 ^ fields = {name1 = value1, name2 = value2, ...}
3068 ^ Called when an UI form (e.g. sign text input) returns data
3071 allow_metadata_inventory_move = func(pos, from_list, from_index,
3072 to_list, to_index, count, player), --[[
3073 ^ Called when a player wants to move items inside the inventory
3074 ^ Return value: number of items allowed to move ]]
3076 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
3077 ^ Called when a player wants to put something into the inventory
3078 ^ Return value: number of items allowed to put
3079 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3081 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3082 ^ Called when a player wants to take something out of the inventory
3083 ^ Return value: number of items allowed to take
3084 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3086 on_metadata_inventory_move = func(pos, from_list, from_index,
3087 to_list, to_index, count, player),
3088 on_metadata_inventory_put = func(pos, listname, index, stack, player),
3089 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3090 ^ Called after the actual action has happened, according to what was allowed.
3091 ^ No return value ]]
3093 on_blast = func(pos, intensity), --[[
3094 ^ intensity: 1.0 = mid range of regular TNT
3095 ^ If defined, called when an explosion touches the node, instead of
3096 removing the node ]]
3099 ### Recipe for `register_craft` (shaped)
3102 output = 'default:pick_stone',
3104 {'default:cobble', 'default:cobble', 'default:cobble'},
3105 {'', 'default:stick', ''},
3106 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
3108 replacements = --[[<optional list of item pairs,
3109 replace one input item with another item on crafting>]]
3112 ### Recipe for `register_craft` (shapeless)
3116 output = 'mushrooms:mushroom_stew',
3119 "mushrooms:mushroom_brown",
3120 "mushrooms:mushroom_red",
3122 replacements = --[[<optional list of item pairs,
3123 replace one input item with another item on crafting>]]
3126 ### Recipe for `register_craft` (tool repair)
3129 type = "toolrepair",
3130 additional_wear = -0.02,
3133 ### Recipe for `register_craft` (cooking)
3137 output = "default:glass",
3138 recipe = "default:sand",
3142 ### Recipe for `register_craft` (furnace fuel)
3146 recipe = "default:leaves",
3150 ### Ore definition (`register_ore`)
3153 ore_type = "scatter", -- See "Ore types"
3154 ore = "default:stone_with_coal",
3155 wherein = "default:stone",
3156 -- ^ a list of nodenames is supported too
3157 clust_scarcity = 8*8*8,
3158 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
3159 -- ^ This value should be *MUCH* higher than your intuition might tell you!
3161 -- ^ Number of ores in a cluster
3163 -- ^ Size of the bounding box of the cluster
3164 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
3168 -- ^ Attributes for this ore generation
3169 noise_threshhold = 0.5,
3170 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
3171 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
3172 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
3173 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
3174 random_factor = 1.0,
3175 -- ^ Multiplier of the randomness contribution to the noise value at any
3176 -- given point to decide if ore should be placed. Set to 0 for solid veins.
3177 -- ^ This parameter is only valid for ore_type == "vein".
3180 ### Decoration definition (`register_decoration`)
3183 deco_type = "simple", -- See "Decoration types"
3184 place_on = "default:dirt_with_grass",
3185 -- ^ Node that decoration can be placed on
3187 -- ^ Size of divisions made in the chunk being generated.
3188 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
3190 -- ^ Ratio of the area to be uniformly filled by the decoration.
3191 -- ^ Used only if noise_params is not specified.
3192 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
3193 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
3194 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
3195 biomes = {"Oceanside", "Hills", "Plains"},
3196 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3197 -- ^ and ignored if the Mapgen being used does not support biomes.
3198 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3201 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
3202 -- ^ This parameter refers to the `y` position of the decoration base, so
3203 -- the actual maximum height would be `height_max + size.Y`.
3205 ----- Simple-type parameters
3206 decoration = "default:grass",
3207 -- ^ The node name used as the decoration.
3208 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
3210 -- ^ Number of nodes high the decoration is made.
3211 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
3213 -- ^ Number of nodes the decoration can be at maximum.
3214 -- ^ If absent, the parameter 'height' is used as a constant.
3215 spawn_by = "default:water",
3216 -- ^ Node that the decoration only spawns next to, in a 1-node square radius.
3218 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
3219 -- ^ If absent or -1, decorations occur next to any nodes.
3221 ----- Schematic-type parameters
3222 schematic = "foobar.mts",
3223 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
3224 -- ^ specified Minetest schematic file.
3225 -- ^ - OR -, could be the ID of a previously registered schematic
3226 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
3227 -- ^ and an optional table yslice_prob:
3229 size = {x=4, y=6, z=4},
3231 {name="default:cobble", param1=255, param2=0},
3232 {name="default:dirt_with_grass", param1=255, param2=0},
3233 {name="ignore", param1=255, param2=0},
3234 {name="air", param1=255, param2=0},
3243 -- ^ See 'Schematic specifier' for details.
3244 replacements = {["oldname"] = "convert_to", ...},
3245 flags = "place_center_x, place_center_y, place_center_z, force_placement",
3246 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
3247 rotation = "90" -- rotate schematic 90 degrees on placement
3248 -- ^ Rotation can be "0", "90", "180", "270", or "random".
3251 ### Chat command definition (`register_chatcommand`)
3254 params = "<name> <privilege>", -- Short parameter description
3255 description = "Remove privilege from player", -- Full description
3256 privs = {privs=true}, -- Require the "privs" privilege to run
3257 func = function(name, param), -- Called when command is run.
3258 -- Returns boolean success and text output.
3261 ### Detached inventory callbacks
3264 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3265 -- ^ Called when a player wants to move items inside the inventory
3266 -- ^ Return value: number of items allowed to move
3268 allow_put = func(inv, listname, index, stack, player),
3269 -- ^ Called when a player wants to put something into the inventory
3270 -- ^ Return value: number of items allowed to put
3271 -- ^ Return value: -1: Allow and don't modify item count in inventory
3273 allow_take = func(inv, listname, index, stack, player),
3274 -- ^ Called when a player wants to take something out of the inventory
3275 -- ^ Return value: number of items allowed to take
3276 -- ^ Return value: -1: Allow and don't modify item count in inventory
3278 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3279 on_put = func(inv, listname, index, stack, player),
3280 on_take = func(inv, listname, index, stack, player),
3281 -- ^ Called after the actual action has happened, according to what was allowed.
3282 -- ^ No return value
3285 ### HUD Definition (`hud_add`, `hud_get`)
3288 hud_elem_type = "image", -- see HUD element types
3289 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
3290 position = {x=0.5, y=0.5},
3291 -- ^ Left corner position of element
3297 -- ^ Selected item in inventory. 0 for no item selected.
3299 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
3300 alignment = {x=0, y=0},
3301 -- ^ See "HUD Element Types"
3302 offset = {x=0, y=0},
3303 -- ^ See "HUD Element Types"
3304 size = { x=100, y=100 },
3305 -- ^ Size of element in pixels
3308 ### Particle definition (`add_particle`)
3311 pos = {x=0, y=0, z=0},
3312 velocity = {x=0, y=0, z=0},
3313 acceleration = {x=0, y=0, z=0},
3314 -- ^ Spawn particle at pos with velocity and acceleration
3316 -- ^ Disappears after expirationtime seconds
3318 collisiondetection = false,
3319 -- ^ collisiondetection: if true collides with physical objects
3321 -- ^ vertical: if true faces player using y axis only
3322 texture = "image.png",
3323 -- ^ Uses texture (string)
3324 playername = "singleplayer"
3325 -- ^ optional, if specified spawns particle only on the player's client
3328 ### `ParticleSpawner` definition (`add_particlespawner`)
3333 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
3334 minpos = {x=0, y=0, z=0},
3335 maxpos = {x=0, y=0, z=0},
3336 minvel = {x=0, y=0, z=0},
3337 maxvel = {x=0, y=0, z=0},
3338 minacc = {x=0, y=0, z=0},
3339 maxacc = {x=0, y=0, z=0},
3344 -- ^ The particle's properties are random values in between the bounds:
3345 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
3346 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
3347 collisiondetection = false,
3348 -- ^ collisiondetection: if true uses collision detection
3350 -- ^ vertical: if true faces player using y axis only
3351 texture = "image.png",
3352 -- ^ Uses texture (string)
3353 playername = "singleplayer"
3354 -- ^ Playername is optional, if specified spawns particle only on the player's client