1 Minetest Lua Modding API Reference 0.4.16
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
67 It can also contain a settingtypes.txt in the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be displayed
69 in the "Games" category in the settings tab.
73 Games can provide custom main menu images. They are put inside a `menu` directory
74 inside the game directory.
76 The images are named `$identifier.png`, where `$identifier` is
77 one of `overlay,background,footer,header`.
78 If you want to specify multiple images for one identifier, add additional images named
79 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
80 image will be chosen from the provided ones.
87 * `$path_share/games/gameid/mods/`
89 * `$path_user/games/gameid/mods/`
90 * `$path_user/mods/` (User-installed mods)
91 * `$worldpath/worldmods/`
93 In a run-in-place version (e.g. the distributed windows version):
95 * `minetest-0.4.x/games/gameid/mods/`
96 * `minetest-0.4.x/mods/` (User-installed mods)
97 * `minetest-0.4.x/worlds/worldname/worldmods/`
99 On an installed version on Linux:
101 * `/usr/share/minetest/games/gameid/mods/`
102 * `$HOME/.minetest/mods/` (User-installed mods)
103 * `$HOME/.minetest/worlds/worldname/worldmods`
105 Mod load path for world-specific games
106 --------------------------------------
107 It is possible to include a game in a world; in this case, no mods or
108 games are loaded or checked from anywhere else.
110 This is useful for e.g. adventure worlds.
112 This happens if the following directory exists:
116 Mods should be then be placed in:
122 Mods can be put in a subdirectory, if the parent directory, which otherwise
123 should be a mod, contains a file named `modpack.txt`. This file shall be
124 empty, except for lines starting with `#`, which are comments.
126 Mod directory structure
127 ------------------------
133 | |-- description.txt
134 | |-- settingtypes.txt
138 | | |-- modname_stuff.png
139 | | `-- modname_something_else.png
147 The location of this directory can be fetched by using
148 `minetest.get_modpath(modname)`.
151 List of mods that have to be loaded before loading this mod.
153 A single line contains a single modname.
155 Optional dependencies can be defined by appending a question mark
156 to a single modname. Their meaning is that if the specified mod
157 is missing, that does not prevent this mod from being loaded.
160 A screenshot shown in the mod manager within the main menu. It should
161 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
163 ### `description.txt`
164 A File containing description to be shown within mainmenu.
166 ### `settingtypes.txt`
167 A file in the same format as the one in builtin. It will be parsed by the
168 settings menu and the settings will be displayed in the "Mods" category.
171 The main Lua script. Running this script should register everything it
172 wants to register. Subsequent execution depends on minetest calling the
173 registered callbacks.
175 `minetest.settings` can be used to read custom or existing settings at load
176 time, if necessary. (See `Settings`)
179 Models for entities or meshnodes.
181 ### `textures`, `sounds`, `media`
182 Media files (textures, sounds, whatever) that will be transferred to the
183 client and will be available for use by the mod.
185 Naming convention for registered textual names
186 ----------------------------------------------
187 Registered names should generally be in this format:
191 `<whatever>` can have these characters:
195 This is to prevent conflicting names from corrupting maps and is
196 enforced by the mod loader.
199 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
200 So the name should be `experimental:tnt`.
202 Enforcement can be overridden by prefixing the name with `:`. This can
203 be used for overriding the registrations of some other mod.
205 Example: Any mod can redefine `experimental:tnt` by using the name
210 (also that mod is required to have `experimental` as a dependency)
212 The `:` prefix can also be used for maintaining backwards compatibility.
215 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
216 `minetest.register_alias_force(name, convert_to)`.
218 This will make Minetest to convert things called name to things called
221 The only difference between `minetest.register_alias` and
222 `minetest.register_alias_force` is that if an item called `name` exists,
223 `minetest.register_alias` will do nothing while
224 `minetest.register_alias_force` will unregister it.
226 This can be used for maintaining backwards compatibility.
228 This can be also used for setting quick access names for things, e.g. if
229 you have an item called `epiclylongmodname:stuff`, you could do
231 minetest.register_alias("stuff", "epiclylongmodname:stuff")
233 and be able to use `/giveme stuff`.
237 Mods should generally prefix their textures with `modname_`, e.g. given
238 the mod name `foomod`, a texture could be called:
242 Textures are referred to by their complete name, or alternatively by
243 stripping out the file extension:
245 * e.g. `foomod_foothing.png`
246 * e.g. `foomod_foothing`
250 There are various texture modifiers that can be used
251 to generate textures on-the-fly.
253 ### Texture overlaying
254 Textures can be overlaid by putting a `^` between them.
258 default_dirt.png^default_grass_side.png
260 `default_grass_side.png` is overlayed over `default_dirt.png`.
261 The texture with the lower resolution will be automatically upscaled to
262 the higher resolution texture.
265 Textures can be grouped together by enclosing them in `(` and `)`.
267 Example: `cobble.png^(thing1.png^thing2.png)`
269 A texture for `thing1.png^thing2.png` is created and the resulting
270 texture is overlaid on top of `cobble.png`.
273 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
274 passing complex texture names as arguments. Escaping is done with backslash and
275 is required for `^` and `:`.
277 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
279 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
280 on top of `cobble.png`.
282 ### Advanced texture modifiers
284 #### `[crack:<n>:<p>`
285 * `<n>` = animation frame count
286 * `<p>` = current animation frame
288 Draw a step of the crack animation on the texture.
292 default_cobble.png^[crack:10:1
294 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
299 * `<file>` = texture to combine
301 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
302 specified coordinates.
306 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
308 #### `[resize:<w>x<h>`
309 Resizes the texture to the given dimensions.
313 default_sandstone.png^[resize:16x16
316 Makes the base image transparent according to the given ratio.
318 `r` must be between 0 and 255.
319 0 means totally transparent. 255 means totally opaque.
323 default_sandstone.png^[opacity:127
325 #### `[invert:<mode>`
326 Inverts the given channels of the base image.
327 Mode may contain the characters "r", "g", "b", "a".
328 Only the channels that are mentioned in the mode string will be inverted.
332 default_apple.png^[invert:rgb
335 Brightens the texture.
339 tnt_tnt_side.png^[brighten
342 Makes the texture completely opaque.
346 default_leaves.png^[noalpha
348 #### `[makealpha:<r>,<g>,<b>`
349 Convert one color to transparency.
353 default_cobble.png^[makealpha:128,128,128
356 * `<t>` = transformation(s) to apply
358 Rotates and/or flips the image.
360 `<t>` can be a number (between 0 and 7) or a transform name.
361 Rotations are counter-clockwise.
364 1 R90 rotate by 90 degrees
365 2 R180 rotate by 180 degrees
366 3 R270 rotate by 270 degrees
368 5 FXR90 flip X then rotate by 90 degrees
370 7 FYR90 flip Y then rotate by 90 degrees
374 default_stone.png^[transformFXR90
376 #### `[inventorycube{<top>{<left>{<right>`
377 Escaping does not apply here and `^` is replaced by `&` in texture names instead.
379 Create an inventory cube texture using the side textures.
383 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
385 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
386 `dirt.png^grass_side.png` textures
388 #### `[lowpart:<percent>:<file>`
389 Blit the lower `<percent>`% part of `<file>` on the texture.
393 base.png^[lowpart:25:overlay.png
395 #### `[verticalframe:<t>:<n>`
396 * `<t>` = animation frame count
397 * `<n>` = current animation frame
399 Crops the texture to a frame of a vertical animation.
403 default_torch_animated.png^[verticalframe:16:8
406 Apply a mask to the base image.
408 The mask is applied using binary AND.
410 #### `[sheet:<w>x<h>:<x>,<y>`
411 Retrieves a tile at position x,y from the base image
412 which it assumes to be a tilesheet with dimensions w,h.
415 #### `[colorize:<color>:<ratio>`
416 Colorize the textures with the given color.
417 `<color>` is specified as a `ColorString`.
418 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
419 it is an int, then it specifies how far to interpolate between the
420 colors where 0 is only the texture color and 255 is only `<color>`. If
421 omitted, the alpha of `<color>` will be used as the ratio. If it is
422 the word "`alpha`", then each texture pixel will contain the RGB of
423 `<color>` and the alpha of `<color>` multiplied by the alpha of the
426 #### `[multiply:<color>`
427 Multiplies texture colors with the given color.
428 `<color>` is specified as a `ColorString`.
429 Result is more like what you'd expect if you put a color on top of another
430 color. Meaning white surfaces get a lot of your new color while black parts don't
435 The goal of hardware coloring is to simplify the creation of
436 colorful nodes. If your textures use the same pattern, and they only
437 differ in their color (like colored wool blocks), you can use hardware
438 coloring instead of creating and managing many texture files.
439 All of these methods use color multiplication (so a white-black texture
440 with red coloring will result in red-black color).
443 This method is useful if you wish to create nodes/items with
444 the same texture, in different colors, each in a new node/item definition.
447 When you register an item or node, set its `color` field (which accepts a
448 `ColorSpec`) to the desired color.
450 An `ItemStack`s static color can be overwritten by the `color` metadata
451 field. If you set that field to a `ColorString`, that color will be used.
454 Each tile may have an individual static color, which overwrites every
455 other coloring methods. To disable the coloring of a face,
456 set its color to white (because multiplying with white does nothing).
457 You can set the `color` property of the tiles in the node's definition
458 if the tile is in table format.
461 For nodes and items which can have many colors, a palette is more
462 suitable. A palette is a texture, which can contain up to 256 pixels.
463 Each pixel is one possible color for the node/item.
464 You can register one node/item, which can have up to 256 colors.
466 #### Palette indexing
467 When using palettes, you always provide a pixel index for the given
468 node or `ItemStack`. The palette is read from left to right and from
469 top to bottom. If the palette has less than 256 pixels, then it is
470 stretched to contain exactly 256 pixels (after arranging the pixels
471 to one line). The indexing starts from 0.
474 * 16x16 palette, index = 0: the top left corner
475 * 16x16 palette, index = 4: the fifth pixel in the first row
476 * 16x16 palette, index = 16: the pixel below the top left corner
477 * 16x16 palette, index = 255: the bottom right corner
478 * 2 (width)x4 (height) palette, index=31: the top left corner.
479 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
480 to ensure the total 256 pixels.
481 * 2x4 palette, index=32: the top right corner
482 * 2x4 palette, index=63: the top right corner
483 * 2x4 palette, index=64: the pixel below the top left corner
485 #### Using palettes with items
486 When registering an item, set the item definition's `palette` field to
487 a texture. You can also use texture modifiers.
489 The `ItemStack`'s color depends on the `palette_index` field of the
490 stack's metadata. `palette_index` is an integer, which specifies the
491 index of the pixel to use.
493 #### Linking palettes with nodes
494 When registering a node, set the item definition's `palette` field to
495 a texture. You can also use texture modifiers.
496 The node's color depends on its `param2`, so you also must set an
497 appropriate `drawtype`:
498 * `drawtype = "color"` for nodes which use their full `param2` for
499 palette indexing. These nodes can have 256 different colors.
500 The palette should contain 256 pixels.
501 * `drawtype = "colorwallmounted"` for nodes which use the first
502 five bits (most significant) of `param2` for palette indexing.
503 The remaining three bits are describing rotation, as in `wallmounted`
504 draw type. Division by 8 yields the palette index (without stretching the
505 palette). These nodes can have 32 different colors, and the palette
506 should contain 32 pixels.
508 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
509 pixel will be picked from the palette.
510 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
511 pixel will be picked from the palette.
512 * `drawtype = "colorfacedir"` for nodes which use the first
513 three bits of `param2` for palette indexing. The remaining
514 five bits are describing rotation, as in `facedir` draw type.
515 Division by 32 yields the palette index (without stretching the
516 palette). These nodes can have 8 different colors, and the
517 palette should contain 8 pixels.
519 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
520 first (= 0 + 1) pixel will be picked from the palette.
521 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
522 second (= 1 + 1) pixel will be picked from the palette.
524 To colorize a node on the map, set its `param2` value (according
525 to the node's draw type).
527 ### Conversion between nodes in the inventory and the on the map
528 Static coloring is the same for both cases, there is no need
531 If the `ItemStack`'s metadata contains the `color` field, it will be
532 lost on placement, because nodes on the map can only use palettes.
534 If the `ItemStack`'s metadata contains the `palette_index` field, it is
535 automatically transferred between node and item forms by the engine,
536 when a player digs or places a colored node.
537 You can disable this feature by setting the `drop` field of the node
538 to itself (without metadata).
540 ### Colored items in craft recipes
541 Craft recipes only support item strings, but fortunately item strings
542 can also contain metadata. Example craft recipe registration:
544 minetest.register_craft({
545 output = minetest.itemstring_with_palette("wool:block", 3),
553 To set the `color` field, you can use `minetest.itemstring_with_color`.
555 Metadata field filtering in the `recipe` field are not supported yet,
556 so the craft output is independent of the color of the ingredients.
560 Sometimes hardware coloring is not enough, because it affects the
561 whole tile. Soft texture overlays were added to Minetest to allow
562 the dynamic coloring of only specific parts of the node's texture.
563 For example a grass block may have colored grass, while keeping the
566 These overlays are 'soft', because unlike texture modifiers, the layers
567 are not merged in the memory, but they are simply drawn on top of each
568 other. This allows different hardware coloring, but also means that
569 tiles with overlays are drawn slower. Using too much overlays might
572 To define an overlay, simply set the `overlay_tiles` field of the node
573 definition. These tiles are defined in the same way as plain tiles:
574 they can have a texture name, color etc.
575 To skip one face, set that overlay tile to an empty string.
577 Example (colored grass block):
579 minetest.register_node("default:dirt_with_grass", {
580 description = "Dirt with Grass",
581 -- Regular tiles, as usual
582 -- The dirt tile disables palette coloring
583 tiles = {{name = "default_grass.png"},
584 {name = "default_dirt.png", color = "white"}},
585 -- Overlay tiles: define them in the same style
586 -- The top and bottom tile does not have overlay
587 overlay_tiles = {"", "",
588 {name = "default_grass_side.png", tileable_vertical = false}},
589 -- Global color, used in inventory
591 -- Palette in the world
592 paramtype2 = "color",
593 palette = "default_foilage.png",
598 Only Ogg Vorbis files are supported.
600 For positional playing of sounds, only single-channel (mono) files are
601 supported. Otherwise OpenAL will play them non-positionally.
603 Mods should generally prefix their sounds with `modname_`, e.g. given
604 the mod name "`foomod`", a sound could be called:
608 Sounds are referred to by their name with a dot, a single digit and the
609 file extension stripped out. When a sound is played, the actual sound file
610 is chosen randomly from the matching sounds.
612 When playing the sound `foomod_foosound`, the sound is chosen randomly
613 from the available ones of the following files:
615 * `foomod_foosound.ogg`
616 * `foomod_foosound.0.ogg`
617 * `foomod_foosound.1.ogg`
619 * `foomod_foosound.9.ogg`
621 Examples of sound parameter tables:
623 -- Play locationless on all clients
625 gain = 1.0, -- default
626 fade = 0.0, -- default, change to a value > 0 to fade the sound in
627 pitch = 1.0, -- default
629 -- Play locationless to one player
632 gain = 1.0, -- default
633 fade = 0.0, -- default, change to a value > 0 to fade the sound in
634 pitch = 1.0, -- default
636 -- Play locationless to one player, looped
639 gain = 1.0, -- default
642 -- Play in a location
644 pos = {x = 1, y = 2, z = 3},
645 gain = 1.0, -- default
646 max_hear_distance = 32, -- default, uses an euclidean metric
648 -- Play connected to an object, looped
650 object = <an ObjectRef>,
651 gain = 1.0, -- default
652 max_hear_distance = 32, -- default, uses an euclidean metric
656 Looped sounds must either be connected to an object or played locationless to
657 one player using `to_player = name,`
659 ### `SimpleSoundSpec`
661 * e.g. `"default_place_node"`
663 * e.g. `{name = "default_place_node"}`
664 * e.g. `{name = "default_place_node", gain = 1.0}`
665 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
667 Registered definitions of stuff
668 -------------------------------
669 Anything added using certain `minetest.register_*` functions get added to
670 the global `minetest.registered_*` tables.
672 * `minetest.register_entity(name, prototype table)`
673 * added to `minetest.registered_entities[name]`
675 * `minetest.register_node(name, node definition)`
676 * added to `minetest.registered_items[name]`
677 * added to `minetest.registered_nodes[name]`
679 * `minetest.register_tool(name, item definition)`
680 * added to `minetest.registered_items[name]`
682 * `minetest.register_craftitem(name, item definition)`
683 * added to `minetest.registered_items[name]`
685 * `minetest.unregister_item(name)`
686 * Unregisters the item name from engine, and deletes the entry with key
687 * `name` from `minetest.registered_items` and from the associated item
688 * table according to its nature: `minetest.registered_nodes[]` etc
690 * `minetest.register_biome(biome definition)`
691 * returns an integer uniquely identifying the registered biome
692 * added to `minetest.registered_biome` with the key of `biome.name`
693 * if `biome.name` is nil, the key is the returned ID
695 * `minetest.register_ore(ore definition)`
696 * returns an integer uniquely identifying the registered ore
697 * added to `minetest.registered_ores` with the key of `ore.name`
698 * if `ore.name` is nil, the key is the returned ID
700 * `minetest.register_decoration(decoration definition)`
701 * returns an integer uniquely identifying the registered decoration
702 * added to `minetest.registered_decorations` with the key of `decoration.name`
703 * if `decoration.name` is nil, the key is the returned ID
705 * `minetest.register_schematic(schematic definition)`
706 * returns an integer uniquely identifying the registered schematic
707 * added to `minetest.registered_schematic` with the key of `schematic.name`
708 * if `schematic.name` is nil, the key is the returned ID
709 * if the schematic is loaded from a file, schematic.name is set to the filename
710 * if the function is called when loading the mod, and schematic.name is a relative
711 path, then the current mod path will be prepended to the schematic filename
713 * `minetest.clear_registered_biomes()`
714 * clears all biomes currently registered
716 * `minetest.clear_registered_ores()`
717 * clears all ores currently registered
719 * `minetest.clear_registered_decorations()`
720 * clears all decorations currently registered
722 * `minetest.clear_registered_schematics()`
723 * clears all schematics currently registered
725 Note that in some cases you will stumble upon things that are not contained
726 in these tables (e.g. when a mod has been removed). Always check for
727 existence before trying to access the fields.
729 Example: If you want to check the drawtype of a node, you could do:
731 local function get_nodedef_field(nodename, fieldname)
732 if not minetest.registered_nodes[nodename] then
735 return minetest.registered_nodes[nodename][fieldname]
737 local drawtype = get_nodedef_field(nodename, "drawtype")
739 Example: `minetest.get_item_group(name, group)` has been implemented as:
741 function minetest.get_item_group(name, group)
742 if not minetest.registered_items[name] or not
743 minetest.registered_items[name].groups[group] then
746 return minetest.registered_items[name].groups[group]
751 Nodes are the bulk data of the world: cubes and other things that take the
752 space of a cube. Huge amounts of them are handled efficiently, but they
755 The definition of a node is stored and can be accessed by name in
757 minetest.registered_nodes[node.name]
759 See "Registered definitions of stuff".
761 Nodes are passed by value between Lua and the engine.
762 They are represented by a table:
764 {name="name", param1=num, param2=num}
766 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
767 them for certain automated functions. If you don't use these functions, you can
768 use them to store arbitrary values.
770 The functions of `param1` and `param2` are determined by certain fields in the
773 `param1` is reserved for the engine when `paramtype != "none"`:
776 ^ The value stores light with and without sun in its upper and lower 4 bits
777 respectively. Allows light to propagate from or through the node with
778 light value falling by 1 per node. This is essential for a light source
779 node to spread its light.
781 `param2` is reserved for the engine when any of these are used:
783 liquidtype == "flowing"
784 ^ The level and some flags of the liquid is stored in param2
785 drawtype == "flowingliquid"
786 ^ The drawn liquid level is read from param2
787 drawtype == "torchlike"
788 drawtype == "signlike"
789 paramtype2 == "wallmounted"
790 ^ The rotation of the node is stored in param2. You can make this value
791 by using minetest.dir_to_wallmounted().
792 paramtype2 == "facedir"
793 ^ The rotation of the node is stored in param2. Furnaces and chests are
794 rotated this way. Can be made by using minetest.dir_to_facedir().
796 facedir / 4 = axis direction:
797 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
798 facedir modulo 4 = rotation around that axis
799 paramtype2 == "leveled"
800 paramtype2 == "degrotate"
801 ^ The rotation of this node is stored in param2. Plants are rotated this way.
802 Values range 0 - 179. The value stored in param2 is multiplied by two to
803 get the actual rotation of the node.
804 paramtype2 == "meshoptions"
805 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
806 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
807 a mesh selector. Currently the following meshes are choosable:
808 0 = a "x" shaped plant (ordinary plant)
809 1 = a "+" shaped plant (just rotated 45 degrees)
810 2 = a "*" shaped plant with 3 faces instead of 2
811 3 = a "#" shaped plant with 4 faces instead of 2
812 4 = a "#" shaped plant with 4 faces that lean outwards
813 5-7 are unused and reserved for future meshes.
814 Bits 3 through 7 are optional flags that can be combined and give these
816 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
817 bit 4 (0x10) - Makes the plant mesh 1.4x larger
818 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
819 bits 6-7 are reserved for future use.
820 paramtype2 == "color"
821 ^ `param2` tells which color is picked from the palette.
822 The palette should have 256 pixels.
823 paramtype2 == "colorfacedir"
824 ^ Same as `facedir`, but with colors.
825 The first three bits of `param2` tells which color
826 is picked from the palette.
827 The palette should have 8 pixels.
828 paramtype2 == "colorwallmounted"
829 ^ Same as `wallmounted`, but with colors.
830 The first five bits of `param2` tells which color
831 is picked from the palette.
832 The palette should have 32 pixels.
833 paramtype2 == "glasslikeliquidlevel"
834 ^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
835 param2 defines 64 levels of internal liquid.
836 Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
838 Nodes can also contain extra data. See "Node Metadata".
842 There are a bunch of different looking node types.
844 Look for examples in `games/minimal` or `games/minetest_game`.
852 * `glasslike_framed_optional`
854 * `allfaces_optional`
861 * `nodebox` -- See below. (**Experimental!**)
862 * `mesh` -- use models for nodes
864 `*_optional` drawtypes need less rendering time if deactivated (always client side).
868 Node selection boxes are defined using "node boxes"
870 The `nodebox` node drawtype allows defining visual of nodes consisting of
871 arbitrary number of boxes. It allows defining stuff like stairs. Only the
872 `fixed` and `leveled` box type is supported for these.
874 Please note that this is still experimental, and may be incompatibly
875 changed in the future.
877 A nodebox is defined as any of:
880 -- A normal cube; the default in most things
884 -- A fixed box (facedir param2 is used, if applicable)
886 fixed = box OR {box1, box2, ...}
889 -- A box like the selection box for torches
890 -- (wallmounted param2 is used, if applicable)
891 type = "wallmounted",
897 -- A node that has optional boxes depending on neighbouring nodes'
898 -- presence and type. See also `connects_to`.
900 fixed = box OR {box1, box2, ...}
901 connect_top = box OR {box1, box2, ...}
902 connect_bottom = box OR {box1, box2, ...}
903 connect_front = box OR {box1, box2, ...}
904 connect_left = box OR {box1, box2, ...}
905 connect_back = box OR {box1, box2, ...}
906 connect_right = box OR {box1, box2, ...}
909 A `box` is defined as:
911 {x1, y1, z1, x2, y2, z2}
913 A box of a regular node would look like:
915 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
917 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
918 set to level from `param2`.
923 If drawtype `mesh` is used, tiles should hold model materials textures.
924 Only static meshes are implemented.
925 For supported model formats see Irrlicht engine documentation.
930 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
934 Offset that the noise is translated by (i.e. added) after calculation.
937 Factor that the noise is scaled by (i.e. multiplied) after calculation.
940 Vector containing values by which each coordinate is divided by before calculation.
941 Higher spread values result in larger noise features.
943 A value of `{x=250, y=250, z=250}` is common.
946 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
947 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
950 Number of times the noise gradient is accumulated into the noise.
952 Increase this number to increase the amount of detail in the resulting noise.
954 A value of `6` is common.
957 Factor by which the effect of the noise gradient function changes with each successive octave.
959 Values less than `1` make the details of successive octaves' noise diminish, while values
960 greater than `1` make successive octaves stronger.
962 A value of `0.6` is common.
965 Factor by which the noise feature sizes change with each successive octave.
967 A value of `2.0` is common.
970 Leave this field unset for no special handling.
972 Currently supported are `defaults`, `eased` and `absvalue`.
975 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
979 Maps noise gradient values onto a quintic S-curve before performing interpolation.
980 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
981 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
984 Accumulates the absolute value of each noise gradient result.
986 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
991 spread = {x=500, y=500, z=500},
996 flags = "defaults, absvalue"
998 ^ A single noise parameter table can be used to get 2D or 3D noise,
999 when getting 2D noise spread.z is ignored.
1004 These tell in what manner the ore is generated.
1006 All default ores are of the uniformly-distributed scatter type.
1009 Randomly chooses a location and generates a cluster of ore.
1011 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
1012 that point is greater than the `noise_threshold`, giving the ability to create
1013 a non-equal distribution of ore.
1016 Creates a sheet of ore in a blob shape according to the 2D perlin noise
1017 described by `noise_params` and `noise_threshold`. This is essentially an
1018 improved version of the so-called "stratus" ore seen in some unofficial mods.
1020 This sheet consists of vertical columns of uniform randomly distributed height,
1021 varying between the inclusive range `column_height_min` and `column_height_max`.
1022 If `column_height_min` is not specified, this parameter defaults to 1.
1023 If `column_height_max` is not specified, this parameter defaults to `clust_size`
1024 for reverse compatibility. New code should prefer `column_height_max`.
1026 The `column_midpoint_factor` parameter controls the position of the column at which
1027 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
1028 columns grow equally starting from each direction. `column_midpoint_factor` is a
1029 decimal number ranging in value from 0 to 1. If this parameter is not specified,
1032 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
1035 Creates a sheet of ore in a cloud-like puff shape.
1037 As with the `sheet` ore type, the size and shape of puffs are described by
1038 `noise_params` and `noise_threshold` and are placed at random vertical positions
1039 within the currently generated chunk.
1041 The vertical top and bottom displacement of each puff are determined by the noise
1042 parameters `np_puff_top` and `np_puff_bottom`, respectively.
1046 Creates a deformed sphere of ore according to 3d perlin noise described by
1047 `noise_params`. The maximum size of the blob is `clust_size`, and
1048 `clust_scarcity` has the same meaning as with the `scatter` type.
1051 Creates veins of ore varying in density by according to the intersection of two
1052 instances of 3d perlin noise with diffferent seeds, both described by
1053 `noise_params`. `random_factor` varies the influence random chance has on
1054 placement of an ore inside the vein, which is `1` by default. Note that
1055 modifying this parameter may require adjusting `noise_threshold`.
1056 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
1057 by this ore type. This ore type is difficult to control since it is sensitive
1058 to small changes. The following is a decent set of parameters to work from:
1063 spread = {x=200, y=200, z=200},
1069 noise_threshold = 1.6
1071 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
1072 computationally expensive than any other ore.
1076 See section "Flag Specifier Format".
1078 Currently supported flags:
1079 `puff_cliffs`, `puff_additive_composition`.
1082 If set, puff ore generation will not taper down large differences in displacement
1083 when approaching the edge of a puff. This flag has no effect for ore types other
1086 ### `puff_additive_composition`
1087 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
1088 negative displacement, the sub-column at that point is not generated. With this
1089 attribute set, puff ore generation will instead generate the absolute difference in
1090 noise displacement values. This flag has no effect for ore types other than `puff`.
1094 The varying types of decorations that can be placed.
1097 Creates a 1 times `H` times 1 column of a specified node (or a random node from
1098 a list, if a decoration list is specified). Can specify a certain node it must
1099 spawn next to, such as water or lava, for example. Can also generate a
1100 decoration of random height between a specified lower and upper bound.
1101 This type of decoration is intended for placement of grass, flowers, cacti,
1102 papyri, waterlilies and so on.
1105 Copies a box of `MapNodes` from a specified schematic file (or raw description).
1106 Can specify a probability of a node randomly appearing when placed.
1107 This decoration type is intended to be used for multi-node sized discrete
1108 structures, such as trees, cave spikes, rocks, and so on.
1112 --------------------
1113 A schematic specifier identifies a schematic by either a filename to a
1114 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
1115 in the form of a table. This table specifies the following fields:
1117 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
1118 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
1119 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
1120 * The `data` field is a flat table of MapNode tables making up the schematic,
1121 in the order of `[z [y [x]]]`. (required)
1122 Each MapNode table contains:
1123 * `name`: the name of the map node to place (required)
1124 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
1125 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
1126 * `force_place`: boolean representing if the node should forcibly overwrite any
1127 previous contents (default: false)
1129 About probability values:
1131 * A probability value of `0` or `1` means that node will never appear (0% chance).
1132 * A probability value of `254` or `255` means the node will always appear (100% chance).
1133 * If the probability value `p` is greater than `1`, then there is a
1134 `(p / 256 * 100)` percent chance that node will appear when the schematic is
1138 Schematic attributes
1139 --------------------
1140 See section "Flag Specifier Format".
1142 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
1145 * `place_center_x`: Placement of this decoration is centered along the X axis.
1146 * `place_center_y`: Placement of this decoration is centered along the Y axis.
1147 * `place_center_z`: Placement of this decoration is centered along the Z axis.
1148 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
1153 The position field is used for all element types.
1155 To account for differing resolutions, the position coordinates are the percentage
1156 of the screen, ranging in value from `0` to `1`.
1158 The name field is not yet used, but should contain a description of what the
1159 HUD element represents. The direction field is the direction in which something
1162 `0` draws from left to right, `1` draws from right to left, `2` draws from
1163 top to bottom, and `3` draws from bottom to top.
1165 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1166 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1167 Fractional values can be used.
1169 The `offset` field specifies a pixel offset from the position. Contrary to position,
1170 the offset is not scaled to screen size. This allows for some precisely-positioned
1173 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1175 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1177 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1178 in the experimental stages.
1181 Displays an image on the HUD.
1183 * `scale`: The scale of the image, with 1 being the original texture size.
1184 Only the X coordinate scale is used (positive values).
1185 Negative values represent that percentage of the screen it
1186 should take; e.g. `x=-100` means 100% (width).
1187 * `text`: The name of the texture that is displayed.
1188 * `alignment`: The alignment of the image.
1189 * `offset`: offset in pixels from position.
1192 Displays text on the HUD.
1194 * `scale`: Defines the bounding rectangle of the text.
1195 A value such as `{x=100, y=100}` should work.
1196 * `text`: The text to be displayed in the HUD element.
1197 * `number`: An integer containing the RGB value of the color used to draw the text.
1198 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1199 * `alignment`: The alignment of the text.
1200 * `offset`: offset in pixels from position.
1203 Displays a horizontal bar made up of half-images.
1205 * `text`: The name of the texture that is used.
1206 * `number`: The number of half-textures that are displayed.
1207 If odd, will end with a vertically center-split texture.
1209 * `offset`: offset in pixels from position.
1210 * `size`: If used, will force full-image size to this value (override texture pack image size)
1213 * `text`: The name of the inventory list to be displayed.
1214 * `number`: Number of items in the inventory to be displayed.
1215 * `item`: Position of item that is selected.
1217 * `offset`: offset in pixels from position.
1220 Displays distance to selected world position.
1222 * `name`: The name of the waypoint.
1223 * `text`: Distance suffix. Can be blank.
1224 * `number:` An integer containing the RGB value of the color used to draw the text.
1225 * `world_pos`: World position of the waypoint.
1227 Representations of simple things
1228 --------------------------------
1232 {x=num, y=num, z=num}
1234 For helper functions see "Vector helpers".
1237 * `{type="nothing"}`
1238 * `{type="node", under=pos, above=pos}`
1239 * `{type="object", ref=ObjectRef}`
1241 Flag Specifier Format
1242 ---------------------
1243 Flags using the standardized flag specifier format can be specified in either of
1244 two ways, by string or table.
1246 The string format is a comma-delimited set of flag names; whitespace and
1247 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1248 flag, and specifying a flag prefixed by the string `"no"` explicitly
1249 clears the flag from whatever the default may be.
1251 In addition to the standard string flag format, the schematic flags field can
1252 also be a table of flag names to boolean values representing whether or not the
1253 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1254 is present, mapped to a boolean of any value, the specified flag is unset.
1256 E.g. A flag field of value
1258 {place_center_x = true, place_center_y=false, place_center_z=true}
1262 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1264 which is equivalent to
1266 "place_center_x, noplace_center_y, place_center_z"
1270 "place_center_x, place_center_z"
1272 since, by default, no schematic attributes are set.
1278 There are three kinds of items: nodes, tools and craftitems.
1280 * Node (`register_node`): A node from the world.
1281 * Tool (`register_tool`): A tool/weapon that can dig and damage
1282 things according to `tool_capabilities`.
1283 * Craftitem (`register_craftitem`): A miscellaneous item.
1286 All item stacks have an amount between 0 to 65535. It is 1 by
1287 default. Tool item stacks can not have an amount greater than 1.
1289 Tools use a wear (=damage) value ranging from 0 to 65535. The
1290 value 0 is the default and used is for unworn tools. The values
1291 1 to 65535 are used for worn tools, where a higher value stands for
1292 a higher wear. Non-tools always have a wear value of 0.
1295 Items and item stacks can exist in three formats: Serializes, table format
1299 This is called "stackstring" or "itemstring". It is a simple string with
1300 1-3 components: the full item identifier, an optional amount and an optional
1303 <identifier> [<amount>[ <wear>]]
1307 * `'default:apple'`: 1 apple
1308 * `'default:dirt 5'`: 5 dirt
1309 * `'default:pick_stone'`: a new stone pickaxe
1310 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1317 {name="default:dirt", count=5, wear=0, metadata=""}
1319 A wooden pick about 1/3 worn out:
1321 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1325 {name="default:apple", count=1, wear=0, metadata=""}
1328 A native C++ format with many helper methods. Useful for converting
1329 between formats. See the Class reference section for details.
1331 When an item must be passed to a function, it can usually be in any of
1337 In a number of places, there is a group table. Groups define the
1338 properties of a thing (item, node, armor of entity, capabilities of
1339 tool) in such a way that the engine and other mods can can interact with
1340 the thing without actually knowing what the thing is.
1343 Groups are stored in a table, having the group names with keys and the
1344 group ratings as values. For example:
1346 groups = {crumbly=3, soil=1}
1349 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1350 -- ^ A more special dirt-kind of thing
1352 Groups always have a rating associated with them. If there is no
1353 useful meaning for a rating for an enabled group, it shall be `1`.
1355 When not defined, the rating of a group defaults to `0`. Thus when you
1356 read groups, you must interpret `nil` and `0` as the same value, `0`.
1358 You can read the rating of a group for an item or a node by using
1360 minetest.get_item_group(itemname, groupname)
1363 Groups of items can define what kind of an item it is (e.g. wool).
1366 In addition to the general item things, groups are used to define whether
1367 a node is destroyable and how long it takes to destroy by a tool.
1369 ### Groups of entities
1370 For entities, groups are, as of now, used only for calculating damage.
1371 The rating is the percentage of damage caused by tools with this damage group.
1372 See "Entity damage mechanism".
1374 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1375 object.set_armor_groups({fleshy=30, cracky=80})
1378 Groups in tools define which groups of nodes and entities they are
1381 ### Groups in crafting recipes
1382 An example: Make meat soup from any meat, any water and any bowl:
1385 output = 'food:meat_soup_raw',
1391 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1394 Another example: Make red wool from white wool and red dye:
1398 output = 'wool:red',
1399 recipe = {'wool:white', 'group:dye,basecolor_red'},
1403 * `immortal`: Disables the group damage system for an entity
1404 * `punch_operable`: For entities; disables the regular damage mechanism for
1405 players punching it by hand or a non-tool item, so that it can do something
1406 else than take damage.
1407 * `level`: Can be used to give an additional sense of progression in the game.
1408 * A larger level will cause e.g. a weapon of a lower level make much less
1409 damage, and get worn out much faster, or not be able to get drops
1410 from destroyed nodes.
1411 * `0` is something that is directly accessible at the start of gameplay
1412 * There is no upper limit
1413 * `dig_immediate`: (player can always pick up node without reducing tool wear)
1414 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1415 * `3`: the node always gets the digging time 0 seconds (torch)
1416 * `disable_jump`: Player (and possibly other things) cannot jump from node
1417 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1418 * `bouncy`: value is bounce speed in percent
1419 * `falling_node`: if there is no walkable block under the node it will fall
1420 * `attached_node`: if the node under it is not a walkable block the node will be
1421 dropped as an item. If the node is wallmounted the wallmounted direction is
1423 * `soil`: saplings will grow on nodes in this group
1424 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1425 connect to each other
1427 ### Known damage and digging time defining groups
1428 * `crumbly`: dirt, sand
1429 * `cracky`: tough but crackable stuff like stone.
1430 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1431 plants, wire, sheets of metal
1432 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1433 * `fleshy`: Living things like animals and the player. This could imply
1434 some blood effects when hitting.
1435 * `explody`: Especially prone to explosions
1436 * `oddly_breakable_by_hand`:
1437 Can be added to nodes that shouldn't logically be breakable by the
1438 hand but are. Somewhat similar to `dig_immediate`, but times are more
1439 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1440 speed of a tool if the tool can dig at a faster speed than this
1441 suggests for the hand.
1443 ### Examples of custom groups
1444 Item groups are often used for defining, well, _groups of items_.
1446 * `meat`: any meat-kind of a thing (rating might define the size or healing
1447 ability or be irrelevant -- it is not defined as of yet)
1448 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1450 * `flammable`: can be set on fire. Rating might define the intensity of the
1451 fire, affecting e.g. the speed of the spreading of an open fire.
1452 * `wool`: any wool (any origin, any color)
1453 * `metal`: any metal
1454 * `weapon`: any weapon
1455 * `heavy`: anything considerably heavy
1457 ### Digging time calculation specifics
1458 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1459 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1460 faster digging time.
1462 The `level` group is used to limit the toughness of nodes a tool can dig
1463 and to scale the digging times / damage to a greater extent.
1465 **Please do understand this**, otherwise you cannot use the system to it's
1468 Tools define their properties by a list of parameters for groups. They
1469 cannot dig other groups; thus it is important to use a standard bunch of
1470 groups to enable interaction with tools.
1472 #### Tools definition
1475 * Full punch interval
1476 * Maximum drop level
1477 * For an arbitrary list of groups:
1478 * Uses (until the tool breaks)
1479 * Maximum level (usually `0`, `1`, `2` or `3`)
1483 #### Full punch interval
1484 When used as a weapon, the tool will do full damage if this time is spent
1485 between punches. If e.g. half the time is spent, the tool will do half
1488 #### Maximum drop level
1489 Suggests the maximum level of node, when dug with the tool, that will drop
1490 it's useful item. (e.g. iron ore to drop a lump of iron).
1492 This is not automated; it is the responsibility of the node definition
1496 Determines how many uses the tool has when it is used for digging a node,
1497 of this group, of the maximum level. For lower leveled nodes, the use count
1498 is multiplied by `3^leveldiff`.
1500 * `uses=10, leveldiff=0`: actual uses: 10
1501 * `uses=10, leveldiff=1`: actual uses: 30
1502 * `uses=10, leveldiff=2`: actual uses: 90
1505 Tells what is the maximum level of a node of this group that the tool will
1509 List of digging times for different ratings of the group, for nodes of the
1512 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1513 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1514 for this group, and unable to dig the rating `1`, which is the toughest.
1515 Unless there is a matching group that enables digging otherwise.
1517 If the result digging time is 0, a delay of 0.15 seconds is added between
1518 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1519 i.e. players can more quickly click the nodes away instead of holding LMB.
1522 List of damage for groups of entities. See "Entity damage mechanism".
1524 #### Example definition of the capabilities of a tool
1526 tool_capabilities = {
1527 full_punch_interval=1.5,
1530 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1532 damage_groups = {fleshy=2},
1535 This makes the tool be able to dig nodes that fulfil both of these:
1537 * Have the `crumbly` group
1538 * Have a `level` group less or equal to `2`
1540 Table of resulting digging times:
1542 crumbly 0 1 2 3 4 <- level
1544 1 0.80 1.60 1.60 - -
1545 2 0.60 1.20 1.20 - -
1546 3 0.40 0.80 0.80 - -
1548 level diff: 2 1 0 -1 -2
1550 Table of resulting tool uses:
1559 * At `crumbly==0`, the node is not diggable.
1560 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1561 easy nodes to be quickly breakable.
1562 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1564 Entity damage mechanism
1565 -----------------------
1569 foreach group in cap.damage_groups:
1570 damage += cap.damage_groups[group] * limit(actual_interval /
1571 cap.full_punch_interval, 0.0, 1.0)
1572 * (object.armor_groups[group] / 100.0)
1573 -- Where object.armor_groups[group] is 0 for inexistent values
1576 Client predicts damage based on damage groups. Because of this, it is able to
1577 give an immediate response when an entity is damaged or dies; the response is
1578 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1580 Currently a smoke puff will appear when an entity dies.
1582 The group `immortal` completely disables normal damage.
1584 Entities can define a special armor group, which is `punch_operable`. This
1585 group disables the regular damage mechanism for players punching it by hand or
1586 a non-tool item, so that it can do something else than take damage.
1588 On the Lua side, every punch calls:
1590 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1592 This should never be called directly, because damage is usually not handled by
1595 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1596 accessed unless absolutely required, to encourage interoperability.
1597 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1598 * `tool_capabilities` can be `nil`.
1599 * `direction` is a unit vector, pointing from the source of the punch to
1601 * `damage` damage that will be done to entity
1602 Return value of this function will determin if damage is done by this function
1603 (retval true) or shall be done by engine (retval false)
1605 To punch an entity/object in Lua, call:
1607 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1609 * Return value is tool wear.
1610 * Parameters are equal to the above callback.
1611 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1612 `direction` will be automatically filled in based on the location of `puncher`.
1616 The instance of a node in the world normally only contains the three values
1617 mentioned in "Nodes". However, it is possible to insert extra data into a
1618 node. It is called "node metadata"; See `NodeMetaRef`.
1620 Node metadata contains two things:
1625 Some of the values in the key-value store are handled specially:
1627 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1628 * `infotext`: Text shown on the screen when the node is pointed at
1632 local meta = minetest.get_meta(pos)
1633 meta:set_string("formspec",
1635 "list[context;main;0,0;8,4;]"..
1636 "list[current_player;main;0,5;8,4;]")
1637 meta:set_string("infotext", "Chest");
1638 local inv = meta:get_inventory()
1639 inv:set_size("main", 8*4)
1640 print(dump(meta:to_table()))
1643 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1644 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1645 [10] = "", [11] = "", [12] = "", [13] = "",
1646 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1647 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1648 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1649 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1653 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1660 Item stacks can store metadata too. See `ItemStackMetaRef`.
1662 Item metadata only contains a key-value store.
1664 Some of the values in the key-value store are handled specially:
1666 * `description`: Set the item stack's description. Defaults to `idef.description`
1667 * `color`: A `ColorString`, which sets the stack's color.
1668 * `palette_index`: If the item has a palette, this is used to get the
1669 current color from the palette.
1673 local meta = stack:get_meta()
1674 meta:set_string("key", "value")
1675 print(dump(meta:to_table()))
1679 Formspec defines a menu. Currently not much else than inventories are
1680 supported. It is a string, with a somewhat strange format.
1682 Spaces and newlines can be inserted between the blocks, as is used in the
1690 list[context;main;0,0;8,4;]
1691 list[current_player;main;0,5;8,4;]
1696 list[context;fuel;2,3;1,1;]
1697 list[context;src;2,1;1,1;]
1698 list[context;dst;5,1;2,2;]
1699 list[current_player;main;0,5;8,4;]
1701 #### Minecraft-like player inventory
1704 image[1,0.6;1,2;player.png]
1705 list[current_player;main;0,3.5;8,4;]
1706 list[current_player;craft;3,0;3,3;]
1707 list[current_player;craftpreview;7,1;1,1;]
1711 #### `size[<W>,<H>,<fixed_size>]`
1712 * Define the size of the menu in inventory slots
1713 * `fixed_size`: `true`/`false` (optional)
1714 * deprecated: `invsize[<W>,<H>;]`
1716 #### `position[<X>,<Y>]`
1717 * Define the position of the formspec
1718 * A value between 0.0 and 1.0 represents a position inside the screen
1719 * The default value is the center of the screen (0.5, 0.5)
1721 #### `anchor[<X>,<Y>]`
1722 * Define the anchor of the formspec
1723 * A value between 0.0 and 1.0 represents an anchor inside the formspec
1724 * The default value is the center of the formspec (0.5, 0.5)
1726 #### `container[<X>,<Y>]`
1727 * Start of a container block, moves all physical elements in the container by (X, Y)
1728 * Must have matching `container_end`
1729 * Containers can be nested, in which case the offsets are added
1730 (child containers are relative to parent containers)
1732 #### `container_end[]`
1733 * End of a container, following elements are no longer relative to this container
1735 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1736 * Show an inventory list
1738 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1739 * Show an inventory list
1741 #### `listring[<inventory location>;<list name>]`
1742 * Allows to create a ring of inventory lists
1743 * Shift-clicking on items in one element of the ring
1744 will send them to the next inventory list inside the ring
1745 * The first occurrence of an element inside the ring will
1746 determine the inventory where items will be sent to
1749 * Shorthand for doing `listring[<inventory location>;<list name>]`
1750 for the last two inventory lists added by list[...]
1752 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1753 * Sets background color of slots as `ColorString`
1754 * Sets background color of slots on mouse hovering
1756 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1757 * Sets background color of slots as `ColorString`
1758 * Sets background color of slots on mouse hovering
1759 * Sets color of slots border
1761 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1762 * Sets background color of slots as `ColorString`
1763 * Sets background color of slots on mouse hovering
1764 * Sets color of slots border
1765 * Sets default background color of tooltips
1766 * Sets default font color of tooltips
1768 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1769 * Adds tooltip for an element
1770 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1771 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1773 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1775 * Position and size units are inventory slots
1777 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1778 * Show an inventory image of registered item/node
1779 * Position and size units are inventory slots
1781 #### `bgcolor[<color>;<fullscreen>]`
1782 * Sets background color of formspec as `ColorString`
1783 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1785 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1786 * Use a background. Inventory rectangles are not drawn then.
1787 * Position and size units are inventory slots
1788 * Example for formspec 8x4 in 16x resolution: image shall be sized
1789 8 times 16px times 4 times 16px.
1791 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1792 * Use a background. Inventory rectangles are not drawn then.
1793 * Position and size units are inventory slots
1794 * Example for formspec 8x4 in 16x resolution:
1795 image shall be sized 8 times 16px times 4 times 16px
1796 * If `true` the background is clipped to formspec size
1797 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1799 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1800 * Textual password style field; will be sent to server when a button is clicked
1801 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1803 * `x` and `y` position the field relative to the top left of the menu
1804 * `w` and `h` are the size of the field
1805 * Fields are a set height, but will be vertically centred on `h`
1806 * Position and size units are inventory slots
1807 * `name` is the name of the field as returned in fields to `on_receive_fields`
1808 * `label`, if not blank, will be text printed on the top left above the field
1809 * See field_close_on_enter to stop enter closing the formspec
1811 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1812 * Textual field; will be sent to server when a button is clicked
1813 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1815 * `x` and `y` position the field relative to the top left of the menu
1816 * `w` and `h` are the size of the field
1817 * Fields are a set height, but will be vertically centred on `h`
1818 * Position and size units are inventory slots
1819 * `name` is the name of the field as returned in fields to `on_receive_fields`
1820 * `label`, if not blank, will be text printed on the top left above the field
1821 * `default` is the default value of the field
1822 * `default` may contain variable references such as `${text}'` which
1823 will fill the value from the metadata value `text`
1824 * **Note**: no extra text or more than a single variable is supported ATM.
1825 * See `field_close_on_enter` to stop enter closing the formspec
1827 #### `field[<name>;<label>;<default>]`
1828 * As above, but without position/size units
1829 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1831 * Special field for creating simple forms, such as sign text input
1832 * Must be used without a `size[]` element
1833 * A "Proceed" button will be added automatically
1834 * See `field_close_on_enter` to stop enter closing the formspec
1836 #### `field_close_on_enter[<name>;<close_on_enter>]`
1837 * <name> is the name of the field
1838 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
1839 * defaults to true when not specified (ie: no tag for a field)
1841 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1842 * Same as fields above, but with multi-line input
1844 #### `label[<X>,<Y>;<label>]`
1845 * `x` and `y` work as per field
1846 * `label` is the text on the label
1847 * Position and size units are inventory slots
1849 #### `vertlabel[<X>,<Y>;<label>]`
1850 * Textual label drawn vertically
1851 * `x` and `y` work as per field
1852 * `label` is the text on the label
1853 * Position and size units are inventory slots
1855 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1856 * Clickable button. When clicked, fields will be sent.
1857 * `x`, `y` and `name` work as per field
1858 * `w` and `h` are the size of the button
1859 * `label` is the text on the button
1860 * Position and size units are inventory slots
1862 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1863 * `x`, `y`, `w`, `h`, and `name` work as per button
1864 * `texture name` is the filename of an image
1865 * Position and size units are inventory slots
1867 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1868 * `x`, `y`, `w`, `h`, and `name` work as per button
1869 * `texture name` is the filename of an image
1870 * Position and size units are inventory slots
1871 * `noclip=true` means the image button doesn't need to be within specified formsize
1872 * `drawborder`: draw button border or not
1873 * `pressed texture name` is the filename of an image on pressed state
1875 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1876 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1877 * `item name` is the registered name of an item/node,
1878 tooltip will be made out of its description
1879 to override it use tooltip element
1880 * Position and size units are inventory slots
1882 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1883 * When clicked, fields will be sent and the form will quit.
1885 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1886 * When clicked, fields will be sent and the form will quit.
1888 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1889 * Scrollable item list showing arbitrary text elements
1890 * `x` and `y` position the itemlist relative to the top left of the menu
1891 * `w` and `h` are the size of the itemlist
1892 * `name` fieldname sent to server on doubleclick value is current selected element
1893 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1894 * if you want a listelement to start with "#" write "##".
1896 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1897 * Scrollable itemlist showing arbitrary text elements
1898 * `x` and `y` position the item list relative to the top left of the menu
1899 * `w` and `h` are the size of the item list
1900 * `name` fieldname sent to server on doubleclick value is current selected element
1901 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1902 * if you want a listelement to start with "#" write "##"
1903 * Index to be selected within textlist
1904 * `true`/`false`: draw transparent background
1905 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1907 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1908 * Show a tab**header** at specific position (ignores formsize)
1909 * `x` and `y` position the itemlist relative to the top left of the menu
1910 * `name` fieldname data is transferred to Lua
1911 * `caption 1`...: name shown on top of tab
1912 * `current_tab`: index of selected tab 1...
1913 * `transparent` (optional): show transparent
1914 * `draw_border` (optional): draw border
1916 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1917 * Simple colored semitransparent box
1918 * `x` and `y` position the box relative to the top left of the menu
1919 * `w` and `h` are the size of box
1920 * `color` is color specified as a `ColorString`
1922 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1923 * Show a dropdown field
1924 * **Important note**: There are two different operation modes:
1925 1. handle directly on change (only changed dropdown is submitted)
1926 2. read the value on pressing a button (all dropdown values are available)
1927 * `x` and `y` position of dropdown
1929 * Fieldname data is transferred to Lua
1930 * Items to be shown in dropdown
1931 * Index of currently selected dropdown item
1933 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
1935 * `x` and `y`: position of checkbox
1936 * `name` fieldname data is transferred to Lua
1937 * `label` to be shown left of checkbox
1938 * `selected` (optional): `true`/`false`
1940 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1942 * There are two ways to use it:
1943 1. handle the changed event (only changed scrollbar is available)
1944 2. read the value on pressing a button (all scrollbars are available)
1945 * `x` and `y`: position of trackbar
1946 * `w` and `h`: width and height
1947 * `orientation`: `vertical`/`horizontal`
1948 * Fieldname data is transferred to Lua
1949 * Value this trackbar is set to (`0`-`1000`)
1950 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1952 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1953 * Show scrollable table using options defined by the previous `tableoptions[]`
1954 * Displays cells as defined by the previous `tablecolumns[]`
1955 * `x` and `y`: position the itemlist relative to the top left of the menu
1956 * `w` and `h` are the size of the itemlist
1957 * `name`: fieldname sent to server on row select or doubleclick
1958 * `cell 1`...`cell n`: cell contents given in row-major order
1959 * `selected idx`: index of row to be selected within table (first row = `1`)
1960 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1962 #### `tableoptions[<opt 1>;<opt 2>;...]`
1963 * Sets options for `table[]`
1965 * default text color (`ColorString`), defaults to `#FFFFFF`
1966 * `background=#RRGGBB`
1967 * table background color (`ColorString`), defaults to `#000000`
1968 * `border=<true/false>`
1969 * should the table be drawn with a border? (default: `true`)
1970 * `highlight=#RRGGBB`
1971 * highlight background color (`ColorString`), defaults to `#466432`
1972 * `highlight_text=#RRGGBB`
1973 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1974 * `opendepth=<value>`
1975 * all subtrees up to `depth < value` are open (default value = `0`)
1976 * only useful when there is a column of type "tree"
1978 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1979 * Sets columns for `table[]`
1980 * Types: `text`, `image`, `color`, `indent`, `tree`
1981 * `text`: show cell contents as text
1982 * `image`: cell contents are an image index, use column options to define images
1983 * `color`: cell contents are a ColorString and define color of following cell
1984 * `indent`: cell contents are a number and define indentation of following cell
1985 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1988 * for `text` and `image`: content alignment within cells.
1989 Available values: `left` (default), `center`, `right`, `inline`
1991 * for `text` and `image`: minimum width in em (default: `0`)
1992 * for `indent` and `tree`: indent width in em (default: `1.5`)
1993 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1994 Exception: defaults to 0 for indent columns
1995 * `tooltip=<value>`: tooltip text (default: empty)
1996 * `image` column options:
1997 * `0=<value>` sets image for image index 0
1998 * `1=<value>` sets image for image index 1
1999 * `2=<value>` sets image for image index 2
2000 * and so on; defined indices need not be contiguous empty or
2001 non-numeric cells are treated as `0`.
2002 * `color` column options:
2003 * `span=<value>`: number of following columns to affect (default: infinite)
2005 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
2006 pass key press events to formspec!
2010 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2011 * `"current_player"`: Player to whom the menu is shown
2012 * `"player:<name>"`: Any player
2013 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2014 * `"detached:<name>"`: A detached inventory
2016 Player Inventory lists
2017 ----------------------
2018 * `main`: list containing the default inventory
2019 * `craft`: list containing the craft input
2020 * `craftpreview`: list containing the craft output
2021 * `hand`: list containing an override for the empty hand
2025 `#RGB` defines a color in hexadecimal format.
2027 `#RGBA` defines a color in hexadecimal format and alpha channel.
2029 `#RRGGBB` defines a color in hexadecimal format.
2031 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2033 Named colors are also supported and are equivalent to
2034 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2035 To specify the value of the alpha channel, append `#AA` to the end of the color name
2036 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
2037 value must (always) be two hexadecimal digits.
2041 A ColorSpec specifies a 32-bit color. It can be written in either:
2042 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
2043 `colorspec = {a=255, r=0, g=255, b=0}`
2044 numerical form, the raw integer value of an ARGB8 quad:
2045 `colorspec = 0xFF00FF00`
2046 or string form, a ColorString (defined above):
2047 `colorspec = "green"`
2051 Most text can contain escape sequences, that can for example color the text.
2052 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2053 The following functions provide escape sequences:
2055 * `minetest.get_color_escape_sequence(color)`:
2056 * `color` is a ColorString
2057 * The escape sequence sets the text color to `color`
2058 * `minetest.colorize(color, message)`:
2060 `minetest.get_color_escape_sequence(color) ..
2062 minetest.get_color_escape_sequence("#ffffff")`
2063 * `minetest.get_background_escape_sequence(color)`
2064 * `color` is a ColorString
2065 * The escape sequence sets the background of the whole text element to
2066 `color`. Only defined for item descriptions and tooltips.
2067 * `minetest.strip_foreground_colors(str)`
2068 * Removes foreground colors added by `get_color_escape_sequence`.
2069 * `minetest.strip_background_colors(str)`
2070 * Removes background colors added by `get_background_escape_sequence`.
2071 * `minetest.strip_colors(str)`
2072 * Removes all color escape sequences.
2076 * `vector.new(a[, b, c])`: returns a vector:
2077 * A copy of `a` if `a` is a vector.
2078 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
2079 * `vector.direction(p1, p2)`: returns a vector
2080 * `vector.distance(p1, p2)`: returns a number
2081 * `vector.length(v)`: returns a number
2082 * `vector.normalize(v)`: returns a vector
2083 * `vector.floor(v)`: returns a vector, each dimension rounded down
2084 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
2085 * `vector.apply(v, func)`: returns a vector
2086 * `vector.equals(v1, v2)`: returns a boolean
2087 * `vector.sort(v1, v2)`: returns minp, maxp vectors of the cuboid defined by v1 and v2
2089 For the following functions `x` can be either a vector or a number:
2091 * `vector.add(v, x)`: returns a vector
2092 * `vector.subtract(v, x)`: returns a vector
2093 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
2094 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
2098 * `dump2(obj, name="_", dumped={})`
2099 * Return object serialized as a string, handles reference loops
2100 * `dump(obj, dumped={})`
2101 * Return object serialized as a string
2102 * `math.hypot(x, y)`
2103 * Get the hypotenuse of a triangle with legs x and y.
2104 Useful for distance calculation.
2105 * `math.sign(x, tolerance)`
2106 * Get the sign of a number.
2107 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
2108 * `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)`
2109 * If `max_splits` is negative, do not limit splits.
2110 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
2111 * e.g. `string:split("a,b", ",") == {"a","b"}`
2113 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
2114 * `minetest.wrap_text(str, limit)`: returns a string
2115 * Adds new lines to the string to keep it within the specified character limit
2116 * limit: Maximal amount of characters in one line
2117 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns string `"(X,Y,Z)"`
2118 * Convert position to a printable string
2119 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
2120 * `minetest.string_to_pos(string)`: returns a position
2121 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
2122 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2123 * Converts a string representing an area box into two positions
2124 * `minetest.formspec_escape(string)`: returns a string
2125 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2126 * `minetest.is_yes(arg)`
2127 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2128 * `minetest.get_us_time()`
2129 * returns time with microsecond precision. May not return wall time.
2130 * `table.copy(table)`: returns a table
2131 * returns a deep copy of `table`
2132 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
2133 * returns the exact position on the surface of a pointed node
2135 `minetest` namespace reference
2136 ------------------------------
2140 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
2141 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
2142 * Useful for loading additional `.lua` modules or static data from mod
2143 * `minetest.get_modnames()`: returns a list of installed mods
2144 * Return a list of installed mods, sorted alphabetically
2145 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
2146 * Useful for storing custom data
2147 * `minetest.is_singleplayer()`
2148 * `minetest.features`: Table containing API feature flags
2151 glasslike_framed = true,
2152 nodebox_as_selectionbox = true,
2153 chat_send_player_param3 = true,
2154 get_all_craft_recipes_works = true,
2155 use_texture_alpha = true,
2156 -- ^ The transparency channel of textures can be used optionally
2157 no_legacy_abms = true,
2158 -- ^ Tree and grass ABMs are no longer done from C++
2159 texture_names_parens = true,
2160 -- ^ Texture grouping is possible using parentheses
2161 area_store_custom_ids = true,
2162 -- ^ Unique Area ID for AreaStore:insert_area
2163 add_entity_with_staticdata = true,
2164 -- ^ add_entity supports passing initial staticdata to on_activate
2165 no_chat_message_prediction = true,
2166 -- ^ Chat messages are no longer predicted
2168 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
2169 * `arg`: string or table in format `{foo=true, bar=true}`
2170 * `missing_features`: `{foo=true, bar=true}`
2171 * `minetest.get_player_information(player_name)`:
2172 * Returns a table containing information about a player. Example return value:
2175 address = "127.0.0.1", -- IP address of client
2176 ip_version = 4, -- IPv4 / IPv6
2177 min_rtt = 0.01, -- minimum round trip time
2178 max_rtt = 0.2, -- maximum round trip time
2179 avg_rtt = 0.02, -- average round trip time
2180 min_jitter = 0.01, -- minimum packet time jitter
2181 max_jitter = 0.5, -- maximum packet time jitter
2182 avg_jitter = 0.03, -- average packet time jitter
2183 connection_uptime = 200, -- seconds since client connected
2184 prot_vers = 31, -- protocol version used by client
2185 -- following information is available on debug build only!!!
2186 -- DO NOT USE IN MODS
2187 --ser_vers = 26, -- serialization version used by client
2188 --major = 0, -- major version number
2189 --minor = 4, -- minor version number
2190 --patch = 10, -- patch version number
2191 --vers_string = "0.4.9-git", -- full version string
2192 --state = "Active" -- current client state
2194 * `minetest.mkdir(path)`: returns success.
2195 * Creates a directory specified by `path`, creating parent directories
2196 if they don't exist.
2197 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
2199 * nil: return all entries,
2200 * true: return only subdirectory names, or
2201 * false: return only file names.
2202 * `minetest.get_version()`: returns a table containing components of the
2203 engine version. Components:
2204 * `project`: Name of the project, eg, "Minetest"
2205 * `string`: Simple version, eg, "1.2.3-dev"
2206 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
2207 Use this for informational purposes only. The information in the returned
2208 table does not represent the capabilities of the engine, nor is it
2209 reliable or verifyable. Compatible forks will have a different name and
2210 version entirely. To check for the presence of engine features, test
2211 whether the functions exported by the wanted features exist. For example:
2212 `if minetest.nodeupdate then ... end`.
2215 * `minetest.debug(...)`
2216 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
2217 * `minetest.log([level,] text)`
2218 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
2219 `"info"`, or `"verbose"`. Default is `"none"`.
2221 ### Registration functions
2222 Call these functions only at load time!
2224 * `minetest.register_entity(name, prototype table)`
2225 * `minetest.register_abm(abm definition)`
2226 * `minetest.register_lbm(lbm definition)`
2227 * `minetest.register_node(name, node definition)`
2228 * `minetest.register_tool(name, item definition)`
2229 * `minetest.register_craftitem(name, item definition)`
2230 * `minetest.unregister_item(name)`
2231 * `minetest.register_alias(name, convert_to)`
2232 * `minetest.register_alias_force(name, convert_to)`
2233 * `minetest.register_craft(recipe)`
2234 * Check recipe table syntax for different types below.
2235 * `minetest.clear_craft(recipe)`
2236 * Will erase existing craft based either on output item or on input recipe.
2237 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
2238 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
2239 * If no erase candidate could be found, Lua exception will be thrown.
2240 * **Warning**! The type field ("shaped","cooking" or any other) will be ignored if the recipe
2241 contains output. Erasing is then done independently from the crafting method.
2242 * `minetest.register_ore(ore definition)`
2243 * `minetest.register_biome(biome definition)`
2244 * `minetest.register_decoration(decoration definition)`
2245 * `minetest.override_item(name, redefinition)`
2246 * Overrides fields of an item registered with register_node/tool/craftitem.
2247 * Note: Item must already be defined, (opt)depend on the mod defining it.
2248 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2249 * `minetest.clear_registered_ores()`
2250 * `minetest.clear_registered_biomes()`
2251 * `minetest.clear_registered_decorations()`
2253 ### Global callback registration functions
2254 Call these functions only at load time!
2256 * `minetest.register_globalstep(func(dtime))`
2257 * Called every server step, usually interval of 0.1s
2258 * `minetest.register_on_shutdown(func())`
2259 * Called before server shutdown
2260 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
2261 callbacks **will likely not be run**. Data should be saved at
2262 semi-frequent intervals as well as on server shutdown.
2263 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2264 * Called when a node has been placed
2265 * If return `true` no item is taken from `itemstack`
2266 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
2268 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2269 * Called when a node has been dug.
2270 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
2272 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2273 * Called when a node is punched
2274 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2275 * Called after generating a piece of world. Modifying nodes inside the area
2276 is a bit faster than usually.
2277 * `minetest.register_on_newplayer(func(ObjectRef))`
2278 * Called after a new player has been created
2279 * `minetest.register_on_dieplayer(func(ObjectRef))`
2280 * Called when a player dies
2281 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2282 * Called when a player is punched
2283 * `player` - ObjectRef - Player that was punched
2284 * `hitter` - ObjectRef - Player that hit
2285 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
2286 * `tool_capabilities`: capability table of used tool (can be nil)
2287 * `dir`: unit vector of direction of punch. Always defined. Points from
2288 the puncher to the punched.
2289 * `damage` - number that represents the damage calculated by the engine
2290 * should return `true` to prevent the default damage mechanism
2291 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2292 * Called when the player gets damaged or healed
2293 * `player`: ObjectRef of the player
2294 * `hp_change`: the amount of change. Negative when it is damage.
2295 * `modifier`: when true, the function should return the actual `hp_change`.
2296 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2297 modifiers can return true as a second argument to stop the execution of further functions.
2298 Non-modifiers receive the final hp change calculated by the modifiers.
2299 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2300 * Called when player is to be respawned
2301 * Called _before_ repositioning of player occurs
2302 * return true in func to disable regular player placement
2303 * `minetest.register_on_prejoinplayer(func(name, ip))`
2304 * Called before a player joins the game
2305 * If it returns a string, the player is disconnected with that string as reason
2306 * `minetest.register_on_joinplayer(func(ObjectRef))`
2307 * Called when a player joins the game
2308 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2309 * Called when a player leaves the game
2310 * `timed_out`: True for timeout, false for other reasons.
2311 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2312 * Called when a player cheats
2313 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2315 * `interacted_too_far`
2316 * `interacted_while_dead`
2317 * `finished_unknown_dig`
2320 * `minetest.register_on_chat_message(func(name, message))`
2321 * Called always when a player says something
2322 * Return `true` to mark the message as handled, which means that it will not be sent to other players
2323 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2324 * Called when a button is pressed in player's inventory form
2325 * Newest functions are called first
2326 * If function returns `true`, remaining functions are not called
2327 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2328 * Called when `player` crafts something
2329 * `itemstack` is the output
2330 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2331 * `craft_inv` is the inventory with the crafting grid
2332 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2333 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2334 * The same as before, except that it is called before the player crafts, to make
2335 craft prediction, and it should not change anything.
2336 * `minetest.register_on_protection_violation(func(pos, name))`
2337 * Called by `builtin` and mods when a player violates protection at a position
2338 (eg, digs a node or punches a protected entity).
2339 * The registered functions can be called using `minetest.record_protection_violation`
2340 * The provided function should check that the position is protected by the mod
2341 calling this function before it prints a message, if it does, to allow for
2342 multiple protection mods.
2343 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2344 * Called when an item is eaten, by `minetest.item_eat`
2345 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2347 ### Other registration functions
2348 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2349 * Adds definition to `minetest.registered_chatcommands`
2350 * `minetest.override_chatcommand(name, redefinition)`
2351 * Overrides fields of a chatcommand registered with `register_chatcommand`.
2352 * `minetest.unregister_chatcommand(name)`
2353 * Unregisters a chatcommands registered with `register_chatcommand`.
2354 * `minetest.register_privilege(name, definition)`
2355 * `definition`: `"description text"`
2356 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2357 the default of `give_to_singleplayer` is true
2358 * To allow players with `basic_privs` to grant, see `basic_privs` minetest.conf setting.
2359 * `minetest.register_authentication_handler(handler)`
2360 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
2363 * `minetest.settings`: Settings object containing all of the settings from the
2364 main config file (`minetest.conf`).
2365 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
2366 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
2369 * `minetest.notify_authentication_modified(name)`
2370 * Should be called by the authentication handler if privileges changes.
2371 * To report everybody, set `name=nil`.
2372 * `minetest.check_password_entry(name, entry, password)`
2373 * Returns true if the "db entry" for a player with name matches given
2374 * password, false otherwise.
2375 * The "db entry" is the usually player-individual value that is derived
2376 * from the player's chosen password and stored on the server in order to allow
2377 * authentication whenever the player desires to log in.
2378 * Only use this function for making it possible to log in via the password from
2379 * via protocols like IRC, other uses for inside the game are frowned upon.
2380 * `minetest.get_password_hash(name, raw_password)`
2381 * Convert a name-password pair to a password hash that Minetest can use.
2382 * The returned value alone is not a good basis for password checks based
2383 * on comparing the password hash in the database with the password hash
2384 * from the function, with an externally provided password, as the hash
2385 * in the db might use the new SRP verifier format.
2386 * For this purpose, use `minetest.check_password_entry` instead.
2387 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2388 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2389 * Convert between two privilege representations
2390 * `minetest.set_player_password(name, password_hash)`
2391 * `minetest.set_player_privs(name, {priv1=true,...})`
2392 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2393 * `minetest.auth_reload()`
2394 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2395 * A quickhand for checking privileges.
2396 * `player_or_name`: Either a Player object or the name of a player.
2397 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2398 a table, e.g. `{ priva = true, privb = true }`.
2399 * `minetest.get_player_ip(name)`: returns an IP address string
2401 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2402 and `minetest.auth_reload` call the authetification handler.
2405 * `minetest.chat_send_all(text)`
2406 * `minetest.chat_send_player(name, text)`
2408 ### Environment access
2409 * `minetest.set_node(pos, node)`
2410 * `minetest.add_node(pos, node): alias set_node(pos, node)`
2411 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
2412 * `minetest.swap_node(pos, node)`
2413 * Set node at position, but don't remove metadata
2414 * `minetest.remove_node(pos)`
2415 * Equivalent to `set_node(pos, "air")`
2416 * `minetest.get_node(pos)`
2417 * Returns the node at the given position as table in the format
2418 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2420 * `minetest.get_node_or_nil(pos)`
2421 * Same as `get_node` but returns `nil` for unloaded areas.
2422 * `minetest.get_node_light(pos, timeofday)`
2423 * Gets the light value at the given position. Note that the light value
2424 "inside" the node at the given position is returned, so you usually want
2425 to get the light value of a neighbor.
2426 * `pos`: The position where to measure the light.
2427 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2428 * Returns a number between `0` and `15` or `nil`
2429 * `minetest.place_node(pos, node)`
2430 * Place node with the same effects that a player would cause
2431 * `minetest.dig_node(pos)`
2432 * Dig node with the same effects that a player would cause
2433 * Returns `true` if successful, `false` on failure (e.g. protected location)
2434 * `minetest.punch_node(pos)`
2435 * Punch node with the same effects that a player would cause
2436 * `minetest.spawn_falling_node(pos)`
2437 * Change node into falling node
2438 * Returns `true` if successful, `false` on failure
2440 * `minetest.find_nodes_with_meta(pos1, pos2)`
2441 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2442 * `minetest.get_meta(pos)`
2443 * Get a `NodeMetaRef` at that position
2444 * `minetest.get_node_timer(pos)`
2445 * Get `NodeTimerRef`
2447 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position
2448 * Returns `ObjectRef`, or `nil` if failed
2449 * `minetest.add_item(pos, item)`: Spawn item
2450 * Returns `ObjectRef`, or `nil` if failed
2451 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2452 * `minetest.get_objects_inside_radius(pos, radius)`
2453 * `radius`: using an euclidean metric
2454 * `minetest.set_timeofday(val)`
2455 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2456 * `minetest.get_timeofday()`
2457 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2458 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2459 * accounting for time changes.
2460 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
2461 * `radius`: using a maximum metric
2462 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2463 * `search_center` is an optional boolean (default: `false`)
2464 If true `pos` is also checked for the nodes
2465 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of positions
2466 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2467 * First return value: Table with all node positions
2468 * Second return value: Table with the count of each node with the node name as index
2469 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a list of positions
2470 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2471 * Return value: Table with all node positions with a node air above
2472 * `minetest.get_perlin(noiseparams)`
2473 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2474 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2475 * `minetest.get_voxel_manip([pos1, pos2])`
2476 * Return voxel manipulator object.
2477 * Loads the manipulator from the map if positions are passed.
2478 * `minetest.set_gen_notify(flags, {deco_ids})`
2479 * Set the types of on-generate notifications that should be collected
2480 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2481 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2482 * The second parameter is a list of IDS of decorations which notification is requested for
2483 * `get_gen_notify()`: returns a flagstring and a table with the `deco_id`s
2484 * `minetest.get_mapgen_object(objectname)`
2485 * Return requested mapgen object if available (see "Mapgen objects")
2486 * `minetest.get_biome_id(biome_name)`
2487 * Returns the biome id, as used in the biomemap Mapgen object, for a
2488 given biome_name string.
2489 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2490 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2491 * Deprecated: use `minetest.get_mapgen_setting(name)` instead
2492 * `minetest.set_mapgen_params(MapgenParams)`
2493 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)` instead
2494 * Set map generation parameters
2495 * Function cannot be called after the registration period; only initialization
2496 and `on_mapgen_init`
2497 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2499 * Leave field unset to leave that parameter unchanged
2500 * `flags` contains a comma-delimited string of flags to set,
2501 or if the prefix `"no"` is attached, clears instead.
2502 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2503 * `minetest.get_mapgen_setting(name)`
2504 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2505 order of precedence:
2506 1) Settings loaded from map_meta.txt or overrides set during mod execution
2507 2) Settings set by mods without a metafile override
2508 3) Settings explicitly set in the user config file, minetest.conf
2509 4) Settings set as the user config default
2510 * `minetest.get_mapgen_setting_noiseparams(name)`
2511 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2512 and is a valid NoiseParams
2513 * `minetest.set_mapgen_setting(name, value, [override_meta])`
2514 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2515 is not already present in map_meta.txt.
2516 * `override_meta` is an optional boolean (default: `false`). If this is set to true,
2517 the setting will become the active setting regardless of the map metafile contents.
2518 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`
2519 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
2520 * Same as above, except value is a NoiseParams table.
2521 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2522 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2523 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2524 should be applied to the default config or current active config
2525 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2526 * `minetest.generate_ores(vm, pos1, pos2)`
2527 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2528 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2529 * `minetest.generate_decorations(vm, pos1, pos2)`
2530 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2531 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2532 * `minetest.clear_objects([options])`
2533 * Clear all objects in the environment
2534 * Takes an optional table as an argument with the field `mode`.
2535 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2536 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2537 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2538 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2539 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2540 * fetched from memory, loaded from disk, or if inexistent, generates them.
2541 * If `callback` is a valid Lua function, this will be called for each block emerged.
2542 * The function signature of callback is:
2543 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2544 * - `blockpos` is the *block* coordinates of the block that had been emerged
2545 * - `action` could be one of the following constant values:
2546 * `minetest.EMERGE_CANCELLED`, `minetest.EMERGE_ERRORED`, `minetest.EMERGE_FROM_MEMORY`,
2547 * `minetest.EMERGE_FROM_DISK`, `minetest.EMERGE_GENERATED`
2548 * - `calls_remaining` is the number of callbacks to be expected after this one
2549 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2550 * parameter was absent)
2551 * `minetest.delete_area(pos1, pos2)`
2552 * delete all mapblocks in the area from pos1 to pos2, inclusive
2553 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2554 * Check if there is a direct line of sight between `pos1` and `pos2`
2555 * Returns the position of the blocking node when `false`
2556 * `pos1`: First position
2557 * `pos2`: Second position
2558 * `stepsize`: smaller gives more accurate results but requires more computing
2559 time. Default is `1`.
2560 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2561 * returns table containing path
2562 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2563 * `pos1`: start position
2564 * `pos2`: end position
2565 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2566 * `max_jump`: maximum height difference to consider walkable
2567 * `max_drop`: maximum height difference to consider droppable
2568 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2569 * `minetest.spawn_tree (pos, {treedef})`
2570 * spawns L-system tree at given `pos` with definition in `treedef` table
2571 * `minetest.transforming_liquid_add(pos)`
2572 * add node to liquid update queue
2573 * `minetest.get_node_max_level(pos)`
2574 * get max available level for leveled node
2575 * `minetest.get_node_level(pos)`
2576 * get level of leveled node (water, snow)
2577 * `minetest.set_node_level(pos, level)`
2578 * set level of leveled node, default `level` equals `1`
2579 * if `totallevel > maxlevel`, returns rest (`total-max`).
2580 * `minetest.add_node_level(pos, level)`
2581 * increase level of leveled node by level, default `level` equals `1`
2582 * if `totallevel > maxlevel`, returns rest (`total-max`)
2583 * can be negative for decreasing
2584 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
2585 * resets the light in a cuboid-shaped part of
2586 the map and removes lighting bugs.
2587 * Loads the area if it is not loaded.
2588 * `pos1` is the corner of the cuboid with the least coordinates
2589 (in node coordinates), inclusive.
2590 * `pos2` is the opposite corner of the cuboid, inclusive.
2591 * The actual updated cuboid might be larger than the specified one,
2592 because only whole map blocks can be updated.
2593 The actual updated area consists of those map blocks that intersect
2594 with the given cuboid.
2595 * However, the neighborhood of the updated area might change
2596 as well, as light can spread out of the cuboid, also light
2598 * returns `false` if the area is not fully generated,
2600 * `minetest.check_single_for_falling(pos)`
2601 * causes an unsupported `group:falling_node` node to fall and causes an
2602 unattached `group:attached_node` node to fall.
2603 * does not spread these updates to neighbours.
2604 * `minetest.check_for_falling(pos)`
2605 * causes an unsupported `group:falling_node` node to fall and causes an
2606 unattached `group:attached_node` node to fall.
2607 * spread these updates to neighbours and can cause a cascade
2611 `minetest.get_inventory(location)`: returns an `InvRef`
2614 * `{type="player", name="celeron55"}`
2615 * `{type="node", pos={x=, y=, z=}}`
2616 * `{type="detached", name="creative"}`
2617 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
2618 * callbacks: See "Detached inventory callbacks"
2619 * `player_name`: Make detached inventory available to one player exclusively,
2620 by default they will be sent to every player (even if not used).
2621 Note that this parameter is mostly just a workaround and will be removed in future releases.
2622 * Creates a detached inventory. If it already exists, it is cleared.
2623 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2624 returns left over ItemStack
2625 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2628 * `minetest.show_formspec(playername, formname, formspec)`
2629 * `playername`: name of player to show formspec
2630 * `formname`: name passed to `on_player_receive_fields` callbacks.
2631 It should follow the `"modname:<whatever>"` naming convention
2632 * `formspec`: formspec to display
2633 * `minetest.close_formspec(playername, formname)`
2634 * `playername`: name of player to close formspec
2635 * `formname`: has to exactly match the one given in `show_formspec`, or the formspec will
2637 * calling `show_formspec(playername, formname, "")` is equal to this expression
2638 * to close a formspec regardless of the formname, call
2639 `minetest.close_formspec(playername, "")`. **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
2640 * `minetest.formspec_escape(string)`: returns a string
2641 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2642 * `minetest.explode_table_event(string)`: returns a table
2643 * returns e.g. `{type="CHG", row=1, column=2}`
2645 * `"INV"`: no row selected)
2646 * `"CHG"`: selected)
2647 * `"DCL"`: double-click
2648 * `minetest.explode_textlist_event(string)`: returns a table
2649 * returns e.g. `{type="CHG", index=1}`
2651 * `"INV"`: no row selected)
2652 * `"CHG"`: selected)
2653 * `"DCL"`: double-click
2654 * `minetest.explode_scrollbar_event(string)`: returns a table
2655 * returns e.g. `{type="CHG", value=500}`
2657 * `"INV"`: something failed
2658 * `"CHG"`: has been changed
2659 * `"VAL"`: not changed
2662 * `minetest.inventorycube(img1, img2, img3)`
2663 * Returns a string for making an image of a cube (useful as an item image)
2664 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2665 * Get position of a `pointed_thing` (that you can get from somewhere)
2666 * `minetest.dir_to_facedir(dir, is6d)`
2667 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2668 * passing something non-`nil`/`false` for the optional second parameter causes it to
2669 take the y component into account
2670 * `minetest.facedir_to_dir(facedir)`
2671 * Convert a facedir back into a vector aimed directly out the "back" of a node
2672 * `minetest.dir_to_wallmounted(dir)`
2673 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2674 * `minetest.wallmounted_to_dir(wallmounted)`
2675 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2676 * `minetest.dir_to_yaw(dir)`
2677 * Convert a vector into a yaw (angle)
2678 * `minetest.yaw_to_dir(yaw)`
2679 * Convert yaw (angle) to a vector
2680 * `minetest.get_node_drops(nodename, toolname)`
2681 * Returns list of item names.
2682 * **Note**: This will be removed or modified in a future version.
2683 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2684 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2685 * `input.width` = for example `3`
2686 * `input.items` = for example
2687 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2688 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2689 * `output.time` = a number, if unsuccessful: `0`
2690 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2691 `decremented_input.items`
2692 * `decremented_input` = like `input`
2693 * `minetest.get_craft_recipe(output)`: returns input
2694 * returns last registered recipe for output item (node)
2695 * `output` is a node or item type such as `"default:torch"`
2696 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2697 * `input.width` = for example `3`
2698 * `input.items` = for example
2699 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2700 * `input.items` = `nil` if no recipe found
2701 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2702 * returns indexed table with all registered recipes for query item (node)
2703 or `nil` if no recipe was found
2704 * recipe entry table:
2707 method = 'normal' or 'cooking' or 'fuel'
2708 width = 0-3, 0 means shapeless recipe
2709 items = indexed [1-9] table with recipe items
2710 output = string with item name and quantity
2712 * Example query for `"default:gold_ingot"` will return table:
2715 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
2716 items = {1 = "default:gold_lump"}},
2717 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
2718 items = {1 = "default:goldblock"}}
2720 * `minetest.handle_node_drops(pos, drops, digger)`
2721 * `drops`: list of itemstrings
2722 * Handles drops from nodes after digging: Default action is to put them into
2724 * Can be overridden to get different functionality (e.g. dropping items on
2726 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item string
2727 * Creates an item string which contains palette index information
2728 for hardware colorization. You can use the returned string
2729 as an output in a craft recipe.
2730 * `item`: the item stack which becomes colored. Can be in string,
2731 table and native form.
2732 * `palette_index`: this index is added to the item stack
2733 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
2734 * Creates an item string which contains static color information
2735 for hardware colorization. Use this method if you wish to colorize
2736 an item that does not own a palette. You can use the returned string
2737 as an output in a craft recipe.
2738 * `item`: the item stack which becomes colored. Can be in string,
2739 table and native form.
2740 * `colorstring`: the new color of the item stack
2743 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2744 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2745 * Find who has done something to a node, or near a node
2746 * `actor`: `"player:<name>"`, also `"liquid"`.
2747 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2748 * Revert latest actions of someone
2749 * `actor`: `"player:<name>"`, also `"liquid"`.
2751 ### Defaults for the `on_*` item definition functions
2752 These functions return the leftover itemstack.
2754 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2755 * Place item as a node
2756 * `param2` overrides `facedir` and wallmounted `param2`
2757 * returns `itemstack, success`
2758 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2760 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2761 * Use one of the above based on what the item is.
2762 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2763 * **Note**: is not called when wielded item overrides `on_place`
2764 * `param2` overrides `facedir` and wallmounted `param2`
2765 * returns `itemstack, success`
2766 * `minetest.item_drop(itemstack, dropper, pos)`
2768 * `minetest.item_eat(hp_change, replace_with_item)`
2770 * `replace_with_item` is the itemstring which is added to the inventory.
2771 If the player is eating a stack, then replace_with_item goes to a
2772 different spot. Can be `nil`
2773 * See `minetest.do_item_eat`
2775 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2776 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2777 * Calls functions registered by `minetest.register_on_punchnode()`
2778 * `minetest.node_dig(pos, node, digger)`
2779 * Checks if node can be dug, puts item into inventory, removes node
2780 * Calls functions registered by `minetest.registered_on_dignodes()`
2783 * `minetest.sound_play(spec, parameters)`: returns a handle
2784 * `spec` is a `SimpleSoundSpec`
2785 * `parameters` is a sound parameter table
2786 * `minetest.sound_stop(handle)`
2787 * `minetest.sound_fade(handle, step, gain)`
2788 * `handle` is a handle returned by `minetest.sound_play`
2789 * `step` determines how fast a sound will fade.
2790 Negative step will lower the sound volume, positive step will increase the sound volume
2791 * `gain` the target gain for the fade.
2794 * `minetest.after(time, func, ...)`
2795 * Call the function `func` after `time` seconds, may be fractional
2796 * Optional: Variable number of arguments that are passed to `func`
2799 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients,
2800 `reconnect` == true displays a reconnect button,
2801 `delay` adds an optional delay (in seconds) before shutdown
2802 negative delay cancels the current active shutdown
2803 zero delay triggers an immediate shutdown.
2804 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
2805 * `minetest.get_server_status()`: returns server status string
2806 * `minetest.get_server_uptime()`: returns the server uptime in seconds
2807 * `minetest.remove_player(name)`: remove player from database (if he is not connected).
2808 * Does not remove player authentication data, minetest.player_exists will continue to return true.
2809 * Returns a code (0: successful, 1: no such player, 2: player is connected)
2812 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2813 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2814 * `minetest.ban_player(name)`: ban a player
2815 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2816 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2819 * `minetest.add_particle(particle definition)`
2820 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2821 size, collisiondetection, texture, playername)`
2823 * `minetest.add_particlespawner(particlespawner definition)`
2824 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2825 * Returns an `id`, and -1 if adding didn't succeed
2826 * `Deprecated: minetest.add_particlespawner(amount, time,
2830 minexptime, maxexptime,
2832 collisiondetection, texture, playername)`
2834 * `minetest.delete_particlespawner(id, player)`
2835 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2836 * If playername is specified, only deletes on the player's client,
2837 * otherwise on all clients
2840 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2841 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2842 * Apply the specified probability values to the specified nodes in `probability_list`.
2843 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2844 * `pos` is the 3D vector specifying the absolute coordinates of the
2845 node being modified,
2846 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2847 * If there are two or more entries with the same pos value, the
2849 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2850 * If `probability_list` equals `nil`, no probabilities are applied.
2851 * Slice probability works in the same manner, except takes a field
2852 called `ypos` instead which
2853 indicates the y position of the slice with a probability applied.
2854 * If slice probability list equals `nil`, no slice probabilities are applied.
2855 * Saves schematic in the Minetest Schematic format to filename.
2857 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2858 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2859 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2860 * If the `rotation` parameter is omitted, the schematic is not rotated.
2861 * `replacements` = `{["old_name"] = "convert_to", ...}`
2862 * `force_placement` is a boolean indicating whether nodes other than `air` and
2863 `ignore` are replaced by the schematic
2864 * Returns nil if the schematic could not be loaded.
2866 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2867 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2868 specified VoxelManip object `vmanip` instead of the whole map.
2869 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
2870 containing the full area required, and true if the whole schematic was able to fit.
2871 * Returns nil if the schematic could not be loaded.
2872 * After execution, any external copies of the VoxelManip contents are invalidated.
2874 * `minetest.serialize_schematic(schematic, format, options)`
2875 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2876 * in the `format` of either "mts" or "lua".
2877 * "mts" - a string containing the binary MTS data used in the MTS file format
2878 * "lua" - a string containing Lua code representing the schematic in table format
2879 * `options` is a table containing the following optional parameters:
2880 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2881 * position comments for every X row generated in the schematic data for easier reading.
2882 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2883 * will use that number of spaces as indentation instead of a tab character.
2886 * `minetest.request_http_api()`:
2887 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
2888 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
2889 otherwise returns `nil`.
2890 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
2892 * Only works at init time and must be called from the mod's main scope (not from a function).
2893 * Function only exists if minetest server was built with cURL support.
2894 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
2896 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
2897 * Performs given request asynchronously and calls callback upon completion
2898 * callback: `function(HTTPRequestResult res)`
2899 * Use this HTTP function if you are unsure, the others are for advanced use.
2900 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
2901 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
2902 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
2903 * Return response data for given asynchronous HTTP request
2906 * `minetest.get_mod_storage()`:
2907 * returns reference to mod private `StorageRef`
2908 * must be called during mod load time
2911 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2912 * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
2913 * `minetest.hud_replace_builtin(name, hud_definition)`
2914 * Replaces definition of a builtin hud element
2915 * `name`: `"breath"` or `"health"`
2916 * `hud_definition`: definition to replace builtin definition
2917 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2918 * Gives a unique hash number for a node position (16+16+16=48bit)
2919 * `minetest.get_position_from_hash(hash)`: returns a position
2920 * Inverse transform of `minetest.hash_node_position`
2921 * `minetest.get_item_group(name, group)`: returns a rating
2922 * Get rating of a group of an item. (`0` means: not in group)
2923 * `minetest.get_node_group(name, group)`: returns a rating
2924 * Deprecated: An alias for the former.
2925 * `minetest.raillike_group(name)`: returns a rating
2926 * Returns rating of the connect_to_raillike group corresponding to name
2927 * If name is not yet the name of a connect_to_raillike group, a new group id
2928 * is created, with that name
2929 * `minetest.get_content_id(name)`: returns an integer
2930 * Gets the internal content ID of `name`
2931 * `minetest.get_name_from_content_id(content_id)`: returns a string
2932 * Gets the name of the content with that content ID
2933 * `minetest.parse_json(string[, nullvalue])`: returns something
2934 * Convert a string containing JSON data into the Lua equivalent
2935 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2936 * On success returns a table, a string, a number, a boolean or `nullvalue`
2937 * On failure outputs an error message and returns `nil`
2938 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2939 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2940 * Convert a Lua table into a JSON string
2941 * styled: Outputs in a human-readable format if this is set, defaults to false
2942 * Unserializable things like functions and userdata will cause an error.
2943 * **Warning**: JSON is more strict than the Lua table format.
2944 1. You can only use strings and positive integers of at least one as keys.
2945 2. You can not mix string and integer keys.
2946 This is due to the fact that JSON has two distinct array and object values.
2947 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2948 * `minetest.serialize(table)`: returns a string
2949 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2950 into string form readable by `minetest.deserialize`
2951 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2952 * `minetest.deserialize(string)`: returns a table
2953 * Convert a string returned by `minetest.deserialize` into a table
2954 * `string` is loaded in an empty sandbox environment.
2955 * Will load functions, but they cannot access the global environment.
2956 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2957 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2958 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2959 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2960 * Compress a string of data.
2961 * `method` is a string identifying the compression method to be used.
2962 * Supported compression methods:
2963 * Deflate (zlib): `"deflate"`
2964 * `...` indicates method-specific arguments. Currently defined arguments are:
2965 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2966 * `minetest.decompress(compressed_data, method, ...)`: returns data
2967 * Decompress a string of data (using ZLib).
2968 * See documentation on `minetest.compress()` for supported compression methods.
2969 * currently supported.
2970 * `...` indicates method-specific arguments. Currently, no methods use this.
2971 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
2972 * Each argument is a 8 Bit unsigned integer
2973 * Returns the ColorString from rgb or rgba values
2974 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
2975 * `minetest.encode_base64(string)`: returns string encoded in base64
2976 * Encodes a string in base64.
2977 * `minetest.decode_base64(string)`: returns string
2978 * Decodes a string encoded in base64.
2979 * `minetest.is_protected(pos, name)`: returns boolean
2980 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2981 actions, defineable by mods, due to some mod-defined ownership-like concept.
2982 Returns false or nil, if the player is allowed to do such actions.
2983 * This function should be overridden by protection mods and should be used to
2984 check if a player can interact at a position.
2985 * This function should call the old version of itself if the position is not
2986 protected by the mod.
2989 local old_is_protected = minetest.is_protected
2990 function minetest.is_protected(pos, name)
2991 if mymod:position_protected_from(pos, name) then
2994 return old_is_protected(pos, name)
2996 * `minetest.record_protection_violation(pos, name)`
2997 * This function calls functions registered with
2998 `minetest.register_on_protection_violation`.
2999 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
3000 * Attempt to predict the desired orientation of the facedir-capable node
3001 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
3002 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
3003 field is false or omitted (else, the itemstack is not changed). `orient_flags`
3004 is an optional table containing extra tweaks to the placement code:
3005 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
3006 orientation on the wall.
3007 * `force_wall` : if `true`, always place the node in wall orientation.
3008 * `force_ceiling`: if `true`, always place on the ceiling.
3009 * `force_floor`: if `true`, always place the node on the floor.
3010 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
3011 the floor or ceiling
3012 * The first four options are mutually-exclusive; the last in the list takes
3013 precedence over the first.
3014 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
3015 * calls `rotate_and_place()` with infinitestacks set according to the state of
3016 the creative mode setting, and checks for "sneak" to set the `invert_wall`
3019 * `minetest.forceload_block(pos[, transient])`
3020 * forceloads the position `pos`.
3021 * returns `true` if area could be forceloaded
3022 * If `transient` is `false` or absent, the forceload will be persistent
3023 (saved between server runs). If `true`, the forceload will be transient
3024 (not saved between server runs).
3026 * `minetest.forceload_free_block(pos[, transient])`
3027 * stops forceloading the position `pos`
3028 * If `transient` is `false` or absent, frees a persistent forceload.
3029 If `true`, frees a transient forceload.
3031 * `minetest.request_insecure_environment()`: returns an environment containing
3032 insecure functions if the calling mod has been listed as trusted in the
3033 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
3034 * Only works at init time and must be called from the mod's main scope (not from a function).
3035 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
3038 * `minetest.global_exists(name)`
3039 * Checks if a global variable has been set, without triggering a warning.
3042 * `minetest.env`: `EnvRef` of the server environment and world.
3043 * Any function in the minetest namespace can be called using the syntax
3044 `minetest.env:somefunction(somearguments)`
3045 instead of `minetest.somefunction(somearguments)`
3046 * Deprecated, but support is not to be dropped soon
3049 * `minetest.registered_items`
3050 * Map of registered items, indexed by name
3051 * `minetest.registered_nodes`
3052 * Map of registered node definitions, indexed by name
3053 * `minetest.registered_craftitems`
3054 * Map of registered craft item definitions, indexed by name
3055 * `minetest.registered_tools`
3056 * Map of registered tool definitions, indexed by name
3057 * `minetest.registered_entities`
3058 * Map of registered entity prototypes, indexed by name
3059 * `minetest.object_refs`
3060 * Map of object references, indexed by active object id
3061 * `minetest.luaentities`
3062 * Map of Lua entities, indexed by active object id
3063 * `minetest.registered_chatcommands`
3064 * Map of registered chat command definitions, indexed by name
3065 * `minetest.registered_ores`
3066 * List of registered ore definitions.
3067 * `minetest.registered_biomes`
3068 * List of registered biome definitions.
3069 * `minetest.registered_decorations`
3070 * List of registered decoration definitions.
3076 See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
3079 * `set_string(name, value)`
3080 * `get_string(name)`
3081 * `set_int(name, value)`
3083 * `set_float(name, value)`
3085 * `to_table()`: returns `nil` or a table with keys:
3086 * `fields`: key-value storage
3087 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
3088 * `from_table(nil or {})`
3089 * Any non-table value will clear the metadata
3090 * See "Node Metadata" for an example
3091 * returns `true` on success
3093 * returns `true` if this metadata has the same key-value pairs as `other`
3096 Node metadata: reference extra data and functionality stored in a node.
3097 Can be obtained via `minetest.get_meta(pos)`.
3100 * All methods in MetaDataRef
3101 * `get_inventory()`: returns `InvRef`
3102 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
3103 This will prevent them from being sent to the client. Note that the "private"
3104 status will only be remembered if an associated key-value pair exists, meaning
3105 it's best to call this when initializing all other meta (e.g. `on_construct`).
3107 ### `ItemStackMetaRef`
3108 ItemStack metadata: reference extra data and functionality stored in a stack.
3109 Can be obtained via `item:get_meta()`.
3112 * All methods in MetaDataRef
3115 Mod metadata: per mod metadata, saved automatically.
3116 Can be obtained via `minetest.get_mod_storage()` during load time.
3119 * All methods in MetaDataRef
3122 Node Timers: a high resolution persistent per-node timer.
3123 Can be gotten via `minetest.get_node_timer(pos)`.
3126 * `set(timeout,elapsed)`
3127 * set a timer's state
3128 * `timeout` is in seconds, and supports fractional values (0.1 etc)
3129 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
3130 * will trigger the node's `on_timer` function after `(timeout - elapsed)` seconds
3133 * equivalent to `set(timeout,0)`
3136 * `get_timeout()`: returns current timeout in seconds
3137 * if `timeout` equals `0`, timer is inactive
3138 * `get_elapsed()`: returns current elapsed time in seconds
3139 * the node's `on_timer` function will be called after `(timeout - elapsed)` seconds
3140 * `is_started()`: returns boolean state of timer
3141 * returns `true` if timer is started, otherwise `false`
3144 Moving things in the game are generally these.
3146 This is basically a reference to a C++ `ServerActiveObject`
3149 * `remove()`: remove object (after returning from Lua)
3150 * Note: Doesn't work on players, use `minetest.kick_player` instead
3151 * `get_pos()`: returns `{x=num, y=num, z=num}`
3152 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
3153 * `move_to(pos, continuous=false)`: interpolated move
3154 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
3155 * `puncher` = another `ObjectRef`,
3156 * `time_from_last_punch` = time since last punch action of the puncher
3157 * `direction`: can be `nil`
3158 * `right_click(clicker)`; `clicker` is another `ObjectRef`
3159 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
3160 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
3161 * `get_inventory()`: returns an `InvRef`
3162 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
3163 * `get_wield_index()`: returns the index of the wielded item
3164 * `get_wielded_item()`: returns an `ItemStack`
3165 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
3166 * `set_armor_groups({group1=rating, group2=rating, ...})`
3167 * `get_armor_groups()`: returns a table with the armor group ratings
3168 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
3169 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`
3170 * `set_attach(parent, bone, position, rotation)`
3172 * `position`: `{x=num, y=num, z=num}` (relative)
3173 * `rotation`: `{x=num, y=num, z=num}`
3174 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
3176 * `set_bone_position(bone, position, rotation)`
3178 * `position`: `{x=num, y=num, z=num}` (relative)
3179 * `rotation`: `{x=num, y=num, z=num}`
3180 * `get_bone_position(bone)`: returns position and rotation of the bone
3181 * `set_properties(object property table)`
3182 * `get_properties()`: returns object property table
3183 * `is_player()`: returns true for players, false otherwise
3184 * `get_nametag_attributes()`
3185 * returns a table with the attributes of the nametag of an object
3187 color = {a=0..255, r=0..255, g=0..255, b=0..255},
3190 * `set_nametag_attributes(attributes)`
3191 * sets the attributes of the nametag of an object
3195 text = "My Nametag",
3198 ##### LuaEntitySAO-only (no-op for other objects)
3199 * `set_velocity({x=num, y=num, z=num})`
3200 * `get_velocity()`: returns `{x=num, y=num, z=num}`
3201 * `set_acceleration({x=num, y=num, z=num})`
3202 * `get_acceleration()`: returns `{x=num, y=num, z=num}`
3203 * `set_yaw(radians)`
3204 * `get_yaw()`: returns number in radians
3205 * `set_texture_mod(mod)`
3206 * `get_texture_mod()` returns current texture modifier
3207 * `set_sprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
3208 select_horiz_by_yawpitch=false)`
3209 * Select sprite from spritesheet with optional animation and DM-style
3210 texture selection based on yaw relative to camera
3211 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
3214 ##### Player-only (no-op for other objects)
3215 * `get_player_name()`: returns `""` if is not a player
3216 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
3217 table {x, y, z} representing the player's instantaneous velocity in nodes/s
3218 * `get_look_dir()`: get camera direction as a unit vector
3219 * `get_look_vertical()`: pitch in radians
3220 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
3221 * `get_look_horizontal()`: yaw in radians
3222 * Angle is counter-clockwise from the +z direction.
3223 * `set_look_vertical(radians)`: sets look pitch
3224 * radians - Angle from looking forward, where positive is downwards.
3225 * `set_look_horizontal(radians)`: sets look yaw
3226 * radians - Angle from the +z direction, where positive is counter-clockwise.
3227 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use `get_look_vertical`.
3228 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
3229 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`.
3230 * Angle is counter-clockwise from the +x direction.
3231 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`.
3232 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`.
3233 * `get_breath()`: returns players breath
3234 * `set_breath(value)`: sets players breath
3236 * `0`: player is drowning,
3237 * `1`-`10`: remaining number of bubbles
3238 * `11`: bubbles bar is not shown
3239 * `set_attribute(attribute, value)`:
3240 * Sets an extra attribute with value on player.
3241 * `value` must be a string.
3242 * If `value` is `nil`, remove attribute from player.
3243 * `get_attribute(attribute)`:
3244 * Returns value (a string) for extra attribute.
3245 * Returns `nil` if no attribute found.
3246 * `set_inventory_formspec(formspec)`
3247 * Redefine player's inventory form
3248 * Should usually be called in `on_joinplayer`
3249 * `get_inventory_formspec()`: returns a formspec string
3250 * `get_player_control()`: returns table with player pressed keys
3251 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
3252 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
3253 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
3254 * `set_physics_override(override_table)`
3255 * `override_table` is a table with the following fields:
3256 * `speed`: multiplier to default walking speed value (default: `1`)
3257 * `jump`: multiplier to default jump value (default: `1`)
3258 * `gravity`: multiplier to default gravity value (default: `1`)
3259 * `sneak`: whether player can sneak (default: `true`)
3260 * `sneak_glitch`: whether player can use the new move code replications
3261 of the old sneak side-effects: sneak ladders and 2 node sneak jump
3263 * `new_move`: use new move/sneak code. When `false` the exact old code
3264 is used for the specific old sneak behaviour (default: `true`)
3265 * `get_physics_override()`: returns the table given to `set_physics_override`
3266 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
3268 * `hud_remove(id)`: remove the HUD element of the specified id
3269 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
3270 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
3271 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
3272 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
3273 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
3274 * pass a table containing a `true`/`false` value of each flag to be set or unset
3275 * if a flag equals `nil`, the flag is not modified
3276 * note that setting `minimap` modifies the client's permission to view the minimap -
3277 * the client may locally elect to not view the minimap
3278 * `hud_get_flags()`: returns a table containing status of hud flags
3279 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
3280 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
3281 * `count`: number of items, must be between `1` and `23`
3282 * `hud_get_hotbar_itemcount`: returns number of visible items
3283 * `hud_set_hotbar_image(texturename)`
3284 * sets background image for hotbar
3285 * `hud_get_hotbar_image`: returns texturename
3286 * `hud_set_hotbar_selected_image(texturename)`
3287 * sets image for selected item of hotbar
3288 * `hud_get_hotbar_selected_image`: returns texturename
3289 * `set_sky(bgcolor, type, {texture names}, clouds)`
3290 * `bgcolor`: ColorSpec, defaults to white
3291 * `type`: Available types:
3292 * `"regular"`: Uses 0 textures, `bgcolor` ignored
3293 * `"skybox"`: Uses 6 textures, `bgcolor` used
3294 * `"plain"`: Uses 0 textures, `bgcolor` used
3295 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
3296 `"plain"` custom skyboxes (default: `true`)
3297 * `get_sky()`: returns bgcolor, type, table of textures, clouds
3298 * `set_clouds(parameters)`: set cloud parameters
3299 * `parameters` is a table with the following optional fields:
3300 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
3301 * `color`: basic cloud color, with alpha channel (default `#fff0f0e5`)
3302 * `ambient`: cloud color lower bound, use for a "glow at night" effect (default `#000000`)
3303 * `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`)
3304 * `thickness`: cloud thickness in nodes (default `16`)
3305 * `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, y=-2}`)
3306 * `get_clouds()`: returns a table with the current cloud parameters as in `set_clouds`
3307 * `override_day_night_ratio(ratio or nil)`
3308 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
3309 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
3310 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
3311 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
3313 set animation for player model in third person view
3315 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
3316 {x=168, y=187}, -- < walk animation key frames
3317 {x=189, y=198}, -- < dig animation key frames
3318 {x=200, y=219}, -- < walk+dig animation key frames
3319 frame_speed=30): -- < animation frame speed
3320 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and `frame_speed`
3321 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
3322 * in first person view
3323 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
3324 * `get_eye_offset()`: returns `offset_first` and `offset_third`
3327 An `InvRef` is a reference to an inventory.
3330 * `is_empty(listname)`: return `true` if list is empty
3331 * `get_size(listname)`: get size of a list
3332 * `set_size(listname, size)`: set size of a list
3333 * returns `false` on error (e.g. invalid `listname` or `size`)
3334 * `get_width(listname)`: get width of a list
3335 * `set_width(listname, width)`: set width of list; currently used for crafting
3336 * `get_stack(listname, i)`: get a copy of stack index `i` in list
3337 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
3338 * `get_list(listname)`: return full list
3339 * `set_list(listname, list)`: set full list (size will not change)
3340 * `get_lists()`: returns list of inventory lists
3341 * `set_lists(lists)`: sets inventory lists (size will not change)
3342 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
3343 * `room_for_item(listname, stack):` returns `true` if the stack of items
3344 can be fully added to the list
3345 * `contains_item(listname, stack, [match_meta])`: returns `true` if
3346 the stack of items can be fully taken from the list.
3347 If `match_meta` is false, only the items' names are compared (default: `false`).
3348 * `remove_item(listname, stack)`: take as many items as specified from the list,
3349 returns the items that were actually removed (as an `ItemStack`) -- note that
3350 any item metadata is ignored, so attempting to remove a specific unique
3351 item this way will likely remove the wrong one -- to do that use `set_stack`
3352 with an empty `ItemStack`
3353 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
3354 * returns `{type="undefined"}` in case location is not known
3357 A fast access data structure to store areas, and find areas near a given position or area.
3358 Every area has a `data` string attribute to store additional information.
3359 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
3360 If you chose the parameter-less constructor, a fast implementation will be automatically
3364 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
3365 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3366 Returns nil if specified area id does not exist.
3367 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
3368 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
3370 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
3371 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
3372 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
3373 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3374 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
3375 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
3376 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
3377 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
3378 or insertions are likely to fail due to conflicts.
3379 * `reserve(count)`: reserves resources for at most `count` many contained areas.
3380 Only needed for efficiency, and only some implementations profit.
3381 * `remove_area(id)`: removes the area with the given id from the store, returns success.
3382 * `set_cache_params(params)`: sets params for the included prefiltering cache.
3383 Calling invalidates the cache, so that its elements have to be newly generated.
3386 enabled = boolean, -- whether to enable, default true
3387 block_radius = number, -- the radius (in nodes) of the areas the cache generates
3388 prefiltered lists for, minimum 16, default 64
3389 limit = number, -- the cache's size, minimum 20, default 1000
3391 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
3392 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
3393 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
3394 Returns success and, optionally, an error message.
3395 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
3398 An `ItemStack` is a stack of items.
3400 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
3401 an itemstring, a table or `nil`.
3404 * `is_empty()`: Returns `true` if stack is empty.
3405 * `get_name()`: Returns item name (e.g. `"default:stone"`).
3406 * `set_name(item_name)`: Returns boolean whether item was cleared
3407 * `get_count()`: Returns number of items on the stack.
3408 * `set_count(count)`: Returns boolean whether item was cleared
3409 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
3410 * `set_wear(wear)`: Returns boolean whether item was cleared
3411 * `get_meta()`: Returns ItemStackMetaRef. See section for more details
3412 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
3413 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
3414 * `clear()`: removes all items from the stack, making it empty.
3415 * `replace(item)`: replace the contents of this stack.
3416 * `item` can also be an itemstring or table.
3417 * `to_string()`: Returns the stack in itemstring form.
3418 * `to_table()`: Returns the stack in Lua table form.
3419 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
3420 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
3421 * `is_known()`: Returns `true` if the item name refers to a defined item type.
3422 * `get_definition()`: Returns the item definition table.
3423 * `get_tool_capabilities()`: Returns the digging properties of the item,
3424 or those of the hand if none are defined for this item type
3425 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
3426 * `add_item(item)`: Put some item or stack onto this stack.
3427 Returns leftover `ItemStack`.
3428 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
3430 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
3431 Returns taken `ItemStack`.
3432 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
3433 Returns taken `ItemStack`.
3436 A 16-bit pseudorandom number generator.
3437 Uses a well-known LCG algorithm introduced by K&R.
3439 It can be created via `PseudoRandom(seed)`.
3442 * `next()`: return next integer random number [`0`...`32767`]
3443 * `next(min, max)`: return next integer random number [`min`...`max`]
3444 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
3445 due to the simple implementation making bad distribution otherwise.
3448 A 32-bit pseudorandom number generator.
3449 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
3451 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
3454 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
3455 * `next(min, max)`: return next integer random number [`min`...`max`]
3456 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
3457 * This is only a rough approximation of a normal distribution with:
3458 * `mean = (max - min) / 2`, and
3459 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
3460 * Increasing `num_trials` improves accuracy of the approximation
3463 Interface for the operating system's crypto-secure PRNG.
3465 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3466 be found on the system.
3469 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3472 A perlin noise generator.
3473 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3474 or `PerlinNoise(noiseparams)`.
3475 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3476 or `minetest.get_perlin(noiseparams)`.
3479 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3480 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3482 ### `PerlinNoiseMap`
3483 A fast, bulk perlin noise generator.
3485 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3486 `minetest.get_perlin_map(noiseparams, size)`.
3488 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
3489 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3492 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3493 nil, this table will be used to store the result instead of creating a new table.
3497 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3498 with values starting at `pos={x=,y=}`
3499 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3500 of 3D noise with values starting at `pos={x=,y=,z=}`
3501 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3502 with values starting at `pos={x=,y=}`
3503 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3504 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3505 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3506 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3507 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3508 takes a chunk of `slice_size`.
3509 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3510 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3511 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3512 the starting position of the most recently calculated noise.
3513 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3514 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3515 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3519 #### About VoxelManip
3520 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3521 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3522 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3523 to with other methods of setting nodes. For example, nodes will not have their construction and
3524 destruction callbacks run, and no rollback information is logged.
3526 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3527 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3528 of high level node placement features, perhaps `minetest.set_node()` is better suited for the job.
3530 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3531 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3532 setting a 5x5x5 node area, a `minetest.set_node()` loop may be more optimal. Always profile code
3533 using both methods of map manipulation to determine which is most appropriate for your usage.
3535 #### Using VoxelManip
3536 A VoxelManip object can be created any time using either:
3537 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3539 If the optional position parameters are present for either of these routines, the specified region
3540 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3541 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3543 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3544 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3545 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3546 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3548 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3549 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3550 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3552 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3553 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3554 `VoxelManip:get_light_data()` for node light levels, and
3555 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3557 See section 'Flat array format' for more details.
3559 It is very important to understand that the tables returned by any of the above three functions
3560 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3561 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3562 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3563 otherwise explicitly stated.
3565 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3566 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3567 `VoxelManip:set_light_data()` for node light levels, and
3568 `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3570 The parameter to each of the above three functions can use any table at all in the same flat array
3571 format as produced by `get_data()` et al. and is *not required* to be a table retrieved from `get_data()`.
3573 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3574 to the map by calling `VoxelManip:write_to_map()`.
3577 ##### Flat array format
3579 `Nx = p2.X - p1.X + 1`,
3580 `Ny = p2.Y - p1.Y + 1`, and
3581 `Nz = p2.Z - p1.Z + 1`.
3583 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3584 the expression `Nx * Ny * Nz`.
3586 Positions offset from p1 are present in the array with the format of:
3590 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3591 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3593 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3594 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3596 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3598 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3602 and the array index for a position p contained completely in p1..p2 is:
3604 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3606 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3607 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3608 for a single point in a flat VoxelManip array.
3611 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3612 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3613 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3614 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3615 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3616 Note that the node being queried needs to have already been been registered.
3618 The following builtin node types have their Content IDs defined as constants:
3620 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3621 * `minetest.CONTENT_AIR`: ID for "air" nodes
3622 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3624 ##### Mapgen VoxelManip objects
3625 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3626 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3627 but with a few differences:
3629 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3630 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3631 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3632 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3633 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3634 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3635 consistency with the current map state. For this reason, calling any of the following functions:
3636 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3637 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3638 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3639 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3641 ##### Other API functions operating on a VoxelManip
3642 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3643 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3644 written all buffered data back to the VoxelManip object, save for special situations where the modder
3645 desires to only have certain liquid nodes begin flowing.
3647 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3648 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3650 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3651 except instead of placing the specified schematic directly on the map at the specified position, it
3652 will place the schematic inside of the VoxelManip.
3655 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3656 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3657 `VoxelManip:get_node_at()`.
3658 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3659 filled with "ignore" nodes.
3660 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3661 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3662 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3663 object in the same callback it had been created.
3664 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3665 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3666 buffer the function can use to write map data to instead of returning a new table each call. This
3667 greatly enhances performance by avoiding unnecessary memory allocations.
3670 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3671 the region formed by `p1` and `p2`.
3672 * returns actual emerged `pmin`, actual emerged `pmax`
3673 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map.
3674 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3675 * if `light` is true, then lighting is automatically recalculated.
3676 The default value is true.
3677 If `light` is false, no light calculations happen, and you should correct
3678 all modified blocks with `minetest.fix_light()` as soon as possible.
3679 Keep in mind that modifying the map where light is incorrect can cause
3681 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3682 the `VoxelManip` at that position
3683 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3684 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3685 * returns raw node data in the form of an array of node content IDs
3686 * if the param `buffer` is present, this table will be used to store the result instead
3687 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3688 * `update_map()`: Does nothing, kept for compatibility.
3689 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3690 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3691 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3692 * (`p1`, `p2`) is the area in which lighting is set;
3693 defaults to the whole area if left out
3694 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3695 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3696 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3697 * `light = day + (night * 16)`
3698 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3700 * expects lighting data in the same format that `get_light_data()` returns
3701 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
3702 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3703 * If the param `buffer` is present, this table will be used to store the result instead
3704 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3705 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3706 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3707 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3709 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3710 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3711 * `update_liquids()`: Update liquid flow
3712 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3713 had been modified since the last read from map, due to a call to
3714 `minetest.set_data()` on the loaded area elsewhere
3715 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3718 A helper class for voxel areas.
3719 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3720 The coordinates are *inclusive*, like most other things in Minetest.
3723 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3724 `MinEdge` and `MaxEdge`
3725 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3726 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3727 * useful for things like `VoxelManip`, raw Schematic specifiers,
3728 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3729 * `indexp(p)`: same as above, except takes a vector
3730 * `position(i)`: returns the absolute position vector corresponding to index `i`
3731 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3732 * `containsp(p)`: same as above, except takes a vector
3733 * `containsi(i)`: same as above, except takes an index `i`
3734 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3735 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3736 * `iterp(minp, maxp)`: same as above, except takes a vector
3739 An interface to read config files in the format of `minetest.conf`.
3741 It can be created via `Settings(filename)`.
3744 * `get(key)`: returns a value
3745 * `get_bool(key)`: returns a boolean
3747 * Setting names can't contain whitespace or any of `="{}#`.
3748 * Setting values can't contain the sequence `\n"""`.
3749 * Setting names starting with "secure." can't be set on the main settings object (`minetest.settings`).
3750 * `set_bool(key, value)`
3751 * See documentation for set() above.
3752 * `remove(key)`: returns a boolean (`true` for success)
3753 * `get_names()`: returns `{key1,...}`
3754 * `write()`: returns a boolean (`true` for success)
3755 * Writes changes to file.
3756 * `to_table()`: returns `{[key1]=value1,...}`
3760 A mapgen object is a construct used in map generation. Mapgen objects can be used
3761 by an `on_generate` callback to speed up operations by avoiding unnecessary
3762 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3763 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3764 was called outside of an `on_generate()` callback, `nil` is returned.
3766 The following Mapgen objects are currently available:
3769 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3770 emerged position, in that order. All mapgens support this object.
3773 Returns an array containing the y coordinates of the ground levels of nodes in
3774 the most recently generated chunk by the current mapgen.
3777 Returns an array containing the biome IDs of nodes in the most recently
3778 generated chunk by the current mapgen.
3781 Returns an array containing the temperature values of nodes in the most
3782 recently generated chunk by the current mapgen.
3785 Returns an array containing the humidity values of nodes in the most recently
3786 generated chunk by the current mapgen.
3789 Returns a table mapping requested generation notification types to arrays of
3790 positions at which the corresponding generated structures are located at within
3791 the current chunk. To set the capture of positions of interest to be recorded
3792 on generate, use `minetest.set_gen_notify()`.
3794 Possible fields of the table returned are:
3800 * `large_cave_begin`
3804 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3805 numeric unique decoration ID.
3809 * Functions receive a "luaentity" as `self`:
3810 * It has the member `.name`, which is the registered name `("mod:thing")`
3811 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3812 * The original prototype stuff is visible directly via a metatable
3814 * `on_activate(self, staticdata, dtime_s)`
3815 * Called when the object is instantiated.
3816 * `dtime_s` is the time passed since the object was unloaded, which can
3817 be used for updating the entity state.
3818 * `on_step(self, dtime)`
3819 * Called on every server tick, after movement and collision processing.
3820 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3822 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
3823 * Called when somebody punches the object.
3824 * Note that you probably want to handle most punches using the
3825 automatic armor group system.
3826 * `puncher`: an `ObjectRef` (can be `nil`)
3827 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3828 * `tool_capabilities`: capability table of used tool (can be `nil`)
3829 * `dir`: unit vector of direction of punch. Always defined. Points from
3830 the puncher to the punched.
3831 * `on_rightclick(self, clicker)`
3832 * `get_staticdata(self)`
3833 * Should return a string that will be passed to `on_activate` when
3834 the object is instantiated the next time.
3839 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
3840 Often these bugs appear as subtle shadows in water.
3845 axiom, --string initial tree axiom
3846 rules_a, --string rules set A
3847 rules_b, --string rules set B
3848 rules_c, --string rules set C
3849 rules_d, --string rules set D
3850 trunk, --string trunk node name
3851 leaves, --string leaves node name
3852 leaves2, --string secondary leaves node name
3853 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3854 angle, --num angle in deg
3855 iterations, --num max # of iterations, usually 2 -5
3856 random_level, --num factor to lower nr of iterations, usually 0 - 3
3857 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3858 -- 2x2 nodes or 3x3 in cross shape
3859 thin_branches, --boolean true -> use thin (1 node) branches
3860 fruit, --string fruit node name
3861 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3862 seed, --num random seed; if no seed is provided, the engine will create one
3865 ### Key for Special L-System Symbols used in Axioms
3867 * `G`: move forward one unit with the pen up
3868 * `F`: move forward one unit with the pen down drawing trunks and branches
3869 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3870 * `T`: move forward one unit with the pen down drawing trunks only
3871 * `R`: move forward one unit with the pen down placing fruit
3872 * `A`: replace with rules set A
3873 * `B`: replace with rules set B
3874 * `C`: replace with rules set C
3875 * `D`: replace with rules set D
3876 * `a`: replace with rules set A, chance 90%
3877 * `b`: replace with rules set B, chance 80%
3878 * `c`: replace with rules set C, chance 70%
3879 * `d`: replace with rules set D, chance 60%
3880 * `+`: yaw the turtle right by `angle` parameter
3881 * `-`: yaw the turtle left by `angle` parameter
3882 * `&`: pitch the turtle down by `angle` parameter
3883 * `^`: pitch the turtle up by `angle` parameter
3884 * `/`: roll the turtle to the right by `angle` parameter
3885 * `*`: roll the turtle to the left by `angle` parameter
3886 * `[`: save in stack current state info
3887 * `]`: recover from stack state info
3890 Spawn a small apple tree:
3892 pos = {x=230,y=20,z=4}
3895 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3896 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3897 trunk="default:tree",
3898 leaves="default:leaves",
3902 trunk_type="single",
3905 fruit="default:apple"
3907 minetest.spawn_tree(pos,apple_tree)
3912 ### Object Properties
3917 collide_with_objects = true, -- collide with other objects if physical = true
3919 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
3920 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
3921 visual_size = {x = 1, y = 1},
3923 textures = {}, -- number of required textures depends on visual
3924 colors = {}, -- number of required colors depends on visual
3925 spritediv = {x = 1, y = 1},
3926 initial_sprite_basepos = {x = 0, y = 0},
3928 makes_footstep_sound = false,
3929 automatic_rotate = false,
3931 automatic_face_movement_dir = 0.0,
3932 -- ^ Automatically set yaw to movement direction, offset in degrees,
3933 -- 'false' to disable.
3934 automatic_face_movement_max_rotation_per_sec = -1,
3935 -- ^ Limit automatic rotation to this value in degrees per second,
3936 -- value < 0 no limit.
3937 backface_culling = true, -- false to disable backface_culling for model
3938 nametag = "", -- by default empty, for players their name is shown if empty
3939 nametag_color = <color>, -- sets color of nametag as ColorSpec
3940 infotext = "", -- by default empty, text to be shown when pointed at object
3943 ### Entity definition (`register_entity`)
3946 -- Deprecated: Everything in object properties is read directly from here
3948 initial_properties = --[[<initial object properties>]],
3950 on_activate = function(self, staticdata, dtime_s),
3951 on_step = function(self, dtime),
3952 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
3953 on_rightclick = function(self, clicker),
3954 get_staticdata = function(self),
3955 -- ^ Called sometimes; the string returned is passed to on_activate when
3956 -- the entity is re-activated from static state
3958 -- Also you can define arbitrary member variables here (see item definition for
3960 _custom_field = whatever,
3963 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3966 label = "Lava cooling",
3967 -- ^ Descriptive label for profiling purposes (optional).
3968 -- Definitions with identical labels will be listed as one.
3969 -- In the following two fields, also group:groupname will work.
3970 nodenames = {"default:lava_source"},
3971 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
3972 ^ If left out or empty, any neighbor will do ]]
3973 interval = 1.0, -- Operation interval in seconds
3974 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
3975 catch_up = true, -- If true, catch-up behaviour is enabled --[[
3976 ^ The chance value is temporarily reduced when returning to
3977 an area to simulate time lost by the area being unattended.
3978 ^ Note chance value can often be reduced to 1 ]]
3979 action = func(pos, node, active_object_count, active_object_count_wider),
3982 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
3985 label = "Upgrade legacy doors",
3986 -- ^ Descriptive label for profiling purposes (optional).
3987 -- Definitions with identical labels will be listed as one.
3988 name = "modname:replace_legacy_door",
3989 nodenames = {"default:lava_source"},
3990 -- ^ List of node names to trigger the LBM on.
3991 -- Also non-registered nodes will work.
3992 -- Groups (as of group:groupname) will work as well.
3993 run_at_every_load = false,
3994 -- ^ Whether to run the LBM's action every time a block gets loaded,
3995 -- and not just for blocks that were saved last time before LBMs were
3996 -- introduced to the world.
3997 action = func(pos, node),
4000 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
4003 description = "Steel Axe",
4004 groups = {}, -- key = name, value = rating; rating = 1..3.
4005 if rating not applicable, use 1.
4006 e.g. {wool = 1, fluffy = 3}
4007 {soil = 2, outerspace = 1, crumbly = 1}
4008 {bendy = 2, snappy = 1},
4009 {hard = 1, metal = 1, spikes = 1}
4010 inventory_image = "default_tool_steelaxe.png",
4014 ^ An image file containing the palette of a node.
4015 ^ You can set the currently used color as the
4016 ^ "palette_index" field of the item stack metadata.
4017 ^ The palette is always stretched to fit indices
4018 ^ between 0 and 255, to ensure compatibility with
4019 ^ "colorfacedir" and "colorwallmounted" nodes.
4021 color = "0xFFFFFFFF",
4023 ^ The color of the item. The palette overrides this.
4025 wield_scale = {x = 1, y = 1, z = 1},
4028 liquids_pointable = false,
4029 tool_capabilities = {
4030 full_punch_interval = 1.0,
4034 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
4036 damage_groups = {groupname = damage},
4038 node_placement_prediction = nil,
4040 ^ If nil and item is node, prediction is made automatically
4041 ^ If nil and item is not a node, no prediction is made
4042 ^ If "" and item is anything, no prediction is made
4043 ^ Otherwise should be name of node which the client immediately places
4044 on ground when the player places the item. Server will always update
4045 actual result to client in a short moment.
4048 breaks = "default_tool_break", -- tools only
4049 place = --[[<SimpleSoundSpec>]],
4052 on_place = func(itemstack, placer, pointed_thing),
4054 ^ Shall place item and return the leftover itemstack
4055 ^ The placer may be any ObjectRef or nil.
4056 ^ default: minetest.item_place ]]
4057 on_secondary_use = func(itemstack, user, pointed_thing),
4059 ^ Same as on_place but called when pointing at nothing.
4060 ^ The user may be any ObjectRef or nil.
4061 ^ pointed_thing : always { type = "nothing" }
4063 on_drop = func(itemstack, dropper, pos),
4065 ^ Shall drop item and return the leftover itemstack
4066 ^ The dropper may be any ObjectRef or nil.
4067 ^ default: minetest.item_drop ]]
4068 on_use = func(itemstack, user, pointed_thing),
4071 ^ Function must return either nil if no item shall be removed from
4072 inventory, or an itemstack to replace the original itemstack.
4073 e.g. itemstack:take_item(); return itemstack
4074 ^ Otherwise, the function is free to do what it wants.
4075 ^ The user may be any ObjectRef or nil.
4076 ^ The default functions handle regular use cases.
4078 after_use = func(itemstack, user, node, digparams),
4081 ^ If defined, should return an itemstack and will be called instead of
4082 wearing out the tool. If returns nil, does nothing.
4083 If after_use doesn't exist, it is the same as:
4084 function(itemstack, user, node, digparams)
4085 itemstack:add_wear(digparams.wear)
4088 ^ The user may be any ObjectRef or nil.
4090 _custom_field = whatever,
4092 ^ Add your own custom fields. By convention, all custom field names
4093 should start with `_` to avoid naming collisions with future engine
4100 * `{name="image.png", animation={Tile Animation definition}}`
4101 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
4102 tileable_horizontal=bool}`
4103 * backface culling enabled by default for most nodes
4104 * tileable flags are info for shaders, how they should treat texture
4105 when displacement mapping is used
4106 Directions are from the point of view of the tile texture,
4107 not the node it's on
4108 * `{name="image.png", color=ColorSpec}`
4109 * the texture's color will be multiplied with this color.
4110 * the tile's color overrides the owning node's color in all cases.
4111 * deprecated, yet still supported field names:
4114 ### Tile animation definition
4117 type = "vertical_frames",
4119 -- ^ specify width of a frame in pixels
4121 -- ^ specify height of a frame in pixels
4123 -- ^ specify full loop length
4129 -- ^ specify width in number of frames
4131 -- ^ specify height in number of frames
4133 -- ^ specify length of a single frame
4136 ### Node definition (`register_node`)
4139 -- <all fields allowed in item definitions>,
4141 drawtype = "normal", -- See "Node drawtypes"
4142 visual_scale = 1.0, --[[
4143 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
4144 ^ "firelike", "mesh".
4145 ^ For plantlike and firelike, the image will start at the bottom of the
4146 ^ node, for the other drawtypes the image will be centered on the node.
4147 ^ Note that positioning for "torchlike" may still change. ]]
4148 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4149 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
4150 ^ List can be shortened to needed length ]]
4151 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4152 ^ Same as `tiles`, but these textures are drawn on top of the
4153 ^ base tiles. You can use this to colorize only specific parts of
4154 ^ your texture. If the texture name is an empty string, that
4155 ^ overlay is not drawn. Since such tiles are drawn twice, it
4156 ^ is not recommended to use overlays on very common nodes.
4157 special_tiles = {tile definition 1, Tile definition 2}, --[[
4158 ^ Special textures of node; used rarely (old field name: special_materials)
4159 ^ List can be shortened to needed length ]]
4160 color = ColorSpec, --[[
4161 ^ The node's original color will be multiplied with this color.
4162 ^ If the node has a palette, then this setting only has an effect
4163 ^ in the inventory and on the wield item. ]]
4164 use_texture_alpha = false, -- Use texture's alpha channel
4165 palette = "palette.png", --[[
4166 ^ The node's `param2` is used to select a pixel from the image
4167 ^ (pixels are arranged from left to right and from top to bottom).
4168 ^ The node's color will be multiplied with the selected pixel's
4169 ^ color. Tiles can override this behavior.
4170 ^ Only when `paramtype2` supports palettes. ]]
4171 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
4172 paramtype = "none", -- See "Nodes" --[[
4173 ^ paramtype = "light" allows light to propagate from or through the node with light value
4174 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
4175 paramtype2 = "none", -- See "Nodes"
4176 place_param2 = nil, -- Force value for param2 when player places node
4177 is_ground_content = true, -- If false, the cave generator will not carve through this
4178 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
4179 walkable = true, -- If true, objects collide with node
4180 pointable = true, -- If true, can be pointed at
4181 diggable = true, -- If false, can never be dug
4182 climbable = false, -- If true, can be climbed on (ladder)
4183 buildable_to = false, -- If true, placed nodes can replace this node
4184 floodable = false, --[[
4185 ^ If true, liquids flow into and replace this node.
4186 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4187 liquidtype = "none", -- "none"/"source"/"flowing"
4188 liquid_alternative_flowing = "", -- Flowing version of source liquid
4189 liquid_alternative_source = "", -- Source version of flowing liquid
4190 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
4191 liquid_renewable = true, --[[
4192 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
4194 ^ Block contains level in param2. Value is default level, used for snow.
4195 ^ Don't forget to use "leveled" type nodebox. ]]
4196 liquid_range = 8, -- number of flowing nodes around source (max. 8)
4197 drowning = 0, -- Player will take this amount of damage if no bubbles are left
4198 light_source = 0, --[[
4199 ^ Amount of light emitted by node.
4200 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
4201 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
4202 damage_per_second = 0, -- If player is inside node, this damage is caused
4203 node_box = {type="regular"}, -- See "Node boxes"
4204 connects_to = nodenames, --[[
4205 * Used for nodebox nodes with the type == "connected"
4206 * Specifies to what neighboring nodes connections will be drawn
4207 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
4208 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
4209 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
4211 selection_box = {type="regular"}, -- See "Node boxes" --[[
4212 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
4213 legacy_facedir_simple = false, -- Support maps made in and before January 2012
4214 legacy_wallmounted = false, -- Support maps made in and before January 2012
4215 waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
4216 ^ 1 - wave node like plants (top of node moves, bottom is fixed)
4217 ^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
4218 ^ caveats: not all models will properly wave
4219 ^ plantlike drawtype nodes can only wave like plants
4220 ^ allfaces_optional drawtype nodes can only wave like leaves --]]
4222 footstep = <SimpleSoundSpec>,
4223 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
4224 dug = <SimpleSoundSpec>,
4225 place = <SimpleSoundSpec>,
4226 place_failed = <SimpleSoundSpec>,
4228 drop = "", -- Name of dropped node when dug. Default is the node itself.
4231 max_items = 1, -- Maximum number of items to drop.
4232 items = { -- Choose max_items randomly from this list.
4234 items = {"foo:bar", "baz:frob"}, -- Items to drop.
4235 rarity = 1, -- Probability of dropping is 1 / rarity.
4240 on_construct = func(pos), --[[
4241 ^ Node constructor; called after adding node
4242 ^ Can set up metadata and stuff like that
4243 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4245 on_destruct = func(pos), --[[
4246 ^ Node destructor; called before removing node
4247 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4249 after_destruct = func(pos, oldnode), --[[
4250 ^ Node destructor; called after removing node
4251 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4253 on_flood = func(pos, oldnode, newnode), --[[
4254 ^ Called when a liquid (newnode) is about to flood oldnode, if
4255 ^ it has `floodable = true` in the nodedef. Not called for bulk
4256 ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
4257 ^ return true the node is not flooded, but on_flood callback will
4258 ^ most likely be called over and over again every liquid update
4259 ^ interval. Default: nil.
4260 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4262 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
4263 ^ Called after constructing node when node was placed using
4264 minetest.item_place_node / minetest.place_node
4265 ^ If return true no item is taken from itemstack
4267 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
4268 ^ oldmetadata is in table format
4269 ^ Called after destructing node when node was dug using
4270 minetest.node_dig / minetest.dig_node
4272 can_dig = function(pos, [player]) --[[
4273 ^ returns true if node can be dug, or false if not
4276 on_punch = func(pos, node, puncher, pointed_thing), --[[
4277 ^ default: minetest.node_punch
4278 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
4279 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
4281 ^ if defined, itemstack will hold clicker's wielded item
4282 ^ Shall return the leftover itemstack
4283 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
4285 on_dig = func(pos, node, digger), --[[
4286 ^ default: minetest.node_dig
4287 ^ By default: checks privileges, wears out tool and removes node ]]
4289 on_timer = function(pos,elapsed), --[[
4291 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
4292 ^ elapsed is the total time passed since the timer was started
4293 ^ return true to run the timer for another cycle with the same timeout value ]]
4295 on_receive_fields = func(pos, formname, fields, sender), --[[
4296 ^ fields = {name1 = value1, name2 = value2, ...}
4297 ^ Called when an UI form (e.g. sign text input) returns data
4300 allow_metadata_inventory_move = func(pos, from_list, from_index,
4301 to_list, to_index, count, player), --[[
4302 ^ Called when a player wants to move items inside the inventory
4303 ^ Return value: number of items allowed to move ]]
4305 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
4306 ^ Called when a player wants to put something into the inventory
4307 ^ Return value: number of items allowed to put
4308 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4310 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4311 ^ Called when a player wants to take something out of the inventory
4312 ^ Return value: number of items allowed to take
4313 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4315 on_metadata_inventory_move = func(pos, from_list, from_index,
4316 to_list, to_index, count, player),
4317 on_metadata_inventory_put = func(pos, listname, index, stack, player),
4318 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4319 ^ Called after the actual action has happened, according to what was allowed.
4320 ^ No return value ]]
4322 on_blast = func(pos, intensity), --[[
4323 ^ intensity: 1.0 = mid range of regular TNT
4324 ^ If defined, called when an explosion touches the node, instead of
4325 removing the node ]]
4328 ### Recipe for `register_craft` (shaped)
4331 output = 'default:pick_stone',
4333 {'default:cobble', 'default:cobble', 'default:cobble'},
4334 {'', 'default:stick', ''},
4335 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
4337 replacements = --[[<optional list of item pairs,
4338 replace one input item with another item on crafting>]]
4341 ### Recipe for `register_craft` (shapeless)
4345 output = 'mushrooms:mushroom_stew',
4348 "mushrooms:mushroom_brown",
4349 "mushrooms:mushroom_red",
4351 replacements = --[[<optional list of item pairs,
4352 replace one input item with another item on crafting>]]
4355 ### Recipe for `register_craft` (tool repair)
4358 type = "toolrepair",
4359 additional_wear = -0.02,
4362 ### Recipe for `register_craft` (cooking)
4366 output = "default:glass",
4367 recipe = "default:sand",
4371 ### Recipe for `register_craft` (furnace fuel)
4375 recipe = "default:leaves",
4379 ### Ore definition (`register_ore`)
4382 ore_type = "scatter", -- See "Ore types"
4383 ore = "default:stone_with_coal",
4384 wherein = "default:stone",
4385 -- ^ a list of nodenames is supported too
4386 clust_scarcity = 8*8*8,
4387 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
4388 -- ^ This value should be *MUCH* higher than your intuition might tell you!
4390 -- ^ Number of ores in a cluster
4392 -- ^ Size of the bounding box of the cluster
4393 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
4397 -- ^ Attributes for this ore generation
4398 noise_threshold = 0.5,
4399 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
4400 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
4401 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
4402 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
4403 random_factor = 1.0,
4404 -- ^ Multiplier of the randomness contribution to the noise value at any
4405 -- given point to decide if ore should be placed. Set to 0 for solid veins.
4406 -- ^ This parameter is only valid for ore_type == "vein".
4407 biomes = {"desert", "rainforest"}
4408 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4409 -- ^ and ignored if the Mapgen being used does not support biomes.
4410 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4413 ### Biome definition (`register_biome`)
4416 The Biome API is still in an experimental phase and subject to change.
4420 node_dust = "default:snow",
4421 -- ^ Node dropped onto upper surface after all else is generated.
4422 node_top = "default:dirt_with_snow",
4424 -- ^ Node forming surface layer of biome and thickness of this layer.
4425 node_filler = "default:permafrost",
4427 -- ^ Node forming lower layer of biome and thickness of this layer.
4428 node_stone = "default:bluestone",
4429 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
4430 node_water_top = "default:ice",
4431 depth_water_top = 10,
4432 -- ^ Node forming a surface layer in seawater with the defined thickness.
4434 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
4435 node_river_water = "default:ice",
4436 -- ^ Node that replaces river water in mapgens that use default:river_water.
4437 node_riverbed = "default:gravel",
4439 -- ^ Node placed under river water and thickness of this layer.
4442 -- ^ Lower and upper limits for biome.
4443 -- ^ Because biome is not recalculated for every node in a node column
4444 -- ^ some biome materials can exceed their limits, especially stone.
4445 -- ^ For each node column in a mapchunk, biome is only recalculated at column
4446 -- ^ top and at each of these surfaces:
4447 -- ^ Ground below air, water below air, ground below water.
4448 -- ^ The selected biome then stays in effect for all nodes below until
4449 -- ^ column base or the next biome recalculation.
4451 humidity_point = 50,
4452 -- ^ Characteristic average temperature and humidity for the biome.
4453 -- ^ These values create 'biome points' on a voronoi diagram that has heat
4454 -- ^ and humidity as axes. The resulting voronoi cells determine which
4455 -- ^ heat/humidity points belong to which biome, and therefore determine
4456 -- ^ the area and location of each biome in the world.
4457 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
4458 -- ^ diagram to result in roughly equal size biomes.
4459 -- ^ Heat and humidity have average values of 50, vary mostly between
4460 -- ^ 0 and 100 but also often exceed these values.
4461 -- ^ Heat is not in degrees celcius, both values are abstract.
4464 ### Decoration definition (`register_decoration`)
4467 deco_type = "simple", -- See "Decoration types"
4468 place_on = "default:dirt_with_grass",
4469 -- ^ Node (or list of nodes) that the decoration can be placed on
4471 -- ^ Size of divisions made in the chunk being generated.
4472 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
4474 -- ^ Ratio of the area to be uniformly filled by the decoration.
4475 -- ^ Used only if noise_params is not specified.
4476 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
4477 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
4478 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
4479 biomes = {"Oceanside", "Hills", "Plains"},
4480 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4481 -- ^ and ignored if the Mapgen being used does not support biomes.
4482 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4485 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
4486 -- ^ This parameter refers to the `y` position of the decoration base, so
4487 -- the actual maximum height would be `height_max + size.Y`.
4488 spawn_by = "default:water",
4489 -- ^ Node (or list of nodes) that the decoration only spawns next to.
4490 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
4491 -- ^ one plane at Y = surface and one plane at Y = surface = + 1.
4493 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
4494 -- ^ If absent or -1, decorations occur next to any nodes.
4495 flags = "liquid_surface, force_placement",
4496 -- ^ Flags for all decoration types.
4497 -- ^ "liquid_surface": Instead of placement on the highest solid surface
4498 -- ^ in a mapchunk column, placement is on the highest liquid surface.
4499 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
4500 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
4502 ----- Simple-type parameters
4503 decoration = "default:grass",
4504 -- ^ The node name used as the decoration.
4505 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
4507 -- ^ Number of nodes high the decoration is made.
4508 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
4510 -- ^ Number of nodes the decoration can be at maximum.
4511 -- ^ If absent, the parameter 'height' is used as a constant.
4513 -- ^ Param2 value of placed decoration node.
4515 ----- Schematic-type parameters
4516 schematic = "foobar.mts",
4517 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
4518 -- ^ specified Minetest schematic file.
4519 -- ^ - OR -, could be the ID of a previously registered schematic
4520 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
4521 -- ^ and an optional table yslice_prob:
4523 size = {x=4, y=6, z=4},
4525 {name="default:cobble", param1=255, param2=0},
4526 {name="default:dirt_with_grass", param1=255, param2=0},
4527 {name="ignore", param1=255, param2=0},
4528 {name="air", param1=255, param2=0},
4537 -- ^ See 'Schematic specifier' for details.
4538 replacements = {["oldname"] = "convert_to", ...},
4539 flags = "place_center_x, place_center_y, place_center_z",
4540 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
4541 rotation = "90" -- rotate schematic 90 degrees on placement
4542 -- ^ Rotation can be "0", "90", "180", "270", or "random".
4545 ### Chat command definition (`register_chatcommand`)
4548 params = "<name> <privilege>", -- Short parameter description
4549 description = "Remove privilege from player", -- Full description
4550 privs = {privs=true}, -- Require the "privs" privilege to run
4551 func = function(name, param), -- Called when command is run.
4552 -- Returns boolean success and text output.
4555 ### Detached inventory callbacks
4558 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4559 -- ^ Called when a player wants to move items inside the inventory
4560 -- ^ Return value: number of items allowed to move
4562 allow_put = func(inv, listname, index, stack, player),
4563 -- ^ Called when a player wants to put something into the inventory
4564 -- ^ Return value: number of items allowed to put
4565 -- ^ Return value: -1: Allow and don't modify item count in inventory
4567 allow_take = func(inv, listname, index, stack, player),
4568 -- ^ Called when a player wants to take something out of the inventory
4569 -- ^ Return value: number of items allowed to take
4570 -- ^ Return value: -1: Allow and don't modify item count in inventory
4572 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4573 on_put = func(inv, listname, index, stack, player),
4574 on_take = func(inv, listname, index, stack, player),
4575 -- ^ Called after the actual action has happened, according to what was allowed.
4576 -- ^ No return value
4579 ### HUD Definition (`hud_add`, `hud_get`)
4582 hud_elem_type = "image", -- see HUD element types
4583 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
4584 position = {x=0.5, y=0.5},
4585 -- ^ Left corner position of element
4591 -- ^ Selected item in inventory. 0 for no item selected.
4593 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
4594 alignment = {x=0, y=0},
4595 -- ^ See "HUD Element Types"
4596 offset = {x=0, y=0},
4597 -- ^ See "HUD Element Types"
4598 size = { x=100, y=100 },
4599 -- ^ Size of element in pixels
4602 ### Particle definition (`add_particle`)
4605 pos = {x=0, y=0, z=0},
4606 velocity = {x=0, y=0, z=0},
4607 acceleration = {x=0, y=0, z=0},
4608 -- ^ Spawn particle at pos with velocity and acceleration
4610 -- ^ Disappears after expirationtime seconds
4612 collisiondetection = false,
4613 -- ^ collisiondetection: if true collides with physical objects
4614 collision_removal = false,
4615 -- ^ collision_removal: if true then particle is removed when it collides,
4616 -- ^ requires collisiondetection = true to have any effect
4618 -- ^ vertical: if true faces player using y axis only
4619 texture = "image.png",
4620 -- ^ Uses texture (string)
4621 playername = "singleplayer",
4622 -- ^ optional, if specified spawns particle only on the player's client
4623 animation = {Tile Animation definition},
4624 -- ^ optional, specifies how to animate the particle texture
4626 -- ^ optional, specify particle self-luminescence in darkness
4630 ### `ParticleSpawner` definition (`add_particlespawner`)
4635 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
4636 minpos = {x=0, y=0, z=0},
4637 maxpos = {x=0, y=0, z=0},
4638 minvel = {x=0, y=0, z=0},
4639 maxvel = {x=0, y=0, z=0},
4640 minacc = {x=0, y=0, z=0},
4641 maxacc = {x=0, y=0, z=0},
4646 -- ^ The particle's properties are random values in between the bounds:
4647 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
4648 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
4649 collisiondetection = false,
4650 -- ^ collisiondetection: if true uses collision detection
4651 collision_removal = false,
4652 -- ^ collision_removal: if true then particle is removed when it collides,
4653 -- ^ requires collisiondetection = true to have any effect
4654 attached = ObjectRef,
4655 -- ^ attached: if defined, particle positions, velocities and accelerations
4656 -- ^ are relative to this object's position and yaw.
4658 -- ^ vertical: if true faces player using y axis only
4659 texture = "image.png",
4660 -- ^ Uses texture (string)
4661 playername = "singleplayer"
4662 -- ^ Playername is optional, if specified spawns particle only on the player's client
4665 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
4668 url = "http://example.org",
4670 -- ^ Timeout for connection in seconds. Default is 3 seconds.
4671 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
4672 -- ^ Optional, if specified a POST request with post_data is performed.
4673 -- ^ Accepts both a string and a table. If a table is specified, encodes table
4674 -- ^ as x-www-form-urlencoded key-value pairs.
4675 -- ^ If post_data ist not specified, a GET request is performed instead.
4676 user_agent = "ExampleUserAgent",
4677 -- ^ Optional, if specified replaces the default minetest user agent with given string
4678 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
4679 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
4680 -- ^ that the header strings follow HTTP specification ("Key: Value").
4682 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
4685 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
4689 -- ^ If true, the request has finished (either succeeded, failed or timed out)
4691 -- ^ If true, the request was succesful
4693 -- ^ If true, the request timed out
4695 -- ^ HTTP status code