1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
6 * (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, human readable name e.g. `name = Minetest`
66 * `description`: Short description to be shown in the content tab
67 * `disallowed_mapgens = <comma-separated mapgens>`
68 e.g. `disallowed_mapgens = v5,v6,flat`
69 These mapgens are removed from the list of mapgens for the game.
71 Used to set default settings when running this game.
73 In the same format as the one in builtin.
74 This settingtypes.txt will be parsed by the menu and the settings will be
75 displayed in the "Games" category in the advanced settings tab.
76 * If the game contains a folder called `textures` the server will load it as a
77 texturepack, overriding mod textures.
78 Any server texturepack will override mod textures and the game texturepack.
83 Games can provide custom main menu images. They are put inside a `menu`
84 directory inside the game directory.
86 The images are named `$identifier.png`, where `$identifier` is one of
87 `overlay`, `background`, `footer`, `header`.
88 If you want to specify multiple images for one identifier, add additional
89 images named like `$identifier.$n.png`, with an ascending number $n starting
90 with 1, and a random image will be chosen from the provided ones.
101 Paths are relative to the directories listed in the [Paths] section above.
103 * `games/<gameid>/mods/`
105 * `worlds/<worldname>/worldmods/`
110 It is possible to include a game in a world; in this case, no mods or
111 games are loaded or checked from anywhere else.
113 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
116 Mods should then be placed in `<worldname>/game/mods/`.
121 Mods can be put in a subdirectory, if the parent directory, which otherwise
122 should be a mod, contains a file named `modpack.conf`.
123 The file is a key-value store of modpack details.
125 * `name`: The modpack name.
126 * `description`: Description of mod to be shown in the Mods tab of the main
129 Note: to support 0.4.x, please also create an empty modpack.txt file.
131 Mod directory structure
132 -----------------------
138 │ ├── settingtypes.txt
142 │ │ ├── modname_stuff.png
143 │ │ └── modname_something_else.png
152 The location of this directory can be fetched by using
153 `minetest.get_modpath(modname)`.
157 A `Settings` file that provides meta information about the mod.
159 * `name`: The mod name. Allows Minetest to determine the mod name even if the
160 folder is wrongly named.
161 * `description`: Description of mod to be shown in the Mods tab of the main
163 * `depends`: A comma separated list of dependencies. These are mods that must be
164 loaded before this mod.
165 * `optional_depends`: A comma separated list of optional dependencies.
166 Like a dependency, but no error if the mod doesn't exist.
168 Note: to support 0.4.x, please also provide depends.txt.
172 A screenshot shown in the mod manager within the main menu. It should
173 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
177 **Deprecated:** you should use mod.conf instead.
179 This file is used if there are no dependencies in mod.conf.
181 List of mods that have to be loaded before loading this mod.
183 A single line contains a single modname.
185 Optional dependencies can be defined by appending a question mark
186 to a single modname. This means that if the specified mod
187 is missing, it does not prevent this mod from being loaded.
189 ### `description.txt`
191 **Deprecated:** you should use mod.conf instead.
193 This file is used if there is no description in mod.conf.
195 A file containing a description to be shown in the Mods tab of the main menu.
197 ### `settingtypes.txt`
199 The format is documented in `builtin/settingtypes.txt`.
200 It is parsed by the main menu settings dialogue to list mod-specific
201 settings in the "Mods" category.
205 The main Lua script. Running this script should register everything it
206 wants to register. Subsequent execution depends on minetest calling the
207 registered callbacks.
209 `minetest.settings` can be used to read custom or existing settings at load
210 time, if necessary. (See [`Settings`])
214 Models for entities or meshnodes.
216 ### `textures`, `sounds`, `media`
218 Media files (textures, sounds, whatever) that will be transferred to the
219 client and will be available for use by the mod.
223 Translation files for the clients. (See [Translations])
228 Registered names should generally be in this format:
232 `<whatever>` can have these characters:
236 This is to prevent conflicting names from corrupting maps and is
237 enforced by the mod loader.
239 Registered names can be overridden by prefixing the name with `:`. This can
240 be used for overriding the registrations of some other mod.
242 The `:` prefix can also be used for maintaining backwards compatibility.
246 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
247 So the name should be `experimental:tnt`.
249 Any mod can redefine `experimental:tnt` by using the name
253 when registering it. That mod is required to have `experimental` as a
262 Aliases of itemnames can be added by using
263 `minetest.register_alias(alias, original_name)` or
264 `minetest.register_alias_force(alias, original_name)`.
266 This adds an alias `alias` for the item called `original_name`.
267 From now on, you can use `alias` to refer to the item `original_name`.
269 The only difference between `minetest.register_alias` and
270 `minetest.register_alias_force` is that if an item named `alias` already exists,
271 `minetest.register_alias` will do nothing while
272 `minetest.register_alias_force` will unregister it.
274 This can be used for maintaining backwards compatibility.
276 This can also set quick access names for things, e.g. if
277 you have an item called `epiclylongmodname:stuff`, you could do
279 minetest.register_alias("stuff", "epiclylongmodname:stuff")
281 and be able to use `/giveme stuff`.
286 In a game, a certain number of these must be set to tell core mapgens which
287 of the game's nodes are to be used for core mapgen generation. For example:
289 minetest.register_alias("mapgen_stone", "default:stone")
291 ### Aliases for non-V6 mapgens
293 #### Essential aliases
296 * mapgen_water_source
297 * mapgen_river_water_source
299 `mapgen_river_water_source` is required for mapgens with sloping rivers where
300 it is necessary to have a river liquid node with a short `liquid_range` and
301 `liquid_renewable = false` to avoid flooding.
303 #### Optional aliases
307 Fallback lava node used if cave liquids are not defined in biome definitions.
308 Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
312 Fallback node used if dungeon nodes are not defined in biome definitions.
313 Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
315 ### Aliases needed for Mapgen V6
318 * mapgen_water_source
321 * mapgen_dirt_with_grass
324 * mapgen_desert_stone
326 * mapgen_dirt_with_snow
335 * mapgen_jungleleaves
338 * mapgen_pine_needles
341 * mapgen_stair_cobble
343 * mapgen_stair_desert_stone
345 ### Setting the node used in Mapgen Singlenode
347 By default the world is filled with air nodes. To set a different node use, for
350 minetest.register_alias("mapgen_singlenode", "default:stone")
358 Mods should generally prefix their textures with `modname_`, e.g. given
359 the mod name `foomod`, a texture could be called:
363 Textures are referred to by their complete name, or alternatively by
364 stripping out the file extension:
366 * e.g. `foomod_foothing.png`
367 * e.g. `foomod_foothing`
372 There are various texture modifiers that can be used
373 to generate textures on-the-fly.
375 ### Texture overlaying
377 Textures can be overlaid by putting a `^` between them.
381 default_dirt.png^default_grass_side.png
383 `default_grass_side.png` is overlaid over `default_dirt.png`.
384 The texture with the lower resolution will be automatically upscaled to
385 the higher resolution texture.
389 Textures can be grouped together by enclosing them in `(` and `)`.
391 Example: `cobble.png^(thing1.png^thing2.png)`
393 A texture for `thing1.png^thing2.png` is created and the resulting
394 texture is overlaid on top of `cobble.png`.
398 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
399 passing complex texture names as arguments. Escaping is done with backslash and
400 is required for `^` and `:`.
402 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
404 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
405 on top of `cobble.png`.
407 ### Advanced texture modifiers
413 * `[crack:<t>:<n>:<p>`
414 * `[cracko:<t>:<n>:<p>`
418 * `<t>`: tile count (in each direction)
419 * `<n>`: animation frame count
420 * `<p>`: current animation frame
422 Draw a step of the crack animation on the texture.
423 `crack` draws it normally, while `cracko` lays it over, keeping transparent
428 default_cobble.png^[crack:10:1
430 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
436 * `<file>`: texture to combine
438 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
439 specified coordinates.
443 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
445 #### `[resize:<w>x<h>`
447 Resizes the texture to the given dimensions.
451 default_sandstone.png^[resize:16x16
455 Makes the base image transparent according to the given ratio.
457 `r` must be between 0 (transparent) and 255 (opaque).
461 default_sandstone.png^[opacity:127
463 #### `[invert:<mode>`
465 Inverts the given channels of the base image.
466 Mode may contain the characters "r", "g", "b", "a".
467 Only the channels that are mentioned in the mode string will be inverted.
471 default_apple.png^[invert:rgb
475 Brightens the texture.
479 tnt_tnt_side.png^[brighten
483 Makes the texture completely opaque.
487 default_leaves.png^[noalpha
489 #### `[makealpha:<r>,<g>,<b>`
491 Convert one color to transparency.
495 default_cobble.png^[makealpha:128,128,128
499 * `<t>`: transformation(s) to apply
501 Rotates and/or flips the image.
503 `<t>` can be a number (between 0 and 7) or a transform name.
504 Rotations are counter-clockwise.
507 1 R90 rotate by 90 degrees
508 2 R180 rotate by 180 degrees
509 3 R270 rotate by 270 degrees
511 5 FXR90 flip X then rotate by 90 degrees
513 7 FYR90 flip Y then rotate by 90 degrees
517 default_stone.png^[transformFXR90
519 #### `[inventorycube{<top>{<left>{<right>`
521 Escaping does not apply here and `^` is replaced by `&` in texture names
524 Create an inventory cube texture using the side textures.
528 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
530 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
531 `dirt.png^grass_side.png` textures
533 #### `[lowpart:<percent>:<file>`
535 Blit the lower `<percent>`% part of `<file>` on the texture.
539 base.png^[lowpart:25:overlay.png
541 #### `[verticalframe:<t>:<n>`
543 * `<t>`: animation frame count
544 * `<n>`: current animation frame
546 Crops the texture to a frame of a vertical animation.
550 default_torch_animated.png^[verticalframe:16:8
554 Apply a mask to the base image.
556 The mask is applied using binary AND.
558 #### `[sheet:<w>x<h>:<x>,<y>`
560 Retrieves a tile at position x,y from the base image
561 which it assumes to be a tilesheet with dimensions w,h.
563 #### `[colorize:<color>:<ratio>`
565 Colorize the textures with the given color.
566 `<color>` is specified as a `ColorString`.
567 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
568 it is an int, then it specifies how far to interpolate between the
569 colors where 0 is only the texture color and 255 is only `<color>`. If
570 omitted, the alpha of `<color>` will be used as the ratio. If it is
571 the word "`alpha`", then each texture pixel will contain the RGB of
572 `<color>` and the alpha of `<color>` multiplied by the alpha of the
575 #### `[multiply:<color>`
577 Multiplies texture colors with the given color.
578 `<color>` is specified as a `ColorString`.
579 Result is more like what you'd expect if you put a color on top of another
580 color, meaning white surfaces get a lot of your new color while black parts
581 don't change very much.
586 The goal of hardware coloring is to simplify the creation of
587 colorful nodes. If your textures use the same pattern, and they only
588 differ in their color (like colored wool blocks), you can use hardware
589 coloring instead of creating and managing many texture files.
590 All of these methods use color multiplication (so a white-black texture
591 with red coloring will result in red-black color).
595 This method is useful if you wish to create nodes/items with
596 the same texture, in different colors, each in a new node/item definition.
600 When you register an item or node, set its `color` field (which accepts a
601 `ColorSpec`) to the desired color.
603 An `ItemStack`'s static color can be overwritten by the `color` metadata
604 field. If you set that field to a `ColorString`, that color will be used.
608 Each tile may have an individual static color, which overwrites every
609 other coloring method. To disable the coloring of a face,
610 set its color to white (because multiplying with white does nothing).
611 You can set the `color` property of the tiles in the node's definition
612 if the tile is in table format.
616 For nodes and items which can have many colors, a palette is more
617 suitable. A palette is a texture, which can contain up to 256 pixels.
618 Each pixel is one possible color for the node/item.
619 You can register one node/item, which can have up to 256 colors.
621 #### Palette indexing
623 When using palettes, you always provide a pixel index for the given
624 node or `ItemStack`. The palette is read from left to right and from
625 top to bottom. If the palette has less than 256 pixels, then it is
626 stretched to contain exactly 256 pixels (after arranging the pixels
627 to one line). The indexing starts from 0.
631 * 16x16 palette, index = 0: the top left corner
632 * 16x16 palette, index = 4: the fifth pixel in the first row
633 * 16x16 palette, index = 16: the pixel below the top left corner
634 * 16x16 palette, index = 255: the bottom right corner
635 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
636 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
637 to ensure the total 256 pixels.
638 * 2x4 palette, index = 32: the top right corner
639 * 2x4 palette, index = 63: the top right corner
640 * 2x4 palette, index = 64: the pixel below the top left corner
642 #### Using palettes with items
644 When registering an item, set the item definition's `palette` field to
645 a texture. You can also use texture modifiers.
647 The `ItemStack`'s color depends on the `palette_index` field of the
648 stack's metadata. `palette_index` is an integer, which specifies the
649 index of the pixel to use.
651 #### Linking palettes with nodes
653 When registering a node, set the item definition's `palette` field to
654 a texture. You can also use texture modifiers.
655 The node's color depends on its `param2`, so you also must set an
656 appropriate `paramtype2`:
658 * `paramtype2 = "color"` for nodes which use their full `param2` for
659 palette indexing. These nodes can have 256 different colors.
660 The palette should contain 256 pixels.
661 * `paramtype2 = "colorwallmounted"` for nodes which use the first
662 five bits (most significant) of `param2` for palette indexing.
663 The remaining three bits are describing rotation, as in `wallmounted`
664 paramtype2. Division by 8 yields the palette index (without stretching the
665 palette). These nodes can have 32 different colors, and the palette
666 should contain 32 pixels.
668 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
669 pixel will be picked from the palette.
670 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
671 pixel will be picked from the palette.
672 * `paramtype2 = "colorfacedir"` for nodes which use the first
673 three bits of `param2` for palette indexing. The remaining
674 five bits are describing rotation, as in `facedir` paramtype2.
675 Division by 32 yields the palette index (without stretching the
676 palette). These nodes can have 8 different colors, and the
677 palette should contain 8 pixels.
679 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
680 first (= 0 + 1) pixel will be picked from the palette.
681 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
682 second (= 1 + 1) pixel will be picked from the palette.
684 To colorize a node on the map, set its `param2` value (according
685 to the node's paramtype2).
687 ### Conversion between nodes in the inventory and on the map
689 Static coloring is the same for both cases, there is no need
692 If the `ItemStack`'s metadata contains the `color` field, it will be
693 lost on placement, because nodes on the map can only use palettes.
695 If the `ItemStack`'s metadata contains the `palette_index` field, it is
696 automatically transferred between node and item forms by the engine,
697 when a player digs or places a colored node.
698 You can disable this feature by setting the `drop` field of the node
699 to itself (without metadata).
700 To transfer the color to a special drop, you need a drop table.
704 minetest.register_node("mod:stone", {
705 description = "Stone",
706 tiles = {"default_stone.png"},
707 paramtype2 = "color",
708 palette = "palette.png",
711 -- assume that mod:cobblestone also has the same palette
712 {items = {"mod:cobblestone"}, inherit_color = true },
717 ### Colored items in craft recipes
719 Craft recipes only support item strings, but fortunately item strings
720 can also contain metadata. Example craft recipe registration:
722 minetest.register_craft({
723 output = minetest.itemstring_with_palette("wool:block", 3),
731 To set the `color` field, you can use `minetest.itemstring_with_color`.
733 Metadata field filtering in the `recipe` field are not supported yet,
734 so the craft output is independent of the color of the ingredients.
739 Sometimes hardware coloring is not enough, because it affects the
740 whole tile. Soft texture overlays were added to Minetest to allow
741 the dynamic coloring of only specific parts of the node's texture.
742 For example a grass block may have colored grass, while keeping the
745 These overlays are 'soft', because unlike texture modifiers, the layers
746 are not merged in the memory, but they are simply drawn on top of each
747 other. This allows different hardware coloring, but also means that
748 tiles with overlays are drawn slower. Using too much overlays might
751 For inventory and wield images you can specify overlays which
752 hardware coloring does not modify. You have to set `inventory_overlay`
753 and `wield_overlay` fields to an image name.
755 To define a node overlay, simply set the `overlay_tiles` field of the node
756 definition. These tiles are defined in the same way as plain tiles:
757 they can have a texture name, color etc.
758 To skip one face, set that overlay tile to an empty string.
760 Example (colored grass block):
762 minetest.register_node("default:dirt_with_grass", {
763 description = "Dirt with Grass",
764 -- Regular tiles, as usual
765 -- The dirt tile disables palette coloring
766 tiles = {{name = "default_grass.png"},
767 {name = "default_dirt.png", color = "white"}},
768 -- Overlay tiles: define them in the same style
769 -- The top and bottom tile does not have overlay
770 overlay_tiles = {"", "",
771 {name = "default_grass_side.png", tileable_vertical = false}},
772 -- Global color, used in inventory
774 -- Palette in the world
775 paramtype2 = "color",
776 palette = "default_foilage.png",
785 Only Ogg Vorbis files are supported.
787 For positional playing of sounds, only single-channel (mono) files are
788 supported. Otherwise OpenAL will play them non-positionally.
790 Mods should generally prefix their sounds with `modname_`, e.g. given
791 the mod name "`foomod`", a sound could be called:
795 Sounds are referred to by their name with a dot, a single digit and the
796 file extension stripped out. When a sound is played, the actual sound file
797 is chosen randomly from the matching sounds.
799 When playing the sound `foomod_foosound`, the sound is chosen randomly
800 from the available ones of the following files:
802 * `foomod_foosound.ogg`
803 * `foomod_foosound.0.ogg`
804 * `foomod_foosound.1.ogg`
806 * `foomod_foosound.9.ogg`
808 Examples of sound parameter tables:
810 -- Play locationless on all clients
812 gain = 1.0, -- default
813 fade = 0.0, -- default, change to a value > 0 to fade the sound in
814 pitch = 1.0, -- default
816 -- Play locationless to one player
819 gain = 1.0, -- default
820 fade = 0.0, -- default, change to a value > 0 to fade the sound in
821 pitch = 1.0, -- default
823 -- Play locationless to one player, looped
826 gain = 1.0, -- default
829 -- Play in a location
831 pos = {x = 1, y = 2, z = 3},
832 gain = 1.0, -- default
833 max_hear_distance = 32, -- default, uses an euclidean metric
835 -- Play connected to an object, looped
837 object = <an ObjectRef>,
838 gain = 1.0, -- default
839 max_hear_distance = 32, -- default, uses an euclidean metric
843 Looped sounds must either be connected to an object or played locationless to
844 one player using `to_player = name,`.
846 A positional sound will only be heard by players that are within
847 `max_hear_distance` of the sound position, at the start of the sound.
852 Specifies a sound name, gain (=volume) and pitch.
853 This is either a string or a table.
855 In string form, you just specify the sound name or
856 the empty string for no sound.
858 Table form has the following fields:
861 * `gain`: Volume (`1.0` = 100%)
862 * `pitch`: Pitch (`1.0` = 100%)
864 `gain` and `pitch` are optional and default to `1.0`.
870 * `"default_place_node"`: Play e.g. `default_place_node.ogg`
871 * `{name = "default_place_node"}`: Same as above
872 * `{name = "default_place_node", gain = 0.5}`: 50% volume
873 * `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
878 These sound files are played back by the engine if provided.
880 * `player_damage`: Played when the local player takes damage (gain = 0.5)
881 * `player_falling_damage`: Played when the local player takes
882 damage by falling (gain = 0.5)
883 * `default_dig_<groupname>`: Default node digging sound
884 (see node sound definition for details)
886 Registered definitions
887 ======================
889 Anything added using certain [Registration functions] gets added to one or more
890 of the global [Registered definition tables].
892 Note that in some cases you will stumble upon things that are not contained
893 in these tables (e.g. when a mod has been removed). Always check for
894 existence before trying to access the fields.
898 All nodes register with `minetest.register_node` get added to the table
899 `minetest.registered_nodes`.
901 If you want to check the drawtype of a node, you could do:
903 local function get_nodedef_field(nodename, fieldname)
904 if not minetest.registered_nodes[nodename] then
907 return minetest.registered_nodes[nodename][fieldname]
909 local drawtype = get_nodedef_field(nodename, "drawtype")
917 Nodes are the bulk data of the world: cubes and other things that take the
918 space of a cube. Huge amounts of them are handled efficiently, but they
921 The definition of a node is stored and can be accessed by using
923 minetest.registered_nodes[node.name]
925 See [Registered definitions].
927 Nodes are passed by value between Lua and the engine.
928 They are represented by a table:
930 {name="name", param1=num, param2=num}
932 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
933 them for certain automated functions. If you don't use these functions, you can
934 use them to store arbitrary values.
939 The functions of `param1` and `param2` are determined by certain fields in the
942 `param1` is reserved for the engine when `paramtype != "none"`:
944 * `paramtype = "light"`
945 * The value stores light with and without sun in its upper and lower 4 bits
947 * Required by a light source node to enable spreading its light.
948 * Required by the following drawtypes as they determine their visual
949 brightness from their internal light value:
960 `param2` is reserved for the engine when any of these are used:
962 * `liquidtype = "flowing"`
963 * The level and some flags of the liquid is stored in `param2`
964 * `drawtype = "flowingliquid"`
965 * The drawn liquid level is read from `param2`
966 * `drawtype = "torchlike"`
967 * `drawtype = "signlike"`
968 * `paramtype2 = "wallmounted"`
969 * The rotation of the node is stored in `param2`. You can make this value
970 by using `minetest.dir_to_wallmounted()`.
971 * `paramtype2 = "facedir"`
972 * The rotation of the node is stored in `param2`. Furnaces and chests are
973 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
974 * Values range 0 - 23
975 * facedir / 4 = axis direction:
976 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
977 * facedir modulo 4 = rotation around that axis
978 * `paramtype2 = "leveled"`
979 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
981 * The level of the top face of the nodebox is stored in `param2`.
982 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
984 * The nodebox height is (`param2` / 64) nodes.
985 * The maximum accepted value of `param2` is 127.
987 * The height of the 'plantlike' section is stored in `param2`.
988 * The height is (`param2` / 16) nodes.
989 * `paramtype2 = "degrotate"`
990 * Only valid for "plantlike". The rotation of the node is stored in
992 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
993 get the actual rotation in degrees of the node.
994 * `paramtype2 = "meshoptions"`
995 * Only valid for "plantlike". The value of `param2` becomes a bitfield which
996 can be used to change how the client draws plantlike nodes.
997 * Bits 0, 1 and 2 form a mesh selector.
998 Currently the following meshes are choosable:
999 * 0 = a "x" shaped plant (ordinary plant)
1000 * 1 = a "+" shaped plant (just rotated 45 degrees)
1001 * 2 = a "*" shaped plant with 3 faces instead of 2
1002 * 3 = a "#" shaped plant with 4 faces instead of 2
1003 * 4 = a "#" shaped plant with 4 faces that lean outwards
1004 * 5-7 are unused and reserved for future meshes.
1005 * Bits 3 through 7 are optional flags that can be combined and give these
1007 * bit 3 (0x08) - Makes the plant slightly vary placement horizontally
1008 * bit 4 (0x10) - Makes the plant mesh 1.4x larger
1009 * bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
1010 * bits 6-7 are reserved for future use.
1011 * `paramtype2 = "color"`
1012 * `param2` tells which color is picked from the palette.
1013 The palette should have 256 pixels.
1014 * `paramtype2 = "colorfacedir"`
1015 * Same as `facedir`, but with colors.
1016 * The first three bits of `param2` tells which color is picked from the
1017 palette. The palette should have 8 pixels.
1018 * `paramtype2 = "colorwallmounted"`
1019 * Same as `wallmounted`, but with colors.
1020 * The first five bits of `param2` tells which color is picked from the
1021 palette. The palette should have 32 pixels.
1022 * `paramtype2 = "glasslikeliquidlevel"`
1023 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1025 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1027 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1029 Nodes can also contain extra data. See [Node Metadata].
1034 There are a bunch of different looking node types.
1036 Look for examples in `games/minimal` or `games/minetest_game`.
1039 * A node-sized cube.
1041 * Invisible, uses no texture.
1043 * The cubic source node for a liquid.
1045 * The flowing version of a liquid, appears with various heights and slopes.
1047 * Often used for partially-transparent nodes.
1048 * Only external sides of textures are visible.
1049 * `glasslike_framed`
1050 * All face-connected nodes are drawn as one volume within a surrounding
1052 * The frame appearance is generated from the edges of the first texture
1053 specified in `tiles`. The width of the edges used are 1/16th of texture
1054 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1055 * The glass 'shine' (or other desired detail) on each node face is supplied
1056 by the second texture specified in `tiles`.
1057 * `glasslike_framed_optional`
1058 * This switches between the above 2 drawtypes according to the menu setting
1061 * Often used for partially-transparent nodes.
1062 * External and internal sides of textures are visible.
1063 * `allfaces_optional`
1064 * Often used for leaves nodes.
1065 * This switches between `normal`, `glasslike` and `allfaces` according to
1066 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1067 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1068 is used instead, if present. This allows a visually thicker texture to be
1069 used to compensate for how `glasslike` reduces visual thickness.
1071 * A single vertical texture.
1072 * If placed on top of a node, uses the first texture specified in `tiles`.
1073 * If placed against the underside of a node, uses the second texture
1074 specified in `tiles`.
1075 * If placed on the side of a node, uses the third texture specified in
1076 `tiles` and is perpendicular to that node.
1078 * A single texture parallel to, and mounted against, the top, underside or
1081 * Two vertical and diagonal textures at right-angles to each other.
1082 * See `paramtype2 = "meshoptions"` above for other options.
1084 * When above a flat surface, appears as 6 textures, the central 2 as
1085 `plantlike` plus 4 more surrounding those.
1086 * If not above a surface the central 2 do not appear, but the texture
1087 appears against the faces of surrounding nodes if they are present.
1089 * A 3D model suitable for a wooden fence.
1090 * One placed node appears as a single vertical post.
1091 * Adjacently-placed nodes cause horizontal bars to appear between them.
1093 * Often used for tracks for mining carts.
1094 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1095 curved, t-junction, crossing.
1096 * Each placed node automatically switches to a suitable rotated texture
1097 determined by the adjacent `raillike` nodes, in order to create a
1098 continuous track network.
1099 * Becomes a sloping node if placed against stepped nodes.
1101 * Often used for stairs and slabs.
1102 * Allows defining nodes consisting of an arbitrary number of boxes.
1103 * See [Node boxes] below for more information.
1105 * Uses models for nodes.
1106 * Tiles should hold model materials textures.
1107 * Only static meshes are implemented.
1108 * For supported model formats see Irrlicht engine documentation.
1109 * `plantlike_rooted`
1110 * Enables underwater `plantlike` without air bubbles around the nodes.
1111 * Consists of a base cube at the co-ordinates of the node plus a
1112 `plantlike` extension above with a height of `param2 / 16` nodes.
1113 * The `plantlike` extension visually passes through any nodes above the
1114 base cube without affecting them.
1115 * The base cube texture tiles are defined as normal, the `plantlike`
1116 extension uses the defined special tile, for example:
1117 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1119 `*_optional` drawtypes need less rendering time if deactivated
1120 (always client-side).
1125 Node selection boxes are defined using "node boxes".
1127 A nodebox is defined as any of:
1130 -- A normal cube; the default in most things
1134 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1136 fixed = box OR {box1, box2, ...}
1139 -- A variable height box (or boxes) with the top face position defined
1140 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1142 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1144 fixed = box OR {box1, box2, ...}
1147 -- A box like the selection box for torches
1148 -- (wallmounted param2 is used, if applicable)
1149 type = "wallmounted",
1155 -- A node that has optional boxes depending on neighbouring nodes'
1156 -- presence and type. See also `connects_to`.
1158 fixed = box OR {box1, box2, ...}
1159 connect_top = box OR {box1, box2, ...}
1160 connect_bottom = box OR {box1, box2, ...}
1161 connect_front = box OR {box1, box2, ...}
1162 connect_left = box OR {box1, box2, ...}
1163 connect_back = box OR {box1, box2, ...}
1164 connect_right = box OR {box1, box2, ...}
1165 -- The following `disconnected_*` boxes are the opposites of the
1166 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1167 -- on the respective side, the corresponding disconnected box is drawn.
1168 disconnected_top = box OR {box1, box2, ...}
1169 disconnected_bottom = box OR {box1, box2, ...}
1170 disconnected_front = box OR {box1, box2, ...}
1171 disconnected_left = box OR {box1, box2, ...}
1172 disconnected_back = box OR {box1, box2, ...}
1173 disconnected_right = box OR {box1, box2, ...}
1174 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1175 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1176 -- neighbours to the sides
1179 A `box` is defined as:
1181 {x1, y1, z1, x2, y2, z2}
1183 A box of a regular node would look like:
1185 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1190 Map terminology and coordinates
1191 ===============================
1193 Nodes, mapblocks, mapchunks
1194 ---------------------------
1196 A 'node' is the fundamental cubic unit of a world and appears to a player as
1197 roughly 1x1x1 meters in size.
1199 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1200 fundamental region of a world that is stored in the world database, sent to
1201 clients and handled by many parts of the engine.
1202 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1203 'node', however 'block' often appears in the API.
1205 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1206 (80x80x80 nodes) and is the volume of world generated in one operation by
1208 The size in mapblocks has been chosen to optimise map generation.
1213 ### Orientation of axes
1215 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1217 ### Node coordinates
1219 Almost all positions used in the API use node coordinates.
1221 ### Mapblock coordinates
1223 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1224 specify a particular mapblock.
1225 For example blockpos (0,0,0) specifies the mapblock that extends from
1226 node position (0,0,0) to node position (15,15,15).
1228 #### Converting node position to the containing blockpos
1230 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1233 * blockpos = math.floor(nodepos / 16)
1235 #### Converting blockpos to min/max node positions
1237 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1241 nodepos = blockpos * 16
1243 nodepos = blockpos * 16 + 15
1254 The position field is used for all element types.
1256 To account for differing resolutions, the position coordinates are the
1257 percentage of the screen, ranging in value from `0` to `1`.
1259 The name field is not yet used, but should contain a description of what the
1260 HUD element represents. The direction field is the direction in which something
1263 `0` draws from left to right, `1` draws from right to left, `2` draws from
1264 top to bottom, and `3` draws from bottom to top.
1266 The `alignment` field specifies how the item will be aligned. It is a table
1267 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1268 moved to the left/up, and `1` is to the right/down. Fractional values can be
1271 The `offset` field specifies a pixel offset from the position. Contrary to
1272 position, the offset is not scaled to screen size. This allows for some
1273 precisely positioned items in the HUD.
1275 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1278 The `z_index` field specifies the order of HUD elements from back to front.
1279 Lower z-index elements are displayed behind higher z-index elements. Elements
1280 with same z-index are displayed in an arbitrary order. Default 0.
1281 Supports negative values.
1283 Below are the specific uses for fields in each type; fields not listed for that
1288 Displays an image on the HUD.
1290 * `scale`: The scale of the image, with 1 being the original texture size.
1291 Only the X coordinate scale is used (positive values).
1292 Negative values represent that percentage of the screen it
1293 should take; e.g. `x=-100` means 100% (width).
1294 * `text`: The name of the texture that is displayed.
1295 * `alignment`: The alignment of the image.
1296 * `offset`: offset in pixels from position.
1300 Displays text on the HUD.
1302 * `scale`: Defines the bounding rectangle of the text.
1303 A value such as `{x=100, y=100}` should work.
1304 * `text`: The text to be displayed in the HUD element.
1305 * `number`: An integer containing the RGB value of the color used to draw the
1306 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1307 * `alignment`: The alignment of the text.
1308 * `offset`: offset in pixels from position.
1312 Displays a horizontal bar made up of half-images.
1314 * `text`: The name of the texture that is used.
1315 * `number`: The number of half-textures that are displayed.
1316 If odd, will end with a vertically center-split texture.
1318 * `offset`: offset in pixels from position.
1319 * `size`: If used, will force full-image size to this value (override texture
1324 * `text`: The name of the inventory list to be displayed.
1325 * `number`: Number of items in the inventory to be displayed.
1326 * `item`: Position of item that is selected.
1328 * `offset`: offset in pixels from position.
1332 Displays distance to selected world position.
1334 * `name`: The name of the waypoint.
1335 * `text`: Distance suffix. Can be blank.
1336 * `number:` An integer containing the RGB value of the color used to draw the
1338 * `world_pos`: World position of the waypoint.
1343 Representations of simple things
1344 ================================
1349 {x=num, y=num, z=num}
1351 For helper functions see [Spatial Vectors].
1356 * `{type="nothing"}`
1357 * `{type="node", under=pos, above=pos}`
1358 * Indicates a pointed node selection box.
1359 * `under` refers to the node position behind the pointed face.
1360 * `above` refers to the node position in front of the pointed face.
1361 * `{type="object", ref=ObjectRef}`
1363 Exact pointing location (currently only `Raycast` supports these fields):
1365 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1366 point on the selection box which is pointed at. May be in the selection box
1367 if the pointer is in the box too.
1368 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1370 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1371 selected selection box. This specifies which face is pointed at.
1372 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1378 Flag Specifier Format
1379 =====================
1381 Flags using the standardized flag specifier format can be specified in either
1382 of two ways, by string or table.
1384 The string format is a comma-delimited set of flag names; whitespace and
1385 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1386 flag, and specifying a flag prefixed by the string `"no"` explicitly
1387 clears the flag from whatever the default may be.
1389 In addition to the standard string flag format, the schematic flags field can
1390 also be a table of flag names to boolean values representing whether or not the
1391 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1392 is present, mapped to a boolean of any value, the specified flag is unset.
1394 E.g. A flag field of value
1396 {place_center_x = true, place_center_y=false, place_center_z=true}
1400 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1402 which is equivalent to
1404 "place_center_x, noplace_center_y, place_center_z"
1408 "place_center_x, place_center_z"
1410 since, by default, no schematic attributes are set.
1421 There are three kinds of items: nodes, tools and craftitems.
1423 * Node: Can be placed in the world's voxel grid
1424 * Tool: Has a wear property but cannot be stacked. The default use action is to
1425 dig nodes or hit objects according to its tool capabilities.
1426 * Craftitem: Cannot dig nodes or be placed
1431 All item stacks have an amount between 0 and 65535. It is 1 by
1432 default. Tool item stacks can not have an amount greater than 1.
1434 Tools use a wear (damage) value ranging from 0 to 65535. The
1435 value 0 is the default and is used for unworn tools. The values
1436 1 to 65535 are used for worn tools, where a higher value stands for
1437 a higher wear. Non-tools always have a wear value of 0.
1442 Items and item stacks can exist in three formats: Serializes, table format
1445 When an item must be passed to a function, it can usually be in any of
1450 This is called "stackstring" or "itemstring". It is a simple string with
1451 1-3 components: the full item identifier, an optional amount and an optional
1454 <identifier> [<amount>[ <wear>]]
1458 * `'default:apple'`: 1 apple
1459 * `'default:dirt 5'`: 5 dirt
1460 * `'default:pick_stone'`: a new stone pickaxe
1461 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1469 {name="default:dirt", count=5, wear=0, metadata=""}
1471 A wooden pick about 1/3 worn out:
1473 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1477 {name="default:apple", count=1, wear=0, metadata=""}
1481 A native C++ format with many helper methods. Useful for converting
1482 between formats. See the [Class reference] section for details.
1490 In a number of places, there is a group table. Groups define the
1491 properties of a thing (item, node, armor of entity, capabilities of
1492 tool) in such a way that the engine and other mods can can interact with
1493 the thing without actually knowing what the thing is.
1498 Groups are stored in a table, having the group names with keys and the
1499 group ratings as values. Group ratings are integer values within the
1500 range [-32767, 32767]. For example:
1503 groups = {crumbly=3, soil=1}
1505 -- A more special dirt-kind of thing
1506 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1508 Groups always have a rating associated with them. If there is no
1509 useful meaning for a rating for an enabled group, it shall be `1`.
1511 When not defined, the rating of a group defaults to `0`. Thus when you
1512 read groups, you must interpret `nil` and `0` as the same value, `0`.
1514 You can read the rating of a group for an item or a node by using
1516 minetest.get_item_group(itemname, groupname)
1521 Groups of items can define what kind of an item it is (e.g. wool).
1526 In addition to the general item things, groups are used to define whether
1527 a node is destroyable and how long it takes to destroy by a tool.
1532 For entities, groups are, as of now, used only for calculating damage.
1533 The rating is the percentage of damage caused by tools with this damage group.
1534 See [Entity damage mechanism].
1536 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1537 object.set_armor_groups({fleshy=30, cracky=80})
1542 Groups in tools define which groups of nodes and entities they are
1545 Groups in crafting recipes
1546 --------------------------
1548 An example: Make meat soup from any meat, any water and any bowl:
1551 output = 'food:meat_soup_raw',
1557 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1560 Another example: Make red wool from white wool and red dye:
1564 output = 'wool:red',
1565 recipe = {'wool:white', 'group:dye,basecolor_red'},
1571 The asterisk `(*)` after a group name describes that there is no engine
1572 functionality bound to it, and implementation is left up as a suggestion
1575 ### Node, item and tool groups
1577 * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
1578 that the item should be hidden in item lists.
1581 ### Node-only groups
1583 * `attached_node`: if the node under it is not a walkable block the node will be
1584 dropped as an item. If the node is wallmounted the wallmounted direction is
1586 * `bouncy`: value is bounce speed in percent
1587 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1588 connect to each other
1589 * `dig_immediate`: Player can always pick up node without reducing tool wear
1590 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1591 * `3`: the node always gets the digging time 0 seconds (torch)
1592 * `disable_jump`: Player (and possibly other things) cannot jump from node
1593 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1594 * `falling_node`: if there is no walkable block under the node it will fall
1595 * `float`: the node will not fall through liquids
1596 * `level`: Can be used to give an additional sense of progression in the game.
1597 * A larger level will cause e.g. a weapon of a lower level make much less
1598 damage, and get worn out much faster, or not be able to get drops
1599 from destroyed nodes.
1600 * `0` is something that is directly accessible at the start of gameplay
1601 * There is no upper limit
1602 * See also: `leveldiff` in [Tools]
1603 * `slippery`: Players and items will slide on the node.
1604 Slipperiness rises steadily with `slippery` value, starting at 1.
1607 ### Tool-only groups
1609 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1610 `"toolrepair"` crafting recipe
1613 ### `ObjectRef` groups
1615 * `immortal`: Skips all damage and breath handling for an object. This group
1616 will also hide the integrated HUD status bars for players, and is
1617 automatically set to all players when damage is disabled on the server.
1618 * `punch_operable`: For entities; disables the regular damage mechanism for
1619 players punching it by hand or a non-tool item, so that it can do something
1620 else than take damage.
1624 Known damage and digging time defining groups
1625 ---------------------------------------------
1627 * `crumbly`: dirt, sand
1628 * `cracky`: tough but crackable stuff like stone.
1629 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1630 plants, wire, sheets of metal
1631 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1632 * `fleshy`: Living things like animals and the player. This could imply
1633 some blood effects when hitting.
1634 * `explody`: Especially prone to explosions
1635 * `oddly_breakable_by_hand`:
1636 Can be added to nodes that shouldn't logically be breakable by the
1637 hand but are. Somewhat similar to `dig_immediate`, but times are more
1638 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1639 speed of a tool if the tool can dig at a faster speed than this
1640 suggests for the hand.
1642 Examples of custom groups
1643 -------------------------
1645 Item groups are often used for defining, well, _groups of items_.
1647 * `meat`: any meat-kind of a thing (rating might define the size or healing
1648 ability or be irrelevant -- it is not defined as of yet)
1649 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1651 * `flammable`: can be set on fire. Rating might define the intensity of the
1652 fire, affecting e.g. the speed of the spreading of an open fire.
1653 * `wool`: any wool (any origin, any color)
1654 * `metal`: any metal
1655 * `weapon`: any weapon
1656 * `heavy`: anything considerably heavy
1658 Digging time calculation specifics
1659 ----------------------------------
1661 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1662 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1663 faster digging time.
1665 The `level` group is used to limit the toughness of nodes a tool can dig
1666 and to scale the digging times / damage to a greater extent.
1668 **Please do understand this**, otherwise you cannot use the system to it's
1671 Tools define their properties by a list of parameters for groups. They
1672 cannot dig other groups; thus it is important to use a standard bunch of
1673 groups to enable interaction with tools.
1686 * Full punch interval
1687 * Maximum drop level
1688 * For an arbitrary list of groups:
1689 * Uses (until the tool breaks)
1690 * Maximum level (usually `0`, `1`, `2` or `3`)
1694 ### Full punch interval
1696 When used as a weapon, the tool will do full damage if this time is spent
1697 between punches. If e.g. half the time is spent, the tool will do half
1700 ### Maximum drop level
1702 Suggests the maximum level of node, when dug with the tool, that will drop
1703 it's useful item. (e.g. iron ore to drop a lump of iron).
1705 This is not automated; it is the responsibility of the node definition
1710 Determines how many uses the tool has when it is used for digging a node,
1711 of this group, of the maximum level. For lower leveled nodes, the use count
1712 is multiplied by `3^leveldiff`.
1713 `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
1714 node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
1716 * `uses=10, leveldiff=0`: actual uses: 10
1717 * `uses=10, leveldiff=1`: actual uses: 30
1718 * `uses=10, leveldiff=2`: actual uses: 90
1722 Tells what is the maximum level of a node of this group that the tool will
1727 List of digging times for different ratings of the group, for nodes of the
1730 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1731 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1732 for this group, and unable to dig the rating `1`, which is the toughest.
1733 Unless there is a matching group that enables digging otherwise.
1735 If the result digging time is 0, a delay of 0.15 seconds is added between
1736 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1737 i.e. players can more quickly click the nodes away instead of holding LMB.
1741 List of damage for groups of entities. See [Entity damage mechanism].
1743 Example definition of the capabilities of a tool
1744 ------------------------------------------------
1746 tool_capabilities = {
1747 full_punch_interval=1.5,
1750 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1752 damage_groups = {fleshy=2},
1755 This makes the tool be able to dig nodes that fulfil both of these:
1757 * Have the `crumbly` group
1758 * Have a `level` group less or equal to `2`
1760 Table of resulting digging times:
1762 crumbly 0 1 2 3 4 <- level
1764 1 0.80 1.60 1.60 - -
1765 2 0.60 1.20 1.20 - -
1766 3 0.40 0.80 0.80 - -
1768 level diff: 2 1 0 -1 -2
1770 Table of resulting tool uses:
1779 * At `crumbly==0`, the node is not diggable.
1780 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1781 easy nodes to be quickly breakable.
1782 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1787 Entity damage mechanism
1788 =======================
1793 foreach group in cap.damage_groups:
1794 damage += cap.damage_groups[group]
1795 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1796 * (object.armor_groups[group] / 100.0)
1797 -- Where object.armor_groups[group] is 0 for inexistent values
1800 Client predicts damage based on damage groups. Because of this, it is able to
1801 give an immediate response when an entity is damaged or dies; the response is
1802 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1804 Currently a smoke puff will appear when an entity dies.
1806 The group `immortal` completely disables normal damage.
1808 Entities can define a special armor group, which is `punch_operable`. This
1809 group disables the regular damage mechanism for players punching it by hand or
1810 a non-tool item, so that it can do something else than take damage.
1812 On the Lua side, every punch calls:
1814 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1817 This should never be called directly, because damage is usually not handled by
1820 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1821 accessed unless absolutely required, to encourage interoperability.
1822 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1823 * `tool_capabilities` can be `nil`.
1824 * `direction` is a unit vector, pointing from the source of the punch to
1826 * `damage` damage that will be done to entity
1827 Return value of this function will determine if damage is done by this function
1828 (retval true) or shall be done by engine (retval false)
1830 To punch an entity/object in Lua, call:
1832 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1834 * Return value is tool wear.
1835 * Parameters are equal to the above callback.
1836 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1837 will be automatically filled in based on the location of `puncher`.
1848 The instance of a node in the world normally only contains the three values
1849 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
1850 It is called "node metadata"; See `NodeMetaRef`.
1852 Node metadata contains two things:
1857 Some of the values in the key-value store are handled specially:
1859 * `formspec`: Defines a right-click inventory menu. See [Formspec].
1860 * `infotext`: Text shown on the screen when the node is pointed at
1864 local meta = minetest.get_meta(pos)
1865 meta:set_string("formspec",
1867 "list[context;main;0,0;8,4;]"..
1868 "list[current_player;main;0,5;8,4;]")
1869 meta:set_string("infotext", "Chest");
1870 local inv = meta:get_inventory()
1871 inv:set_size("main", 8*4)
1872 print(dump(meta:to_table()))
1875 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1876 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1877 [10] = "", [11] = "", [12] = "", [13] = "",
1878 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1879 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1880 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1881 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1885 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1893 Item stacks can store metadata too. See [`ItemStackMetaRef`].
1895 Item metadata only contains a key-value store.
1897 Some of the values in the key-value store are handled specially:
1899 * `description`: Set the item stack's description. Defaults to
1901 * `color`: A `ColorString`, which sets the stack's color.
1902 * `palette_index`: If the item has a palette, this is used to get the
1903 current color from the palette.
1907 local meta = stack:get_meta()
1908 meta:set_string("key", "value")
1909 print(dump(meta:to_table()))
1917 Formspec defines a menu. This supports inventories and some of the
1918 typical widgets like buttons, checkboxes, text input fields, etc.
1919 It is a string, with a somewhat strange format.
1921 A formspec is made out of formspec elements, which includes widgets
1922 like buttons but also can be used to set stuff like background color.
1924 Many formspec elements have a `name`, which is a unique identifier which
1925 is used when the server receives user input. You must not use the name
1926 "quit" for formspec elements.
1928 Spaces and newlines can be inserted between the blocks, as is used in the
1931 Position and size units are inventory slots unless the new coordinate system
1932 is enabled. `X` and `Y` position the formspec element relative to the top left
1933 of the menu or container. `W` and `H` are its width and height values.
1935 If the new system is enabled, all elements have unified coordinates for all
1936 elements with no padding or spacing in between. This is highly recommended
1937 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
1940 Inventories with a `player:<name>` inventory location are only sent to the
1941 player named `<name>`.
1943 When displaying text which can contain formspec code, e.g. text set by a player,
1944 use `minetest.formspec_escape`.
1945 For coloured text you can use `minetest.colorize`.
1947 Since formspec version 3, elements drawn in the order they are defined. All
1948 background elements are drawn before all other elements.
1950 **WARNING**: do _not_ use a element name starting with `key_`; those names are
1951 reserved to pass key press events to formspec!
1953 **WARNING**: Minetest allows you to add elements to every single formspec instance
1954 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
1955 appearing when you don't expect them to, or why things are styled differently
1956 to normal. See [`no_prepend[]`] and [Styling Formspecs].
1964 list[context;main;0,0;8,4;]
1965 list[current_player;main;0,5;8,4;]
1970 list[context;fuel;2,3;1,1;]
1971 list[context;src;2,1;1,1;]
1972 list[context;dst;5,1;2,2;]
1973 list[current_player;main;0,5;8,4;]
1975 ### Minecraft-like player inventory
1978 image[1,0.6;1,2;player.png]
1979 list[current_player;main;0,3.5;8,4;]
1980 list[current_player;craft;3,0;3,3;]
1981 list[current_player;craftpreview;7,1;1,1;]
1986 ### `formspec_version[<version>]`
1988 * Set the formspec version to a certain number. If not specified,
1989 version 1 is assumed.
1990 * Must be specified before `size` element.
1991 * Clients older than this version can neither show newer elements nor display
1992 elements with new arguments correctly.
1993 * Available since feature `formspec_version_element`.
1995 ### `size[<W>,<H>,<fixed_size>]`
1997 * Define the size of the menu in inventory slots
1998 * `fixed_size`: `true`/`false` (optional)
1999 * deprecated: `invsize[<W>,<H>;]`
2001 ### `position[<X>,<Y>]`
2003 * Must be used after `size` element.
2004 * Defines the position on the game window of the formspec's `anchor` point.
2005 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
2007 * [0.0, 0.0] sets the position to the top left corner of the game window.
2008 * [1.0, 1.0] sets the position to the bottom right of the game window.
2009 * Defaults to the center of the game window [0.5, 0.5].
2011 ### `anchor[<X>,<Y>]`
2013 * Must be used after both `size` and `position` (if present) elements.
2014 * Defines the location of the anchor point within the formspec.
2015 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2017 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2018 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2019 * Defaults to the center of the formspec [0.5, 0.5].
2021 * `position` and `anchor` elements need suitable values to avoid a formspec
2022 extending off the game window due to particular game window sizes.
2026 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2027 * Disables player:set_formspec_prepend() from applying to this formspec.
2029 ### `real_coordinates[<bool>]`
2031 * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
2032 * When set to true, all following formspec elements will use the new coordinate system.
2033 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
2034 (if present), the form size will use the new coordinate system.
2035 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
2036 They must enable it explicitly.
2037 * For information on converting forms to the new coordinate system, see `Migrating
2038 to Real Coordinates`.
2040 ### `container[<X>,<Y>]`
2042 * Start of a container block, moves all physical elements in the container by
2044 * Must have matching `container_end`
2045 * Containers can be nested, in which case the offsets are added
2046 (child containers are relative to parent containers)
2048 ### `container_end[]`
2050 * End of a container, following elements are no longer relative to this
2053 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
2055 * Show an inventory list if it has been sent to the client. Nothing will
2056 be shown if the inventory list is of size 0.
2057 * **Note**: With the new coordinate system, the spacing between inventory
2058 slots is one-fourth the size of an inventory slot.
2060 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2062 * Show an inventory list if it has been sent to the client. Nothing will
2063 be shown if the inventory list is of size 0.
2064 * **Note**: With the new coordinate system, the spacing between inventory
2065 slots is one-fourth the size of an inventory slot.
2067 ### `listring[<inventory location>;<list name>]`
2069 * Allows to create a ring of inventory lists
2070 * Shift-clicking on items in one element of the ring
2071 will send them to the next inventory list inside the ring
2072 * The first occurrence of an element inside the ring will
2073 determine the inventory where items will be sent to
2077 * Shorthand for doing `listring[<inventory location>;<list name>]`
2078 for the last two inventory lists added by list[...]
2080 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2082 * Sets background color of slots as `ColorString`
2083 * Sets background color of slots on mouse hovering
2085 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2087 * Sets background color of slots as `ColorString`
2088 * Sets background color of slots on mouse hovering
2089 * Sets color of slots border
2091 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2093 * Sets background color of slots as `ColorString`
2094 * Sets background color of slots on mouse hovering
2095 * Sets color of slots border
2096 * Sets default background color of tooltips
2097 * Sets default font color of tooltips
2099 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2101 * Adds tooltip for an element
2102 * `<bgcolor>` tooltip background color as `ColorString` (optional)
2103 * `<fontcolor>` tooltip font color as `ColorString` (optional)
2105 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2107 * Adds tooltip for an area. Other tooltips will take priority when present.
2108 * `<bgcolor>` tooltip background color as `ColorString` (optional)
2109 * `<fontcolor>` tooltip font color as `ColorString` (optional)
2111 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2115 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2117 * Show an inventory image of registered item/node
2119 ### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
2121 * Sets background color of formspec.
2122 * `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
2123 of the non-fullscreen and the fullscreen background.
2124 * `fullscreen` (optional) can be one of the following:
2125 * `false`: Only the non-fullscreen background color is drawn. (default)
2126 * `true`: Only the fullscreen background color is drawn.
2127 * `both`: The non-fullscreen and the fullscreen background color are drawn.
2128 * `neither`: No background color is drawn.
2129 * Note: Leave a parameter empty to not modify the value.
2130 * Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
2131 are not bools are only available since formspec version 3.
2133 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2135 * Example for formspec 8x4 in 16x resolution: image shall be sized
2136 8 times 16px times 4 times 16px.
2138 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2140 * Example for formspec 8x4 in 16x resolution:
2141 image shall be sized 8 times 16px times 4 times 16px
2142 * If `auto_clip` is `true`, the background is clipped to the formspec size
2143 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2145 ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2147 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2148 * Middle is a rect which defines the middle of the 9-slice.
2149 * `x` - The middle will be x pixels from all sides.
2150 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2151 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2152 will be added to the width and height of the texture, allowing it to be used as the
2153 distance from the far end.
2154 * All numbers in middle are integers.
2155 * Example for formspec 8x4 in 16x resolution:
2156 image shall be sized 8 times 16px times 4 times 16px
2157 * If `auto_clip` is `true`, the background is clipped to the formspec size
2158 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2159 * Available since formspec version 2
2161 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2163 * Textual password style field; will be sent to server when a button is clicked
2164 * When enter is pressed in field, fields.key_enter_field will be sent with the
2166 * With the old coordinate system, fields are a set height, but will be vertically
2167 centred on `H`. With the new coordinate system, `H` will modify the height.
2168 * `name` is the name of the field as returned in fields to `on_receive_fields`
2169 * `label`, if not blank, will be text printed on the top left above the field
2170 * See `field_close_on_enter` to stop enter closing the formspec
2172 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2174 * Textual field; will be sent to server when a button is clicked
2175 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2176 the name of this field.
2177 * With the old coordinate system, fields are a set height, but will be vertically
2178 centred on `H`. With the new coordinate system, `H` will modify the height.
2179 * `name` is the name of the field as returned in fields to `on_receive_fields`
2180 * `label`, if not blank, will be text printed on the top left above the field
2181 * `default` is the default value of the field
2182 * `default` may contain variable references such as `${text}` which
2183 will fill the value from the metadata value `text`
2184 * **Note**: no extra text or more than a single variable is supported ATM.
2185 * See `field_close_on_enter` to stop enter closing the formspec
2187 ### `field[<name>;<label>;<default>]`
2189 * As above, but without position/size units
2190 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2191 the name of this field.
2192 * Special field for creating simple forms, such as sign text input
2193 * Must be used without a `size[]` element
2194 * A "Proceed" button will be added automatically
2195 * See `field_close_on_enter` to stop enter closing the formspec
2197 ### `field_close_on_enter[<name>;<close_on_enter>]`
2199 * <name> is the name of the field
2200 * if <close_on_enter> is false, pressing enter in the field will submit the
2201 form but not close it.
2202 * defaults to true when not specified (ie: no tag for a field)
2204 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2206 * Same as fields above, but with multi-line input
2207 * If the text overflows, a vertical scrollbar is added.
2208 * If the name is empty, the textarea is read-only and
2209 the background is not shown, which corresponds to a multi-line label.
2211 ### `label[<X>,<Y>;<label>]`
2213 * The label formspec element displays the text set in `label`
2214 at the specified position.
2215 * **Note**: If the new coordinate system is enabled, labels are
2216 positioned from the center of the text, not the top.
2217 * The text is displayed directly without automatic line breaking,
2218 so label should not be used for big text chunks. Newlines can be
2219 used to make labels multiline.
2220 * **Note**: With the new coordinate system, newlines are spaced with
2221 half a coordinate. With the old system, newlines are spaced 2/5 of
2224 ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
2225 * Displays a static formated text with hyperlinks.
2226 * `x`, `y`, `w` and `h` work as per field
2227 * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
2228 * `text` is the formatted text using `markup language` described below.
2230 ### `vertlabel[<X>,<Y>;<label>]`
2231 * Textual label drawn vertically
2232 * `label` is the text on the label
2233 * **Note**: If the new coordinate system is enabled, vertlabels are
2234 positioned from the center of the text, not the left.
2236 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2238 * Clickable button. When clicked, fields will be sent.
2239 * With the old coordinate system, buttons are a set height, but will be vertically
2240 centred on `H`. With the new coordinate system, `H` will modify the height.
2241 * `label` is the text on the button
2243 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2245 * `texture name` is the filename of an image
2246 * **Note**: Height is supported on both the old and new coordinate systems
2249 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2251 * `texture name` is the filename of an image
2252 * `noclip=true` means the image button doesn't need to be within specified
2254 * `drawborder`: draw button border or not
2255 * `pressed texture name` is the filename of an image on pressed state
2257 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2259 * `item name` is the registered name of an item/node
2260 * The item description will be used as the tooltip. This can be overridden with
2263 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2265 * When clicked, fields will be sent and the form will quit.
2266 * Same as `button` in all other respects.
2268 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2270 * When clicked, fields will be sent and the form will quit.
2271 * Same as `image_button` in all other respects.
2273 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2275 * Scrollable item list showing arbitrary text elements
2276 * `name` fieldname sent to server on doubleclick value is current selected
2278 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2280 * if you want a listelement to start with "#" write "##".
2282 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2284 * Scrollable itemlist showing arbitrary text elements
2285 * `name` fieldname sent to server on doubleclick value is current selected
2287 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2288 * if you want a listelement to start with "#" write "##"
2289 * Index to be selected within textlist
2290 * `true`/`false`: draw transparent background
2291 * See also `minetest.explode_textlist_event`
2292 (main menu: `core.explode_textlist_event`).
2294 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2296 * Show a tab**header** at specific position (ignores formsize)
2297 * `X` and `Y`: position of the tabheader
2298 * *Note*: Width and height are automatically chosen with this syntax
2299 * `name` fieldname data is transferred to Lua
2300 * `caption 1`...: name shown on top of tab
2301 * `current_tab`: index of selected tab 1...
2302 * `transparent` (optional): show transparent
2303 * `draw_border` (optional): draw border
2305 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2307 * Show a tab**header** at specific position (ignores formsize)
2308 * **Important note**: This syntax for tabheaders can only be used with the
2309 new coordinate system.
2310 * `X` and `Y`: position of the tabheader
2311 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2312 * `name` fieldname data is transferred to Lua
2313 * `caption 1`...: name shown on top of tab
2314 * `current_tab`: index of selected tab 1...
2315 * `transparent` (optional): show transparent
2316 * `draw_border` (optional): draw border
2318 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2320 * Show a tab**header** at specific position (ignores formsize)
2321 * **Important note**: This syntax for tabheaders can only be used with the
2322 new coordinate system.
2323 * `X` and `Y`: position of the tabheader
2324 * `W` and `H`: width and height of the tabheader
2325 * `name` fieldname data is transferred to Lua
2326 * `caption 1`...: name shown on top of tab
2327 * `current_tab`: index of selected tab 1...
2328 * `transparent` (optional): show transparent
2329 * `draw_border` (optional): draw border
2331 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2333 * Simple colored box
2334 * `color` is color specified as a `ColorString`.
2335 If the alpha component is left blank, the box will be semitransparent.
2337 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2339 * Show a dropdown field
2340 * **Important note**: There are two different operation modes:
2341 1. handle directly on change (only changed dropdown is submitted)
2342 2. read the value on pressing a button (all dropdown values are available)
2343 * `X` and `Y`: position of the dropdown
2344 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2345 * Fieldname data is transferred to Lua
2346 * Items to be shown in dropdown
2347 * Index of currently selected dropdown item
2349 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2351 * Show a dropdown field
2352 * **Important note**: This syntax for dropdowns can only be used with the
2353 new coordinate system.
2354 * **Important note**: There are two different operation modes:
2355 1. handle directly on change (only changed dropdown is submitted)
2356 2. read the value on pressing a button (all dropdown values are available)
2357 * `X` and `Y`: position of the dropdown
2358 * `W` and `H`: width and height of the dropdown
2359 * Fieldname data is transferred to Lua
2360 * Items to be shown in dropdown
2361 * Index of currently selected dropdown item
2363 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2366 * `name` fieldname data is transferred to Lua
2367 * `label` to be shown left of checkbox
2368 * `selected` (optional): `true`/`false`
2369 * **Note**: If the new coordinate system is enabled, checkboxes are
2370 positioned from the center of the checkbox, not the top.
2372 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2374 * Show a scrollbar using options defined by the previous `scrollbaroptions[]`
2375 * There are two ways to use it:
2376 1. handle the changed event (only changed scrollbar is available)
2377 2. read the value on pressing a button (all scrollbars are available)
2378 * `orientation`: `vertical`/`horizontal`
2379 * Fieldname data is transferred to Lua
2380 * Value of this trackbar is set to (`0`-`1000`) by default
2381 * See also `minetest.explode_scrollbar_event`
2382 (main menu: `core.explode_scrollbar_event`).
2384 ### `scrollbaroptions[opt1;opt2;...]`
2385 * Sets options for all following `scrollbar[]` elements
2387 * Sets scrollbar minimum value, defaults to `0`.
2389 * Sets scrollbar maximum value, defaults to `1000`.
2390 If the max is equal to the min, the scrollbar will be disabled.
2392 * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
2394 * If this is set to a negative number, the value will be reset to `10`.
2396 * Sets scrollbar step value used by page up and page down.
2397 * If this is set to a negative number, the value will be reset to `100`.
2399 * Sets size of the thumb on the scrollbar. Size is calculated in the number of
2400 units the thumb spans out of the range of the scrollbar values.
2401 * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
2402 would span a tenth of the scrollbar space.
2403 * If this is set to zero or less, the value will be reset to `1`.
2404 * `arrows=<show/hide/default>`
2405 * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
2406 when the scrollbar gets too small, but shows them otherwise.
2408 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2410 * Show scrollable table using options defined by the previous `tableoptions[]`
2411 * Displays cells as defined by the previous `tablecolumns[]`
2412 * `name`: fieldname sent to server on row select or doubleclick
2413 * `cell 1`...`cell n`: cell contents given in row-major order
2414 * `selected idx`: index of row to be selected within table (first row = `1`)
2415 * See also `minetest.explode_table_event`
2416 (main menu: `core.explode_table_event`).
2418 ### `tableoptions[<opt 1>;<opt 2>;...]`
2420 * Sets options for `table[]`
2422 * default text color (`ColorString`), defaults to `#FFFFFF`
2423 * `background=#RRGGBB`
2424 * table background color (`ColorString`), defaults to `#000000`
2425 * `border=<true/false>`
2426 * should the table be drawn with a border? (default: `true`)
2427 * `highlight=#RRGGBB`
2428 * highlight background color (`ColorString`), defaults to `#466432`
2429 * `highlight_text=#RRGGBB`
2430 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2431 * `opendepth=<value>`
2432 * all subtrees up to `depth < value` are open (default value = `0`)
2433 * only useful when there is a column of type "tree"
2435 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2437 * Sets columns for `table[]`
2438 * Types: `text`, `image`, `color`, `indent`, `tree`
2439 * `text`: show cell contents as text
2440 * `image`: cell contents are an image index, use column options to define
2442 * `color`: cell contents are a ColorString and define color of following
2444 * `indent`: cell contents are a number and define indentation of following
2446 * `tree`: same as indent, but user can open and close subtrees
2450 * for `text` and `image`: content alignment within cells.
2451 Available values: `left` (default), `center`, `right`, `inline`
2453 * for `text` and `image`: minimum width in em (default: `0`)
2454 * for `indent` and `tree`: indent width in em (default: `1.5`)
2455 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2456 Exception: defaults to 0 for indent columns
2457 * `tooltip=<value>`: tooltip text (default: empty)
2458 * `image` column options:
2459 * `0=<value>` sets image for image index 0
2460 * `1=<value>` sets image for image index 1
2461 * `2=<value>` sets image for image index 2
2462 * and so on; defined indices need not be contiguous empty or
2463 non-numeric cells are treated as `0`.
2464 * `color` column options:
2465 * `span=<value>`: number of following columns to affect
2466 (default: infinite).
2468 ### `style[<name>;<prop1>;<prop2>;...]`
2470 * Set the style for the named element `name`.
2471 * Note: this **must** be before the element is defined.
2472 * See [Styling Formspecs].
2475 ### `style_type[<type>;<prop1>;<prop2>;...]`
2477 * Sets the style for all elements of type `type` which appear after this element.
2478 * See [Styling Formspecs].
2480 Migrating to Real Coordinates
2481 -----------------------------
2483 In the old system, positions included padding and spacing. Padding is a gap between
2484 the formspec window edges and content, and spacing is the gaps between items. For
2485 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2486 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2487 in the new coordinate system from scratch.
2489 To recreate an old layout with padding, you'll need to pass the positions and sizes
2490 through the following formula to re-introduce padding:
2493 pos = (oldpos + 1)*spacing + padding
2499 You'll need to change the `size[]` tag like this:
2502 size = (oldsize-1)*spacing + padding*2 + 1
2505 A few elements had random offsets in the old system. Here is a table which shows these
2506 offsets when migrating:
2508 | Element | Position | Size | Notes
2509 |---------|------------|---------|-------
2510 | box | +0.3, +0.1 | 0, -0.4 |
2511 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2512 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2513 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2518 Formspec elements can be themed using the style elements:
2520 style[<name>;<prop1>;<prop2>;...]
2521 style_type[<type>;<prop1>;<prop2>;...]
2525 property_name=property_value
2529 style_type[button;bgcolor=#006699]
2530 style[world_delete;bgcolor=red;textcolor=yellow]
2531 button[4,3.95;2.6,1;world_delete;Delete]
2533 Setting a property to nothing will reset it to the default value. For example:
2535 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2536 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2539 ### Supported Element Types
2541 Some types may inherit styles from parent types.
2544 * button_exit, inherits from button
2551 * pwdfield, inherits from field
2554 * vertlabel, inherits from field
2560 ### Valid Properties
2563 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2564 * Default to false in formspec_version version 3 or higher
2565 * button, button_exit, image_button, item_image_button
2566 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2567 * bgcolor - color, sets button tint.
2568 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
2569 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
2570 * bgimg - standard background image. Defaults to none.
2571 * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
2572 * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
2573 See background9[] documentation for more details
2574 * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
2575 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
2576 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2577 * textcolor - color, default white.
2579 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2581 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2583 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2585 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2586 * field, pwdfield, textarea
2587 * border - set to false to hide the textbox background and border. Default true.
2588 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2589 * textcolor - color. Default white.
2591 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2592 * Default to false in formspec_version version 3 or higher
2594 * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
2596 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2597 * image_button (additional properties)
2598 * fgimg - standard image. Defaults to none.
2599 * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
2600 * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
2601 * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
2603 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2604 * textcolor - color. Default white.
2609 Markup language used in `hypertext[]` elements uses tag that look like HTML tags. Some
2610 tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
2611 Tags can have attributes, in that case, attributes are in the opening tag in
2612 form of a key/value separated with equal signs. Attribute values should not be quoted.
2614 These are the technically basic tags but see below for usual tags. Base tags are:
2616 `<style color=... font=... size=...>...</style>`
2618 Changes the style of the text.
2620 * `color`: Text color. Given color is a `colorspec`.
2621 * `size`: Text size.
2622 * `font`: Text font (`mono` or `normal`).
2624 `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
2629 * `background`: Text background, a `colorspec` or `none`.
2630 * `margin`: Page margins in pixel.
2631 * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
2633 Inheriting styles (affects child elements):
2634 * `color`: Default text color. Given color is a `colorspec`.
2635 * `hovercolor`: Color of <action> tags when mouse is over.
2636 * `size`: Default text size.
2637 * `font`: Default text font (`mono` or `normal`).
2638 * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
2640 This tag needs to be placed only once as it changes the global settings of the
2641 text. Anyway, if several tags are placed, each changed will be made in the order
2644 `<tag name=... color=... hovercolor=... font=... size=...>`
2646 Defines or redefines tag style. This can be used to define new tags.
2647 * `name`: Name of the tag to define or change.
2648 * `color`: Text color. Given color is a `colorspec`.
2649 * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
2650 * `size`: Text size.
2651 * `font`: Text font (`mono` or `normal`).
2653 Following tags are the usual tags for text layout. They are defined by default.
2654 Other tags can be added using `<tag ...>` tag.
2656 `<normal>...</normal>`: Normal size text
2658 `<big>...</big>`: Big text
2660 `<bigger>...</bigger>`: Bigger text
2662 `<center>...</center>`: Centered text
2664 `<left>...</left>`: Left-aligned text
2666 `<right>...</right>`: Right-aligned text
2668 `<justify>...</justify>`: Justified text
2670 `<mono>...</mono>`: Monospaced font
2672 `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
2674 `<action name=...>...</action>`
2676 Make that text a clickable text triggering an action.
2678 * `name`: Name of the action (mandatory).
2680 When clicked, the formspec is send to the server. The value of the text field
2681 sent to `on_player_receive_fields` will be "action:" concatenated to the action
2684 `<img name=... float=... width=... height=...>`
2686 Draws an image which is present in the client media cache.
2688 * `name`: Name of the texture (mandatory).
2689 * `float`: If present, makes the image floating (`left` or `right`).
2690 * `width`: Force image width instead of taking texture width.
2691 * `height`: Force image height instead of taking texture height.
2693 If only width or height given, texture aspect is kept.
2695 `<item name=... float=... width=... height=... rotate=...>`
2697 Draws an item image.
2699 * `name`: Item string of the item to draw (mandatory).
2700 * `float`: If present, makes the image floating (`left` or `right`).
2701 * `width`: Item image width.
2702 * `height`: Item image height.
2703 * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
2704 rotation speeds in percent of standard speed (-1000 to 1000). Works only if
2705 `inventory_items_animations` is set to true.
2706 * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
2707 X, Y and Z being angles around each three axes. Works only if
2708 `inventory_items_animations` is set to true.
2716 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2717 * `"current_player"`: Player to whom the menu is shown
2718 * `"player:<name>"`: Any player
2719 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2720 * `"detached:<name>"`: A detached inventory
2722 Player Inventory lists
2723 ----------------------
2725 * `main`: list containing the default inventory
2726 * `craft`: list containing the craft input
2727 * `craftpreview`: list containing the craft prediction
2728 * `craftresult`: list containing the crafted output
2729 * `hand`: list containing an override for the empty hand
2730 * Is not created automatically, use `InvRef:set_size`
2731 * Is only used to enhance the empty hand's tool capabilities
2739 `#RGB` defines a color in hexadecimal format.
2741 `#RGBA` defines a color in hexadecimal format and alpha channel.
2743 `#RRGGBB` defines a color in hexadecimal format.
2745 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2747 Named colors are also supported and are equivalent to
2748 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2749 To specify the value of the alpha channel, append `#AA` to the end of the color
2750 name (e.g. `colorname#08`). For named colors the hexadecimal string
2751 representing the alpha value must (always) be two hexadecimal digits.
2756 A ColorSpec specifies a 32-bit color. It can be written in any of the following
2759 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
2760 * `colorspec = {a=255, r=0, g=255, b=0}`
2761 * numerical form: The raw integer value of an ARGB8 quad:
2762 * `colorspec = 0xFF00FF00`
2763 * string form: A ColorString (defined above):
2764 * `colorspec = "green"`
2772 Most text can contain escape sequences, that can for example color the text.
2773 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2774 The following functions provide escape sequences:
2776 * `minetest.get_color_escape_sequence(color)`:
2777 * `color` is a ColorString
2778 * The escape sequence sets the text color to `color`
2779 * `minetest.colorize(color, message)`:
2781 `minetest.get_color_escape_sequence(color) ..
2783 minetest.get_color_escape_sequence("#ffffff")`
2784 * `minetest.get_background_escape_sequence(color)`
2785 * `color` is a ColorString
2786 * The escape sequence sets the background of the whole text element to
2787 `color`. Only defined for item descriptions and tooltips.
2788 * `minetest.strip_foreground_colors(str)`
2789 * Removes foreground colors added by `get_color_escape_sequence`.
2790 * `minetest.strip_background_colors(str)`
2791 * Removes background colors added by `get_background_escape_sequence`.
2792 * `minetest.strip_colors(str)`
2793 * Removes all color escape sequences.
2800 A spatial vector is similar to a position, but instead using
2801 absolute world coordinates, it uses *relative* coordinates, relative to
2802 no particular point.
2804 Internally, it is implemented as a table with the 3 fields
2805 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
2807 For the following functions, `v`, `v1`, `v2` are vectors,
2808 `p1`, `p2` are positions:
2810 * `vector.new(a[, b, c])`:
2812 * A copy of `a` if `a` is a vector.
2813 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2814 * `vector.direction(p1, p2)`:
2815 * Returns a vector of length 1 with direction `p1` to `p2`.
2816 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2817 * `vector.distance(p1, p2)`:
2818 * Returns zero or a positive number, the distance between `p1` and `p2`.
2819 * `vector.length(v)`:
2820 * Returns zero or a positive number, the length of vector `v`.
2821 * `vector.normalize(v)`:
2822 * Returns a vector of length 1 with direction of vector `v`.
2823 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2824 * `vector.floor(v)`:
2825 * Returns a vector, each dimension rounded down.
2826 * `vector.round(v)`:
2827 * Returns a vector, each dimension rounded to nearest integer.
2828 * `vector.apply(v, func)`:
2829 * Returns a vector where the function `func` has been applied to each
2831 * `vector.equals(v1, v2)`:
2832 * Returns a boolean, `true` if the vectors are identical.
2833 * `vector.sort(v1, v2)`:
2834 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2835 * `vector.angle(v1, v2)`:
2836 * Returns the angle between `v1` and `v2` in radians.
2837 * `vector.dot(v1, v2)`
2838 * Returns the dot product of `v1` and `v2`
2839 * `vector.cross(v1, v2)`
2840 * Returns the cross product of `v1` and `v2`
2842 For the following functions `x` can be either a vector or a number:
2844 * `vector.add(v, x)`:
2846 * If `x` is a vector: Returns the sum of `v` and `x`.
2847 * If `x` is a number: Adds `x` to each component of `v`.
2848 * `vector.subtract(v, x)`:
2850 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
2851 * If `x` is a number: Subtracts `x` from each component of `v`.
2852 * `vector.multiply(v, x)`:
2853 * Returns a scaled vector or Schur product.
2854 * `vector.divide(v, x)`:
2855 * Returns a scaled vector or Schur quotient.
2863 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2864 human-readable, handles reference loops.
2865 * `obj`: arbitrary variable
2866 * `name`: string, default: `"_"`
2867 * `dumped`: table, default: `{}`
2868 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2869 * `obj`: arbitrary variable
2870 * `dumped`: table, default: `{}`
2871 * `math.hypot(x, y)`
2872 * Get the hypotenuse of a triangle with legs x and y.
2873 Useful for distance calculation.
2874 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2875 * Get the sign of a number.
2876 * tolerance: number, default: `0.0`
2877 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2879 * `math.factorial(x)`: returns the factorial of `x`
2880 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2881 * `separator`: string, default: `","`
2882 * `include_empty`: boolean, default: `false`
2883 * `max_splits`: number, if it's negative, splits aren't limited,
2885 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2886 string or a pattern (regex), default: `false`
2887 * e.g. `"a,b":split","` returns `{"a","b"}`
2888 * `string:trim()`: returns the string without whitespace pre- and suffixes
2889 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2890 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2891 * Adds newlines to the string to keep it within the specified character
2893 * Note that the returned lines may be longer than the limit since it only
2894 splits at word borders.
2895 * `limit`: number, maximal amount of characters in one line
2896 * `as_table`: boolean, if set to true, a table of lines instead of a string
2897 is returned, default: `false`
2898 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2899 * `pos`: table {x=X, y=Y, z=Z}
2900 * Converts the position `pos` to a human-readable, printable string
2901 * `decimal_places`: number, if specified, the x, y and z values of
2902 the position are rounded to the given decimal place.
2903 * `minetest.string_to_pos(string)`: returns a position or `nil`
2904 * Same but in reverse.
2905 * If the string can't be parsed to a position, nothing is returned.
2906 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2907 * Converts a string representing an area box into two positions
2908 * `minetest.formspec_escape(string)`: returns a string
2909 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2911 * `minetest.is_yes(arg)`
2912 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2913 * `minetest.is_nan(arg)`
2914 * returns true when the passed number represents NaN.
2915 * `minetest.get_us_time()`
2916 * returns time with microsecond precision. May not return wall time.
2917 * `table.copy(table)`: returns a table
2918 * returns a deep copy of `table`
2919 * `table.indexof(list, val)`: returns the smallest numerical index containing
2920 the value `val` in the table `list`. Non-numerical indices are ignored.
2921 If `val` could not be found, `-1` is returned. `list` must not have
2923 * `table.insert_all(table, other_table)`:
2924 * Appends all values in `other_table` to `table` - uses `#table + 1` to
2926 * `table.key_value_swap(t)`: returns a table with keys and values swapped
2927 * If multiple keys in `t` map to the same value, the result is undefined.
2928 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2930 * returns the exact position on the surface of a pointed node
2931 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool
2933 Returns a table with the following fields:
2934 * `diggable`: `true` if node can be dug, `false` otherwise.
2935 * `time`: Time it would take to dig the node.
2936 * `wear`: How much wear would be added to the tool.
2937 `time` and `wear` are meaningless if node's not diggable
2939 * `groups`: Table of the node groups of the node that would be dug
2940 * `tool_capabilities`: Tool capabilities table of the tool
2941 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
2942 Simulates an item that punches an object.
2943 Returns a table with the following fields:
2944 * `hp`: How much damage the punch would cause.
2945 * `wear`: How much wear would be added to the tool.
2947 * `groups`: Damage groups of the object
2948 * `tool_capabilities`: Tool capabilities table of the item
2949 * `time_from_last_punch`: time in seconds since last punch action
2957 Texts can be translated client-side with the help of `minetest.translate` and
2960 Translating a string
2961 --------------------
2963 Two functions are provided to translate strings: `minetest.translate` and
2964 `minetest.get_translator`.
2966 * `minetest.get_translator(textdomain)` is a simple wrapper around
2967 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2968 equivalent to `minetest.translate(textdomain, str, ...)`.
2969 It is intended to be used in the following way, so that it avoids verbose
2970 repetitions of `minetest.translate`:
2972 local S = minetest.get_translator(textdomain)
2975 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2977 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2978 the given `textdomain` for disambiguation. The textdomain must match the
2979 textdomain specified in the translation file in order to get the string
2980 translated. This can be used so that a string is translated differently in
2982 It is advised to use the name of the mod as textdomain whenever possible, to
2983 avoid clashes with other mods.
2984 This function must be given a number of arguments equal to the number of
2985 arguments the translated string expects.
2986 Arguments are literal strings -- they will not be translated, so if you want
2987 them to be, they need to come as outputs of `minetest.translate` as well.
2989 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2990 by the translation of "Red". We can do the following:
2992 local S = minetest.get_translator()
2993 S("@1 Wool", S("Red"))
2995 This will be displayed as "Red Wool" on old clients and on clients that do
2996 not have localization enabled. However, if we have for instance a translation
2997 file named `wool.fr.tr` containing the following:
3002 this will be displayed as "Laine Rouge" on clients with a French locale.
3004 Operations on translated strings
3005 --------------------------------
3007 The output of `minetest.translate` is a string, with escape sequences adding
3008 additional information to that string so that it can be translated on the
3009 different clients. In particular, you can't expect operations like string.length
3010 to work on them like you would expect them to, or string.gsub to work in the
3011 expected manner. However, string concatenation will still work as expected
3012 (note that you should only use this for things like formspecs; do not translate
3013 sentences by breaking them into parts; arguments should be used instead), and
3014 operations such as `minetest.colorize` which are also concatenation.
3016 Translation file format
3017 -----------------------
3019 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
3020 it corresponds to. It must be put into the `locale` subdirectory of the mod.
3021 The file should be a text file, with the following format:
3023 * Lines beginning with `# textdomain:` (the space is significant) can be used
3024 to specify the text domain of all following translations in the file.
3025 * All other empty lines or lines beginning with `#` are ignored.
3026 * Other lines should be in the format `original=translated`. Both `original`
3027 and `translated` can contain escape sequences beginning with `@` to insert
3028 arguments, literal `@`, `=` or newline (See [Escapes] below).
3029 There must be no extraneous whitespace around the `=` or at the beginning or
3030 the end of the line.
3035 Strings that need to be translated can contain several escapes, preceded by `@`.
3037 * `@@` acts as a literal `@`.
3038 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
3039 string that will be inlined when translated. Due to how translations are
3040 implemented, the original translation string **must** have its arguments in
3041 increasing order, without gaps or repetitions, starting from 1.
3042 * `@=` acts as a literal `=`. It is not required in strings given to
3043 `minetest.translate`, but is in translation files to avoid being confused
3044 with the `=` separating the original from the translation.
3045 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
3046 As with `@=`, this escape is not required in strings given to
3047 `minetest.translate`, but is in translation files.
3048 * `@n` acts as a literal newline as well.
3056 Perlin noise creates a continuously-varying value depending on the input values.
3057 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
3058 The result is used during map generation to create the terrain shape, vary heat
3059 and humidity to distribute biomes, vary the density of decorations or vary the
3062 Structure of perlin noise
3063 -------------------------
3065 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
3066 The smooth wavy noise it generates has a single characteristic scale, almost
3067 like a 'wavelength', so on its own does not create fine detail.
3068 Due to this perlin noise combines several octaves to create variation on
3069 multiple scales. Each additional octave has a smaller 'wavelength' than the
3072 This combination results in noise varying very roughly between -2.0 and 2.0 and
3073 with an average value of 0.0, so `scale` and `offset` are then used to multiply
3074 and offset the noise variation.
3076 The final perlin noise variation is created as follows:
3078 noise = offset + scale * (octave1 +
3079 octave2 * persistence +
3080 octave3 * persistence ^ 2 +
3081 octave4 * persistence ^ 3 +
3087 Noise Parameters are commonly called `NoiseParams`.
3091 After the multiplication by `scale` this is added to the result and is the final
3092 step in creating the noise value.
3093 Can be positive or negative.
3097 Once all octaves have been combined, the result is multiplied by this.
3098 Can be positive or negative.
3102 For octave1, this is roughly the change of input value needed for a very large
3103 variation in the noise value generated by octave1. It is almost like a
3104 'wavelength' for the wavy noise variation.
3105 Each additional octave has a 'wavelength' that is smaller than the previous
3106 octave, to create finer detail. `spread` will therefore roughly be the typical
3107 size of the largest structures in the final noise variation.
3109 `spread` is a vector with values for x, y, z to allow the noise variation to be
3110 stretched or compressed in the desired axes.
3111 Values are positive numbers.
3115 This is a whole number that determines the entire pattern of the noise
3116 variation. Altering it enables different noise patterns to be created.
3117 With other parameters equal, different seeds produce different noise patterns
3118 and identical seeds produce identical noise patterns.
3120 For this parameter you can randomly choose any whole number. Usually it is
3121 preferable for this to be different from other seeds, but sometimes it is useful
3122 to be able to create identical noise patterns.
3124 When used in mapgen this is actually a 'seed offset', it is added to the
3125 'world seed' to create the seed used by the noise, to ensure the noise has a
3126 different pattern in different worlds.
3130 The number of simple noise generators that are combined.
3131 A whole number, 1 or more.
3132 Each additional octave adds finer detail to the noise but also increases the
3133 noise calculation load.
3134 3 is a typical minimum for a high quality, complex and natural-looking noise
3135 variation. 1 octave has a slight 'gridlike' appearence.
3137 Choose the number of octaves according to the `spread` and `lacunarity`, and the
3138 size of the finest detail you require. For example:
3139 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
3140 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
3141 512, 256, 128, 64, 32, 16 nodes.
3142 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
3146 Each additional octave has an amplitude that is the amplitude of the previous
3147 octave multiplied by `persistence`, to reduce the amplitude of finer details,
3148 as is often helpful and natural to do so.
3149 Since this controls the balance of fine detail to large-scale detail
3150 `persistence` can be thought of as the 'roughness' of the noise.
3152 A positive or negative non-zero number, often between 0.3 and 1.0.
3153 A common medium value is 0.5, such that each octave has half the amplitude of
3154 the previous octave.
3155 This may need to be tuned when altering `lacunarity`; when doing so consider
3156 that a common medium value is 1 / lacunarity.
3160 Each additional octave has a 'wavelength' that is the 'wavelength' of the
3161 previous octave multiplied by 1 / lacunarity, to create finer detail.
3162 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
3164 A positive number no smaller than 1.0.
3165 Values below 2.0 create higher quality noise at the expense of requiring more
3166 octaves to cover a paticular range of 'wavelengths'.
3170 Leave this field unset for no special handling.
3171 Currently supported are `defaults`, `eased` and `absvalue`:
3175 Specify this if you would like to keep auto-selection of eased/not-eased while
3176 specifying some other flags.
3180 Maps noise gradient values onto a quintic S-curve before performing
3181 interpolation. This results in smooth, rolling noise.
3182 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3184 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3186 Easing a 3D noise significantly increases the noise calculation load, so use
3191 The absolute value of each octave's noise variation is used when combining the
3192 octaves. The final perlin noise variation is created as follows:
3194 noise = offset + scale * (abs(octave1) +
3195 abs(octave2) * persistence +
3196 abs(octave3) * persistence ^ 2 +
3197 abs(octave4) * persistence ^ 3 +
3202 For 2D or 3D perlin noise or perlin noise maps:
3207 spread = {x = 500, y = 500, z = 500},
3212 flags = "defaults, absvalue",
3215 For 2D noise the Z component of `spread` is still defined but is ignored.
3216 A single noise parameter table can be used for 2D or 3D noise.
3227 These tell in what manner the ore is generated.
3229 All default ores are of the uniformly-distributed scatter type.
3233 Randomly chooses a location and generates a cluster of ore.
3235 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3236 at that point is greater than the `noise_threshold`, giving the ability to
3237 create a non-equal distribution of ore.
3241 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3242 described by `noise_params` and `noise_threshold`. This is essentially an
3243 improved version of the so-called "stratus" ore seen in some unofficial mods.
3245 This sheet consists of vertical columns of uniform randomly distributed height,
3246 varying between the inclusive range `column_height_min` and `column_height_max`.
3247 If `column_height_min` is not specified, this parameter defaults to 1.
3248 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3249 for reverse compatibility. New code should prefer `column_height_max`.
3251 The `column_midpoint_factor` parameter controls the position of the column at
3252 which ore emanates from.
3253 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3254 equally starting from each direction.
3255 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3256 this parameter is not specified, the default is 0.5.
3258 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3263 Creates a sheet of ore in a cloud-like puff shape.
3265 As with the `sheet` ore type, the size and shape of puffs are described by
3266 `noise_params` and `noise_threshold` and are placed at random vertical
3267 positions within the currently generated chunk.
3269 The vertical top and bottom displacement of each puff are determined by the
3270 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3274 Creates a deformed sphere of ore according to 3d perlin noise described by
3275 `noise_params`. The maximum size of the blob is `clust_size`, and
3276 `clust_scarcity` has the same meaning as with the `scatter` type.
3280 Creates veins of ore varying in density by according to the intersection of two
3281 instances of 3d perlin noise with different seeds, both described by
3284 `random_factor` varies the influence random chance has on placement of an ore
3285 inside the vein, which is `1` by default. Note that modifying this parameter
3286 may require adjusting `noise_threshold`.
3288 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
3291 This ore type is difficult to control since it is sensitive to small changes.
3292 The following is a decent set of parameters to work from:
3297 spread = {x=200, y=200, z=200},
3304 noise_threshold = 1.6
3306 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
3307 computationally expensive than any other ore.
3311 Creates a single undulating ore stratum that is continuous across mapchunk
3312 borders and horizontally spans the world.
3314 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
3315 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
3316 defines the stratum's vertical thickness (in units of nodes). Due to being
3317 continuous across mapchunk borders the stratum's vertical thickness is
3320 If the noise parameter `noise_params` is omitted the ore will occur from y_min
3321 to y_max in a simple horizontal stratum.
3323 A parameter `stratum_thickness` can be provided instead of the noise parameter
3324 `np_stratum_thickness`, to create a constant thickness.
3326 Leaving out one or both noise parameters makes the ore generation less
3327 intensive, useful when adding multiple strata.
3329 `y_min` and `y_max` define the limits of the ore generation and for performance
3330 reasons should be set as close together as possible but without clipping the
3331 stratum's Y variation.
3333 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
3334 solid-ore stratum would require a `clust_scarcity` of 1.
3336 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
3337 `random_factor` are ignored by this ore type.
3342 See section [Flag Specifier Format].
3344 Currently supported flags:
3345 `puff_cliffs`, `puff_additive_composition`.
3349 If set, puff ore generation will not taper down large differences in
3350 displacement when approaching the edge of a puff. This flag has no effect for
3351 ore types other than `puff`.
3353 ### `puff_additive_composition`
3355 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
3356 in a negative displacement, the sub-column at that point is not generated. With
3357 this attribute set, puff ore generation will instead generate the absolute
3358 difference in noise displacement values. This flag has no effect for ore types
3367 The varying types of decorations that can be placed.
3372 Creates a 1 times `H` times 1 column of a specified node (or a random node from
3373 a list, if a decoration list is specified). Can specify a certain node it must
3374 spawn next to, such as water or lava, for example. Can also generate a
3375 decoration of random height between a specified lower and upper bound.
3376 This type of decoration is intended for placement of grass, flowers, cacti,
3377 papyri, waterlilies and so on.
3382 Copies a box of `MapNodes` from a specified schematic file (or raw description).
3383 Can specify a probability of a node randomly appearing when placed.
3384 This decoration type is intended to be used for multi-node sized discrete
3385 structures, such as trees, cave spikes, rocks, and so on.
3394 --------------------
3396 A schematic specifier identifies a schematic by either a filename to a
3397 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
3398 in the form of a table. This table specifies the following fields:
3400 * The `size` field is a 3D vector containing the dimensions of the provided
3401 schematic. (required field)
3402 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
3403 sets the probability of a particular horizontal slice of the schematic being
3404 placed. (optional field)
3405 `ypos` = 0 for the lowest horizontal slice of a schematic.
3406 The default of `prob` is 255.
3407 * The `data` field is a flat table of MapNode tables making up the schematic,
3408 in the order of `[z [y [x]]]`. (required field)
3409 Each MapNode table contains:
3410 * `name`: the name of the map node to place (required)
3411 * `prob` (alias `param1`): the probability of this node being placed
3413 * `param2`: the raw param2 value of the node being placed onto the map
3415 * `force_place`: boolean representing if the node should forcibly overwrite
3416 any previous contents (default: false)
3418 About probability values:
3420 * A probability value of `0` or `1` means that node will never appear
3422 * A probability value of `254` or `255` means the node will always appear
3424 * If the probability value `p` is greater than `1`, then there is a
3425 `(p / 256 * 100)` percent chance that node will appear when the schematic is
3428 Schematic attributes
3429 --------------------
3431 See section [Flag Specifier Format].
3433 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
3436 * `place_center_x`: Placement of this decoration is centered along the X axis.
3437 * `place_center_y`: Placement of this decoration is centered along the Y axis.
3438 * `place_center_z`: Placement of this decoration is centered along the Z axis.
3439 * `force_placement`: Schematic nodes other than "ignore" will replace existing
3445 Lua Voxel Manipulator
3446 =====================
3451 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
3452 facility. The purpose of this object is for fast, low-level, bulk access to
3453 reading and writing Map content. As such, setting map nodes through VoxelManip
3454 will lack many of the higher level features and concepts you may be used to
3455 with other methods of setting nodes. For example, nodes will not have their
3456 construction and destruction callbacks run, and no rollback information is
3459 It is important to note that VoxelManip is designed for speed, and *not* ease
3460 of use or flexibility. If your mod requires a map manipulation facility that
3461 will handle 100% of all edge cases, or the use of high level node placement
3462 features, perhaps `minetest.set_node()` is better suited for the job.
3464 In addition, VoxelManip might not be faster, or could even be slower, for your
3465 specific use case. VoxelManip is most effective when setting large areas of map
3466 at once - for example, if only setting a 3x3x3 node area, a
3467 `minetest.set_node()` loop may be more optimal. Always profile code using both
3468 methods of map manipulation to determine which is most appropriate for your
3471 A recent simple test of setting cubic areas showed that `minetest.set_node()`
3472 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
3477 A VoxelManip object can be created any time using either:
3478 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3480 If the optional position parameters are present for either of these routines,
3481 the specified region will be pre-loaded into the VoxelManip object on creation.
3482 Otherwise, the area of map you wish to manipulate must first be loaded into the
3483 VoxelManip object using `VoxelManip:read_from_map()`.
3485 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
3486 formed by these positions indicate the minimum and maximum (respectively)
3487 positions of the area actually loaded in the VoxelManip, which may be larger
3488 than the area requested. For convenience, the loaded area coordinates can also
3489 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3491 Now that the VoxelManip object is populated with map data, your mod can fetch a
3492 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
3493 which retrieves an individual node in a MapNode formatted table at the position
3494 requested is the simplest method to use, but also the slowest.
3496 Nodes in a VoxelManip object may also be read in bulk to a flat array table
3499 * `VoxelManip:get_data()` for node content (in Content ID form, see section
3501 * `VoxelManip:get_light_data()` for node light levels, and
3502 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3504 See section [Flat array format] for more details.
3506 It is very important to understand that the tables returned by any of the above
3507 three functions represent a snapshot of the VoxelManip's internal state at the
3508 time of the call. This copy of the data will not magically update itself if
3509 another function modifies the internal VoxelManip state.
3510 Any functions that modify a VoxelManip's contents work on the VoxelManip's
3511 internal state unless otherwise explicitly stated.
3513 Once the bulk data has been edited to your liking, the internal VoxelManip
3514 state can be set using:
3516 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3518 * `VoxelManip:set_light_data()` for node light levels, and
3519 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3521 The parameter to each of the above three functions can use any table at all in
3522 the same flat array format as produced by `get_data()` etc. and is not required
3523 to be a table retrieved from `get_data()`.
3525 Once the internal VoxelManip state has been modified to your liking, the
3526 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
3528 ### Flat array format
3531 `Nx = p2.X - p1.X + 1`,
3532 `Ny = p2.Y - p1.Y + 1`, and
3533 `Nz = p2.Z - p1.Z + 1`.
3535 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
3536 including the value of the expression `Nx * Ny * Nz`.
3538 Positions offset from p1 are present in the array with the format of:
3541 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3542 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3544 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3545 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3547 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3549 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3552 and the array index for a position p contained completely in p1..p2 is:
3554 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3556 Note that this is the same "flat 3D array" format as
3557 `PerlinNoiseMap:get3dMap_flat()`.
3558 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3559 of the index for a single point in a flat VoxelManip array.
3563 A Content ID is a unique integer identifier for a specific node type.
3564 These IDs are used by VoxelManip in place of the node name string for
3565 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3566 `minetest.get_content_id()` to look up the Content ID for the specified node
3567 name, and `minetest.get_name_from_content_id()` to look up the node name string
3568 for a given Content ID.
3569 After registration of a node, its Content ID will remain the same throughout
3570 execution of the mod.
3571 Note that the node being queried needs to have already been been registered.
3573 The following builtin node types have their Content IDs defined as constants:
3575 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3576 * `minetest.CONTENT_AIR`: ID for "air" nodes
3577 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3579 ### Mapgen VoxelManip objects
3581 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3582 VoxelManip object used by the core's Map Generator (commonly abbreviated
3583 Mapgen). Most of the rules previously described still apply but with a few
3586 * The Mapgen VoxelManip object is retrieved using:
3587 `minetest.get_mapgen_object("voxelmanip")`
3588 * This VoxelManip object already has the region of map just generated loaded
3589 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3590 a Mapgen VoxelManip.
3591 * The `on_generated()` callbacks of some mods may place individual nodes in the
3592 generated area using non-VoxelManip map modification methods. Because the
3593 same Mapgen VoxelManip object is passed through each `on_generated()`
3594 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3595 consistency with the current map state. For this reason, calling any of the
3596 following functions:
3597 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3598 will also update the Mapgen VoxelManip object's internal state active on the
3600 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3601 necessary to update lighting information using either:
3602 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3604 ### Other API functions operating on a VoxelManip
3606 If any VoxelManip contents were set to a liquid node,
3607 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3608 flowing. It is recommended to call this function only after having written all
3609 buffered data back to the VoxelManip object, save for special situations where
3610 the modder desires to only have certain liquid nodes begin flowing.
3612 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3613 will generate all registered decorations and ores throughout the full area
3614 inside of the specified VoxelManip object.
3616 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3617 `minetest.place_schematic()`, except instead of placing the specified schematic
3618 directly on the map at the specified position, it will place the schematic
3619 inside the VoxelManip.
3623 * Attempting to read data from a VoxelManip object before map is read will
3624 result in a zero-length array table for `VoxelManip:get_data()`, and an
3625 "ignore" node at any position for `VoxelManip:get_node_at()`.
3626 * If either a region of map has not yet been generated or is out-of-bounds of
3627 the map, that region is filled with "ignore" nodes.
3628 * Other mods, or the core itself, could possibly modify the area of map
3629 currently loaded into a VoxelManip object. With the exception of Mapgen
3630 VoxelManips (see above section), the internal buffers are not updated. For
3631 this reason, it is strongly encouraged to complete the usage of a particular
3632 VoxelManip object in the same callback it had been created.
3633 * If a VoxelManip object will be used often, such as in an `on_generated()`
3634 callback, consider passing a file-scoped table as the optional parameter to
3635 `VoxelManip:get_data()`, which serves as a static buffer the function can use
3636 to write map data to instead of returning a new table each call. This greatly
3637 enhances performance by avoiding unnecessary memory allocations.
3642 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
3643 containing the region formed by `p1` and `p2`.
3644 * returns actual emerged `pmin`, actual emerged `pmax`
3645 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
3647 * **important**: data must be set using `VoxelManip:set_data()` before
3649 * if `light` is true, then lighting is automatically recalculated.
3650 The default value is true.
3651 If `light` is false, no light calculations happen, and you should correct
3652 all modified blocks with `minetest.fix_light()` as soon as possible.
3653 Keep in mind that modifying the map where light is incorrect can cause
3655 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3656 the `VoxelManip` at that position
3657 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
3659 * `get_data([buffer])`: Retrieves the node content data loaded into the
3660 `VoxelManip` object.
3661 * returns raw node data in the form of an array of node content IDs
3662 * if the param `buffer` is present, this table will be used to store the
3664 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3665 * `update_map()`: Does nothing, kept for compatibility.
3666 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
3668 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3669 * To be used only by a `VoxelManip` object from
3670 `minetest.get_mapgen_object`.
3671 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3673 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3674 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3676 * Each value is the bitwise combination of day and night light values
3678 * `light = day + (night * 16)`
3679 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3680 in the `VoxelManip`.
3681 * expects lighting data in the same format that `get_light_data()` returns
3682 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
3683 `VoxelManip` object.
3684 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3686 * If the param `buffer` is present, this table will be used to store the
3688 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
3690 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
3692 * To be used only by a `VoxelManip` object from
3693 `minetest.get_mapgen_object`.
3694 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3695 area if left out or nil. For almost all uses these should be left out
3696 or nil to use the default.
3697 * `propagate_shadow` is an optional boolean deciding whether shadows in a
3698 generated mapchunk above are propagated down into the mapchunk, defaults
3699 to `true` if left out.
3700 * `update_liquids()`: Update liquid flow
3701 * `was_modified()`: Returns `true` or `false` if the data in the voxel
3702 manipulator had been modified since the last read from map, due to a call to
3703 `minetest.set_data()` on the loaded area elsewhere.
3704 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3709 A helper class for voxel areas.
3710 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3711 The coordinates are *inclusive*, like most other things in Minetest.
3715 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3716 `MinEdge` and `MaxEdge`.
3717 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
3719 * `index(x, y, z)`: returns the index of an absolute position in a flat array
3721 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
3722 * The position (x, y, z) is not checked for being inside the area volume,
3723 being outside can cause an incorrect index result.
3724 * Useful for things like `VoxelManip`, raw Schematic specifiers,
3725 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
3726 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
3727 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
3728 is not checked for being inside the area volume.
3729 * `position(i)`: returns the absolute position vector corresponding to index
3731 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
3732 `MinEdge` and `MaxEdge`.
3733 * `containsp(p)`: same as above, except takes a vector
3734 * `containsi(i)`: same as above, except takes an index `i`
3735 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
3737 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
3739 * `iterp(minp, maxp)`: same as above, except takes a vector
3747 A mapgen object is a construct used in map generation. Mapgen objects can be
3748 used by an `on_generate` callback to speed up operations by avoiding
3749 unnecessary recalculations, these can be retrieved using the
3750 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
3751 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
3752 callback, `nil` is returned.
3754 The following Mapgen objects are currently available:
3758 This returns three values; the `VoxelManip` object to be used, minimum and
3759 maximum emerged position, in that order. All mapgens support this object.
3763 Returns an array containing the y coordinates of the ground levels of nodes in
3764 the most recently generated chunk by the current mapgen.
3768 Returns an array containing the biome IDs of nodes in the most recently
3769 generated chunk by the current mapgen.
3773 Returns an array containing the temperature values of nodes in the most
3774 recently generated chunk by the current mapgen.
3778 Returns an array containing the humidity values of nodes in the most recently
3779 generated chunk by the current mapgen.
3783 Returns a table mapping requested generation notification types to arrays of
3784 positions at which the corresponding generated structures are located within
3785 the current chunk. To set the capture of positions of interest to be recorded
3786 on generate, use `minetest.set_gen_notify()`.
3787 For decorations, the returned positions are the ground surface 'place_on'
3788 nodes, not the decorations themselves. A 'simple' type decoration is often 1
3789 node above the returned position and possibly displaced by 'place_offset_y'.
3791 Possible fields of the table returned are:
3797 * `large_cave_begin`
3801 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3802 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
3810 Functions receive a "luaentity" as `self`:
3812 * It has the member `.name`, which is the registered name `("mod:thing")`
3813 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3814 * The original prototype stuff is visible directly via a metatable
3818 * `on_activate(self, staticdata, dtime_s)`
3819 * Called when the object is instantiated.
3820 * `dtime_s` is the time passed since the object was unloaded, which can be
3821 used for updating the entity state.
3822 * `on_step(self, dtime)`
3823 * Called on every server tick, after movement and collision processing.
3824 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3826 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
3827 * Called when somebody punches the object.
3828 * Note that you probably want to handle most punches using the automatic
3830 * `puncher`: an `ObjectRef` (can be `nil`)
3831 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3833 * `tool_capabilities`: capability table of used tool (can be `nil`)
3834 * `dir`: unit vector of direction of punch. Always defined. Points from the
3835 puncher to the punched.
3836 * `damage`: damage that will be done to entity.
3837 * `on_death(self, killer)`
3838 * Called when the object dies.
3839 * `killer`: an `ObjectRef` (can be `nil`)
3840 * `on_rightclick(self, clicker)`
3841 * `on_attach_child(self, child)`
3842 * `child`: an `ObjectRef` of the child that attaches
3843 * `on_detach_child(self, child)`
3844 * `child`: an `ObjectRef` of the child that detaches
3845 * `on_detach(self, parent)`
3846 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
3847 * This happens before the parent object is removed from the world
3848 * `get_staticdata(self)`
3849 * Should return a string that will be passed to `on_activate` when the
3850 object is instantiated the next time.
3862 axiom, --string initial tree axiom
3863 rules_a, --string rules set A
3864 rules_b, --string rules set B
3865 rules_c, --string rules set C
3866 rules_d, --string rules set D
3867 trunk, --string trunk node name
3868 leaves, --string leaves node name
3869 leaves2, --string secondary leaves node name
3870 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3871 angle, --num angle in deg
3872 iterations, --num max # of iterations, usually 2 -5
3873 random_level, --num factor to lower nr of iterations, usually 0 - 3
3874 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3875 -- 2x2 nodes or 3x3 in cross shape
3876 thin_branches, --boolean true -> use thin (1 node) branches
3877 fruit, --string fruit node name
3878 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3879 seed, --num random seed, if no seed is provided, the engine
3883 Key for special L-System symbols used in axioms
3884 -----------------------------------------------
3886 * `G`: move forward one unit with the pen up
3887 * `F`: move forward one unit with the pen down drawing trunks and branches
3888 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3889 * `T`: move forward one unit with the pen down drawing trunks only
3890 * `R`: move forward one unit with the pen down placing fruit
3891 * `A`: replace with rules set A
3892 * `B`: replace with rules set B
3893 * `C`: replace with rules set C
3894 * `D`: replace with rules set D
3895 * `a`: replace with rules set A, chance 90%
3896 * `b`: replace with rules set B, chance 80%
3897 * `c`: replace with rules set C, chance 70%
3898 * `d`: replace with rules set D, chance 60%
3899 * `+`: yaw the turtle right by `angle` parameter
3900 * `-`: yaw the turtle left by `angle` parameter
3901 * `&`: pitch the turtle down by `angle` parameter
3902 * `^`: pitch the turtle up by `angle` parameter
3903 * `/`: roll the turtle to the right by `angle` parameter
3904 * `*`: roll the turtle to the left by `angle` parameter
3905 * `[`: save in stack current state info
3906 * `]`: recover from stack state info
3911 Spawn a small apple tree:
3913 pos = {x=230,y=20,z=4}
3916 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3917 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3918 trunk="default:tree",
3919 leaves="default:leaves",
3923 trunk_type="single",
3926 fruit="default:apple"
3928 minetest.spawn_tree(pos,apple_tree)
3933 'minetest' namespace reference
3934 ==============================
3939 * `minetest.get_current_modname()`: returns the currently loading mod's name,
3941 * `minetest.get_modpath(modname)`: returns e.g.
3942 `"/home/user/.minetest/usermods/modname"`.
3943 * Useful for loading additional `.lua` modules or static data from mod
3944 * `minetest.get_modnames()`: returns a list of installed mods
3945 * Return a list of installed mods, sorted alphabetically
3946 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
3947 * Useful for storing custom data
3948 * `minetest.is_singleplayer()`
3949 * `minetest.features`: Table containing API feature flags
3952 glasslike_framed = true, -- 0.4.7
3953 nodebox_as_selectionbox = true, -- 0.4.7
3954 get_all_craft_recipes_works = true, -- 0.4.7
3955 -- The transparency channel of textures can optionally be used on
3957 use_texture_alpha = true,
3958 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
3959 no_legacy_abms = true,
3960 -- Texture grouping is possible using parentheses (0.4.11)
3961 texture_names_parens = true,
3962 -- Unique Area ID for AreaStore:insert_area (0.4.14)
3963 area_store_custom_ids = true,
3964 -- add_entity supports passing initial staticdata to on_activate
3966 add_entity_with_staticdata = true,
3967 -- Chat messages are no longer predicted (0.4.16)
3968 no_chat_message_prediction = true,
3969 -- The transparency channel of textures can optionally be used on
3970 -- objects (ie: players and lua entities) (5.0.0)
3971 object_use_texture_alpha = true,
3972 -- Object selectionbox is settable independently from collisionbox
3974 object_independent_selectionbox = true,
3975 -- Specifies whether binary data can be uploaded or downloaded using
3976 -- the HTTP API (5.1.0)
3977 httpfetch_binary_data = true,
3978 -- Whether formspec_version[<version>] may be used (5.1.0)
3979 formspec_version_element = true,
3980 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
3981 area_store_persistent_ids = true,
3984 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
3985 * `arg`: string or table in format `{foo=true, bar=true}`
3986 * `missing_features`: `{foo=true, bar=true}`
3987 * `minetest.get_player_information(player_name)`: Table containing information
3988 about a player. Example return value:
3991 address = "127.0.0.1", -- IP address of client
3992 ip_version = 4, -- IPv4 / IPv6
3993 min_rtt = 0.01, -- minimum round trip time
3994 max_rtt = 0.2, -- maximum round trip time
3995 avg_rtt = 0.02, -- average round trip time
3996 min_jitter = 0.01, -- minimum packet time jitter
3997 max_jitter = 0.5, -- maximum packet time jitter
3998 avg_jitter = 0.03, -- average packet time jitter
3999 connection_uptime = 200, -- seconds since client connected
4000 protocol_version = 32, -- protocol version used by client
4001 formspec_version = 2, -- supported formspec version
4002 -- following information is available on debug build only!!!
4003 -- DO NOT USE IN MODS
4004 --ser_vers = 26, -- serialization version used by client
4005 --major = 0, -- major version number
4006 --minor = 4, -- minor version number
4007 --patch = 10, -- patch version number
4008 --vers_string = "0.4.9-git", -- full version string
4009 --state = "Active" -- current client state
4012 * `minetest.mkdir(path)`: returns success.
4013 * Creates a directory specified by `path`, creating parent directories
4014 if they don't exist.
4015 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
4017 * nil: return all entries,
4018 * true: return only subdirectory names, or
4019 * false: return only file names.
4020 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
4021 * Replaces contents of file at path with new contents in a safe (atomic)
4022 way. Use this instead of below code when writing e.g. database files:
4023 `local f = io.open(path, "wb"); f:write(content); f:close()`
4024 * `minetest.get_version()`: returns a table containing components of the
4025 engine version. Components:
4026 * `project`: Name of the project, eg, "Minetest"
4027 * `string`: Simple version, eg, "1.2.3-dev"
4028 * `hash`: Full git version (only set if available),
4029 eg, "1.2.3-dev-01234567-dirty".
4030 Use this for informational purposes only. The information in the returned
4031 table does not represent the capabilities of the engine, nor is it
4032 reliable or verifiable. Compatible forks will have a different name and
4033 version entirely. To check for the presence of engine features, test
4034 whether the functions exported by the wanted features exist. For example:
4035 `if minetest.check_for_falling then ... end`.
4036 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
4037 * `data`: string of data to hash
4038 * `raw`: return raw bytes instead of hex digits, default: false
4043 * `minetest.debug(...)`
4044 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
4045 * `minetest.log([level,] text)`
4046 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
4047 `"info"`, or `"verbose"`. Default is `"none"`.
4049 Registration functions
4050 ----------------------
4052 Call these functions only at load time!
4056 * `minetest.register_node(name, node definition)`
4057 * `minetest.register_craftitem(name, item definition)`
4058 * `minetest.register_tool(name, item definition)`
4059 * `minetest.override_item(name, redefinition)`
4060 * Overrides fields of an item registered with register_node/tool/craftitem.
4061 * Note: Item must already be defined, (opt)depend on the mod defining it.
4062 * Example: `minetest.override_item("default:mese",
4063 {light_source=minetest.LIGHT_MAX})`
4064 * `minetest.unregister_item(name)`
4065 * Unregisters the item from the engine, and deletes the entry with key
4066 `name` from `minetest.registered_items` and from the associated item table
4067 according to its nature: `minetest.registered_nodes`, etc.
4068 * `minetest.register_entity(name, entity definition)`
4069 * `minetest.register_abm(abm definition)`
4070 * `minetest.register_lbm(lbm definition)`
4071 * `minetest.register_alias(alias, original_name)`
4072 * Also use this to set the 'mapgen aliases' needed in a game for the core
4073 mapgens. See [Mapgen aliases] section above.
4074 * `minetest.register_alias_force(alias, original_name)`
4075 * `minetest.register_ore(ore definition)`
4076 * Returns an integer object handle uniquely identifying the registered
4078 * The order of ore registrations determines the order of ore generation.
4079 * `minetest.register_biome(biome definition)`
4080 * Returns an integer object handle uniquely identifying the registered
4081 biome on success. To get the biome ID, use `minetest.get_biome_id`.
4082 * `minetest.unregister_biome(name)`
4083 * Unregisters the biome from the engine, and deletes the entry with key
4084 `name` from `minetest.registered_biomes`.
4085 * `minetest.register_decoration(decoration definition)`
4086 * Returns an integer object handle uniquely identifying the registered
4087 decoration on success. To get the decoration ID, use
4088 `minetest.get_decoration_id`.
4089 * The order of decoration registrations determines the order of decoration
4091 * `minetest.register_schematic(schematic definition)`
4092 * Returns an integer object handle uniquely identifying the registered
4093 schematic on success.
4094 * If the schematic is loaded from a file, the `name` field is set to the
4096 * If the function is called when loading the mod, and `name` is a relative
4097 path, then the current mod path will be prepended to the schematic
4099 * `minetest.clear_registered_ores()`
4100 * Clears all ores currently registered.
4101 * `minetest.clear_registered_biomes()`
4102 * Clears all biomes currently registered.
4103 * `minetest.clear_registered_decorations()`
4104 * Clears all decorations currently registered.
4105 * `minetest.clear_registered_schematics()`
4106 * Clears all schematics currently registered.
4110 * `minetest.register_craft(recipe)`
4111 * Check recipe table syntax for different types below.
4112 * `minetest.clear_craft(recipe)`
4113 * Will erase existing craft based either on output item or on input recipe.
4114 * Specify either output or input only. If you specify both, input will be
4115 ignored. For input use the same recipe table syntax as for
4116 `minetest.register_craft(recipe)`. For output specify only the item,
4118 * Returns false if no erase candidate could be found, otherwise returns true.
4119 * **Warning**! The type field ("shaped", "cooking" or any other) will be
4120 ignored if the recipe contains output. Erasing is then done independently
4121 from the crafting method.
4122 * `minetest.register_chatcommand(cmd, chatcommand definition)`
4123 * `minetest.override_chatcommand(name, redefinition)`
4124 * Overrides fields of a chatcommand registered with `register_chatcommand`.
4125 * `minetest.unregister_chatcommand(name)`
4126 * Unregisters a chatcommands registered with `register_chatcommand`.
4127 * `minetest.register_privilege(name, definition)`
4128 * `definition` can be a description or a definition table (see [Privilege
4130 * If it is a description, the priv will be granted to singleplayer and admin
4132 * To allow players with `basic_privs` to grant, see the `basic_privs`
4133 minetest.conf setting.
4134 * `minetest.register_authentication_handler(authentication handler definition)`
4135 * Registers an auth handler that overrides the builtin one.
4136 * This function can be called by a single mod once only.
4138 Global callback registration functions
4139 --------------------------------------
4141 Call these functions only at load time!
4143 * `minetest.register_globalstep(function(dtime))`
4144 * Called every server step, usually interval of 0.1s
4145 * `minetest.register_on_mods_loaded(function())`
4146 * Called after mods have finished loading and before the media is cached or the
4148 * `minetest.register_on_shutdown(function())`
4149 * Called before server shutdown
4150 * **Warning**: If the server terminates abnormally (i.e. crashes), the
4151 registered callbacks **will likely not be run**. Data should be saved at
4152 semi-frequent intervals as well as on server shutdown.
4153 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
4154 * Called when a node has been placed
4155 * If return `true` no item is taken from `itemstack`
4156 * `placer` may be any valid ObjectRef or nil.
4157 * **Not recommended**; use `on_construct` or `after_place_node` in node
4158 definition whenever possible.
4159 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
4160 * Called when a node has been dug.
4161 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
4162 definition whenever possible.
4163 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
4164 * Called when a node is punched
4165 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
4166 * Called after generating a piece of world. Modifying nodes inside the area
4167 is a bit faster than usually.
4168 * `minetest.register_on_newplayer(function(ObjectRef))`
4169 * Called after a new player has been created
4170 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
4171 * Called when a player is punched
4172 * Note: This callback is invoked even if the punched player is dead.
4173 * `player`: ObjectRef - Player that was punched
4174 * `hitter`: ObjectRef - Player that hit
4175 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4177 * `tool_capabilities`: Capability table of used tool (can be nil)
4178 * `dir`: Unit vector of direction of punch. Always defined. Points from
4179 the puncher to the punched.
4180 * `damage`: Number that represents the damage calculated by the engine
4181 * should return `true` to prevent the default damage mechanism
4182 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
4183 * Called when the player gets damaged or healed
4184 * `player`: ObjectRef of the player
4185 * `hp_change`: the amount of change. Negative when it is damage.
4186 * `reason`: a PlayerHPChangeReason table.
4187 * The `type` field will have one of the following values:
4188 * `set_hp`: A mod or the engine called `set_hp` without
4189 giving a type - use this for custom damage types.
4190 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
4192 * `node_damage`: `damage_per_second` from a neighbouring node.
4193 `reason.node` will hold the node name or nil.
4196 * Any of the above types may have additional fields from mods.
4197 * `reason.from` will be `mod` or `engine`.
4198 * `modifier`: when true, the function should return the actual `hp_change`.
4199 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
4200 Modifiers can return true as a second argument to stop the execution of further functions.
4201 Non-modifiers receive the final HP change calculated by the modifiers.
4202 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
4203 * Called when a player dies
4204 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
4205 * `minetest.register_on_respawnplayer(function(ObjectRef))`
4206 * Called when player is to be respawned
4207 * Called _before_ repositioning of player occurs
4208 * return true in func to disable regular player placement
4209 * `minetest.register_on_prejoinplayer(function(name, ip))`
4210 * Called before a player joins the game
4211 * If it returns a string, the player is disconnected with that string as
4213 * `minetest.register_on_joinplayer(function(ObjectRef))`
4214 * Called when a player joins the game
4215 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
4216 * Called when a player leaves the game
4217 * `timed_out`: True for timeout, false for other reasons.
4218 * `minetest.register_on_auth_fail(function(name, ip))`
4219 * Called when a client attempts to log into an account but supplies the
4221 * `ip`: The IP address of the client.
4222 * `name`: The account the client attempted to log into.
4223 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
4224 * Called when a player cheats
4225 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
4227 * `interacted_too_far`
4228 * `interacted_while_dead`
4229 * `finished_unknown_dig`
4232 * `minetest.register_on_chat_message(function(name, message))`
4233 * Called always when a player says something
4234 * Return `true` to mark the message as handled, which means that it will
4235 not be sent to other players.
4236 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
4237 * Called when the server received input from `player` in a formspec with
4238 the given `formname`. Specifically, this is called on any of the
4240 * a button was pressed,
4241 * Enter was pressed while the focus was on a text field
4242 * a checkbox was toggled,
4243 * something was selecteed in a drop-down list,
4244 * a different tab was selected,
4245 * selection was changed in a textlist or table,
4246 * an entry was double-clicked in a textlist or table,
4247 * a scrollbar was moved, or
4248 * the form was actively closed by the player.
4249 * Fields are sent for formspec elements which define a field. `fields`
4250 is a table containing each formspecs element value (as string), with
4251 the `name` parameter as index for each. The value depends on the
4252 formspec element type:
4253 * `button` and variants: If pressed, contains the user-facing button
4254 text as value. If not pressed, is `nil`
4255 * `field`, `textarea` and variants: Text in the field
4256 * `dropdown`: Text of selected item
4257 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
4258 * `checkbox`: `"true"` if checked, `"false"` if unchecked
4259 * `textlist`: See `minetest.explode_textlist_event`
4260 * `table`: See `minetest.explode_table_event`
4261 * `scrollbar`: See `minetest.explode_scrollbar_event`
4262 * Special case: `["quit"]="true"` is sent when the user actively
4263 closed the form by mouse click, keypress or through a button_exit[]
4265 * Special case: `["key_enter"]="true"` is sent when the user pressed
4266 the Enter key and the focus was either nowhere (causing the formspec
4267 to be closed) or on a button. If the focus was on a text field,
4268 additionally, the index `key_enter_field` contains the name of the
4269 text field. See also: `field_close_on_enter`.
4270 * Newest functions are called first
4271 * If function returns `true`, remaining functions are not called
4272 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
4273 * Called when `player` crafts something
4274 * `itemstack` is the output
4275 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
4277 * `craft_inv` is the inventory with the crafting grid
4278 * Return either an `ItemStack`, to replace the output, or `nil`, to not
4280 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
4281 * The same as before, except that it is called before the player crafts, to
4282 make craft prediction, and it should not change anything.
4283 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
4284 * Determinates how much of a stack may be taken, put or moved to a
4286 * `player` (type `ObjectRef`) is the player who modified the inventory
4287 `inventory` (type `InvRef`).
4288 * List of possible `action` (string) values and their
4289 `inventory_info` (table) contents:
4290 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
4291 * `put`: `{listname=string, index=number, stack=ItemStack}`
4292 * `take`: Same as `put`
4293 * Return a numeric value to limit the amount of items to be taken, put or
4294 moved. A value of `-1` for `take` will make the source stack infinite.
4295 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
4296 * Called after a take, put or move event from/to/in a player inventory
4297 * Function arguments: see `minetest.register_allow_player_inventory_action`
4298 * Does not accept or handle any return value.
4299 * `minetest.register_on_protection_violation(function(pos, name))`
4300 * Called by `builtin` and mods when a player violates protection at a
4301 position (eg, digs a node or punches a protected entity).
4302 * The registered functions can be called using
4303 `minetest.record_protection_violation`.
4304 * The provided function should check that the position is protected by the
4305 mod calling this function before it prints a message, if it does, to
4306 allow for multiple protection mods.
4307 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
4308 * Called when an item is eaten, by `minetest.item_eat`
4309 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
4310 * `minetest.register_on_priv_grant(function(name, granter, priv))`
4311 * Called when `granter` grants the priv `priv` to `name`.
4312 * Note that the callback will be called twice if it's done by a player,
4313 once with granter being the player name, and again with granter being nil.
4314 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
4315 * Called when `revoker` revokes the priv `priv` from `name`.
4316 * Note that the callback will be called twice if it's done by a player,
4317 once with revoker being the player name, and again with revoker being nil.
4318 * `minetest.register_can_bypass_userlimit(function(name, ip))`
4319 * Called when `name` user connects with `ip`.
4320 * Return `true` to by pass the player limit
4321 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
4322 * Called when an incoming mod channel message is received
4323 * You should have joined some channels to receive events.
4324 * If message comes from a server mod, `sender` field is an empty string.
4329 * `minetest.settings`: Settings object containing all of the settings from the
4330 main config file (`minetest.conf`).
4331 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
4332 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
4337 * `minetest.string_to_privs(str[, delim])`:
4338 * Converts string representation of privs into table form
4339 * `delim`: String separating the privs. Defaults to `","`.
4340 * Returns `{ priv1 = true, ... }`
4341 * `minetest.privs_to_string(privs[, delim])`:
4342 * Returns the string representation of `privs`
4343 * `delim`: String to delimit privs. Defaults to `","`.
4344 * `minetest.get_player_privs(name) -> {priv1=true,...}`
4345 * `minetest.check_player_privs(player_or_name, ...)`:
4346 returns `bool, missing_privs`
4347 * A quickhand for checking privileges.
4348 * `player_or_name`: Either a Player object or the name of a player.
4349 * `...` is either a list of strings, e.g. `"priva", "privb"` or
4350 a table, e.g. `{ priva = true, privb = true }`.
4352 * `minetest.check_password_entry(name, entry, password)`
4353 * Returns true if the "password entry" for a player with name matches given
4354 password, false otherwise.
4355 * The "password entry" is the password representation generated by the
4356 engine as returned as part of a `get_auth()` call on the auth handler.
4357 * Only use this function for making it possible to log in via password from
4358 external protocols such as IRC, other uses are frowned upon.
4359 * `minetest.get_password_hash(name, raw_password)`
4360 * Convert a name-password pair to a password hash that Minetest can use.
4361 * The returned value alone is not a good basis for password checks based
4362 on comparing the password hash in the database with the password hash
4363 from the function, with an externally provided password, as the hash
4364 in the db might use the new SRP verifier format.
4365 * For this purpose, use `minetest.check_password_entry` instead.
4366 * `minetest.get_player_ip(name)`: returns an IP address string for the player
4368 * The player needs to be online for this to be successful.
4370 * `minetest.get_auth_handler()`: Return the currently active auth handler
4371 * See the [Authentication handler definition]
4372 * Use this to e.g. get the authentication data for a player:
4373 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
4374 * `minetest.notify_authentication_modified(name)`
4375 * Must be called by the authentication handler for privilege changes.
4376 * `name`: string; if omitted, all auth data should be considered modified
4377 * `minetest.set_player_password(name, password_hash)`: Set password hash of
4379 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
4381 * `minetest.auth_reload()`
4382 * See `reload()` in authentication handler definition
4384 `minetest.set_player_password`, `minetest_set_player_privs`,
4385 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
4391 * `minetest.chat_send_all(text)`
4392 * `minetest.chat_send_player(name, text)`
4393 * `minetest.format_chat_message(name, message)`
4394 * Used by the server to format a chat message, based on the setting `chat_message_format`.
4395 Refer to the documentation of the setting for a list of valid placeholders.
4396 * Takes player name and message, and returns the formatted string to be sent to players.
4397 * Can be redefined by mods if required, for things like colored names or messages.
4398 * **Only** the first occurrence of each placeholder will be replaced.
4403 * `minetest.set_node(pos, node)`
4404 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
4405 * Set node at position `pos`
4406 * `node`: table `{name=string, param1=number, param2=number}`
4407 * If param1 or param2 is omitted, it's set to `0`.
4408 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
4409 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
4410 * Set node on all positions set in the first argument.
4411 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
4412 * For node specification or position syntax see `minetest.set_node` call
4413 * Faster than set_node due to single call, but still considerably slower
4414 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
4415 Unlike LVMs, this will call node callbacks. It also allows setting nodes
4416 in spread out positions which would cause LVMs to waste memory.
4417 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
4419 * `minetest.swap_node(pos, node)`
4420 * Set node at position, but don't remove metadata
4421 * `minetest.remove_node(pos)`
4422 * By default it does the same as `minetest.set_node(pos, {name="air"})`
4423 * `minetest.get_node(pos)`
4424 * Returns the node at the given position as table in the format
4425 `{name="node_name", param1=0, param2=0}`,
4426 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
4427 * `minetest.get_node_or_nil(pos)`
4428 * Same as `get_node` but returns `nil` for unloaded areas.
4429 * `minetest.get_node_light(pos, timeofday)`
4430 * Gets the light value at the given position. Note that the light value
4431 "inside" the node at the given position is returned, so you usually want
4432 to get the light value of a neighbor.
4433 * `pos`: The position where to measure the light.
4434 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
4435 * Returns a number between `0` and `15` or `nil`
4436 * `minetest.place_node(pos, node)`
4437 * Place node with the same effects that a player would cause
4438 * `minetest.dig_node(pos)`
4439 * Dig node with the same effects that a player would cause
4440 * Returns `true` if successful, `false` on failure (e.g. protected location)
4441 * `minetest.punch_node(pos)`
4442 * Punch node with the same effects that a player would cause
4443 * `minetest.spawn_falling_node(pos)`
4444 * Change node into falling node
4445 * Returns `true` if successful, `false` on failure
4447 * `minetest.find_nodes_with_meta(pos1, pos2)`
4448 * Get a table of positions of nodes that have metadata within a region
4450 * `minetest.get_meta(pos)`
4451 * Get a `NodeMetaRef` at that position
4452 * `minetest.get_node_timer(pos)`
4453 * Get `NodeTimerRef`
4455 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
4457 * Returns `ObjectRef`, or `nil` if failed
4458 * `minetest.add_item(pos, item)`: Spawn item
4459 * Returns `ObjectRef`, or `nil` if failed
4460 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
4461 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
4463 * `radius`: using an euclidean metric
4464 * `minetest.set_timeofday(val)`
4465 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
4466 * `minetest.get_timeofday()`
4467 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
4469 * `minetest.get_day_count()`: returns number days elapsed since world was
4471 * accounts for time changes.
4472 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
4474 * `radius`: using a maximum metric
4475 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4476 * `search_center` is an optional boolean (default: `false`)
4477 If true `pos` is also checked for the nodes
4478 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
4480 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4481 * First return value: Table with all node positions
4482 * Second return value: Table with the count of each node with the node name
4484 * Area volume is limited to 4,096,000 nodes
4485 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
4487 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4488 * Return value: Table with all node positions with a node air above
4489 * Area volume is limited to 4,096,000 nodes
4490 * `minetest.get_perlin(noiseparams)`
4491 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
4492 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
4493 * `minetest.get_voxel_manip([pos1, pos2])`
4494 * Return voxel manipulator object.
4495 * Loads the manipulator from the map if positions are passed.
4496 * `minetest.set_gen_notify(flags, {deco_ids})`
4497 * Set the types of on-generate notifications that should be collected.
4498 * `flags` is a flag field with the available flags:
4506 * The second parameter is a list of IDs of decorations which notification
4508 * `minetest.get_gen_notify()`
4509 * Returns a flagstring and a table with the `deco_id`s.
4510 * `minetest.get_decoration_id(decoration_name)`
4511 * Returns the decoration ID number for the provided decoration name string,
4512 or `nil` on failure.
4513 * `minetest.get_mapgen_object(objectname)`
4514 * Return requested mapgen object if available (see [Mapgen objects])
4515 * `minetest.get_heat(pos)`
4516 * Returns the heat at the position, or `nil` on failure.
4517 * `minetest.get_humidity(pos)`
4518 * Returns the humidity at the position, or `nil` on failure.
4519 * `minetest.get_biome_data(pos)`
4520 * Returns a table containing:
4521 * `biome` the biome id of the biome at that position
4522 * `heat` the heat at the position
4523 * `humidity` the humidity at the position
4524 * Or returns `nil` on failure.
4525 * `minetest.get_biome_id(biome_name)`
4526 * Returns the biome id, as used in the biomemap Mapgen object and returned
4527 by `minetest.get_biome_data(pos)`, for a given biome_name string.
4528 * `minetest.get_biome_name(biome_id)`
4529 * Returns the biome name string for the provided biome id, or `nil` on
4531 * If no biomes have been registered, such as in mgv6, returns `default`.
4532 * `minetest.get_mapgen_params()`
4533 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
4534 * Returns a table containing:
4540 * `minetest.set_mapgen_params(MapgenParams)`
4541 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
4543 * Set map generation parameters.
4544 * Function cannot be called after the registration period; only
4545 initialization and `on_mapgen_init`.
4546 * Takes a table as an argument with the fields:
4552 * Leave field unset to leave that parameter unchanged.
4553 * `flags` contains a comma-delimited string of flags to set, or if the
4554 prefix `"no"` is attached, clears instead.
4555 * `flags` is in the same format and has the same options as `mg_flags` in
4557 * `minetest.get_mapgen_setting(name)`
4558 * Gets the *active* mapgen setting (or nil if none exists) in string
4559 format with the following order of precedence:
4560 1) Settings loaded from map_meta.txt or overrides set during mod
4562 2) Settings set by mods without a metafile override
4563 3) Settings explicitly set in the user config file, minetest.conf
4564 4) Settings set as the user config default
4565 * `minetest.get_mapgen_setting_noiseparams(name)`
4566 * Same as above, but returns the value as a NoiseParams table if the
4567 setting `name` exists and is a valid NoiseParams.
4568 * `minetest.set_mapgen_setting(name, value, [override_meta])`
4569 * Sets a mapgen param to `value`, and will take effect if the corresponding
4570 mapgen setting is not already present in map_meta.txt.
4571 * `override_meta` is an optional boolean (default: `false`). If this is set
4572 to true, the setting will become the active setting regardless of the map
4574 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
4575 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
4576 * Same as above, except value is a NoiseParams table.
4577 * `minetest.set_noiseparams(name, noiseparams, set_default)`
4578 * Sets the noiseparams setting of `name` to the noiseparams table specified
4580 * `set_default` is an optional boolean (default: `true`) that specifies
4581 whether the setting should be applied to the default config or current
4583 * `minetest.get_noiseparams(name)`
4584 * Returns a table of the noiseparams for name.
4585 * `minetest.generate_ores(vm, pos1, pos2)`
4586 * Generate all registered ores within the VoxelManip `vm` and in the area
4587 from `pos1` to `pos2`.
4588 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4589 * `minetest.generate_decorations(vm, pos1, pos2)`
4590 * Generate all registered decorations within the VoxelManip `vm` and in the
4591 area from `pos1` to `pos2`.
4592 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4593 * `minetest.clear_objects([options])`
4594 * Clear all objects in the environment
4595 * Takes an optional table as an argument with the field `mode`.
4596 * mode = `"full"` : Load and go through every mapblock, clearing
4598 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
4599 clear objects in unloaded mapblocks only when the
4600 mapblocks are next activated.
4601 * `minetest.load_area(pos1[, pos2])`
4602 * Load the mapblocks containing the area from `pos1` to `pos2`.
4603 `pos2` defaults to `pos1` if not specified.
4604 * This function does not trigger map generation.
4605 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
4606 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
4607 asynchronously fetched from memory, loaded from disk, or if inexistent,
4609 * If `callback` is a valid Lua function, this will be called for each block
4611 * The function signature of callback is:
4612 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
4613 * `blockpos` is the *block* coordinates of the block that had been
4615 * `action` could be one of the following constant values:
4616 * `minetest.EMERGE_CANCELLED`
4617 * `minetest.EMERGE_ERRORED`
4618 * `minetest.EMERGE_FROM_MEMORY`
4619 * `minetest.EMERGE_FROM_DISK`
4620 * `minetest.EMERGE_GENERATED`
4621 * `calls_remaining` is the number of callbacks to be expected after
4623 * `param` is the user-defined parameter passed to emerge_area (or
4624 nil if the parameter was absent).
4625 * `minetest.delete_area(pos1, pos2)`
4626 * delete all mapblocks in the area from pos1 to pos2, inclusive
4627 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
4628 * Checks if there is anything other than air between pos1 and pos2.
4629 * Returns false if something is blocking the sight.
4630 * Returns the position of the blocking node when `false`
4631 * `pos1`: First position
4632 * `pos2`: Second position
4633 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
4634 * Creates a `Raycast` object.
4635 * `pos1`: start of the ray
4636 * `pos2`: end of the ray
4637 * `objects`: if false, only nodes will be returned. Default is `true`.
4638 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
4639 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
4640 * returns table containing path
4641 * returns a table of 3D points representing a path from `pos1` to `pos2` or
4643 * `pos1`: start position
4644 * `pos2`: end position
4645 * `searchdistance`: number of blocks to search in each direction using a
4647 * `max_jump`: maximum height difference to consider walkable
4648 * `max_drop`: maximum height difference to consider droppable
4649 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
4650 * `minetest.spawn_tree (pos, {treedef})`
4651 * spawns L-system tree at given `pos` with definition in `treedef` table
4652 * `minetest.transforming_liquid_add(pos)`
4653 * add node to liquid update queue
4654 * `minetest.get_node_max_level(pos)`
4655 * get max available level for leveled node
4656 * `minetest.get_node_level(pos)`
4657 * get level of leveled node (water, snow)
4658 * `minetest.set_node_level(pos, level)`
4659 * set level of leveled node, default `level` equals `1`
4660 * if `totallevel > maxlevel`, returns rest (`total-max`).
4661 * `minetest.add_node_level(pos, level)`
4662 * increase level of leveled node by level, default `level` equals `1`
4663 * if `totallevel > maxlevel`, returns rest (`total-max`)
4664 * can be negative for decreasing
4665 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
4666 * resets the light in a cuboid-shaped part of
4667 the map and removes lighting bugs.
4668 * Loads the area if it is not loaded.
4669 * `pos1` is the corner of the cuboid with the least coordinates
4670 (in node coordinates), inclusive.
4671 * `pos2` is the opposite corner of the cuboid, inclusive.
4672 * The actual updated cuboid might be larger than the specified one,
4673 because only whole map blocks can be updated.
4674 The actual updated area consists of those map blocks that intersect
4675 with the given cuboid.
4676 * However, the neighborhood of the updated area might change
4677 as well, as light can spread out of the cuboid, also light
4679 * returns `false` if the area is not fully generated,
4681 * `minetest.check_single_for_falling(pos)`
4682 * causes an unsupported `group:falling_node` node to fall and causes an
4683 unattached `group:attached_node` node to fall.
4684 * does not spread these updates to neighbours.
4685 * `minetest.check_for_falling(pos)`
4686 * causes an unsupported `group:falling_node` node to fall and causes an
4687 unattached `group:attached_node` node to fall.
4688 * spread these updates to neighbours and can cause a cascade
4690 * `minetest.get_spawn_level(x, z)`
4691 * Returns a player spawn y co-ordinate for the provided (x, z)
4692 co-ordinates, or `nil` for an unsuitable spawn point.
4693 * For most mapgens a 'suitable spawn point' is one with y between
4694 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
4695 so `nil` will be returned for many (x, z) co-ordinates.
4696 * The spawn level returned is for a player spawn in unmodified terrain.
4697 * The spawn level is intentionally above terrain level to cope with
4698 full-node biome 'dust' nodes.
4703 You can find mod channels communication scheme in `doc/mod_channels.png`.
4705 * `minetest.mod_channel_join(channel_name)`
4706 * Server joins channel `channel_name`, and creates it if necessary. You
4707 should listen for incoming messages with
4708 `minetest.register_on_modchannel_message`
4713 `minetest.get_inventory(location)`: returns an `InvRef`
4716 * `{type="player", name="celeron55"}`
4717 * `{type="node", pos={x=, y=, z=}}`
4718 * `{type="detached", name="creative"}`
4719 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
4721 * `callbacks`: See [Detached inventory callbacks]
4722 * `player_name`: Make detached inventory available to one player
4723 exclusively, by default they will be sent to every player (even if not
4725 Note that this parameter is mostly just a workaround and will be removed
4727 * Creates a detached inventory. If it already exists, it is cleared.
4728 * `minetest.remove_detached_inventory(name)`
4729 * Returns a `boolean` indicating whether the removal succeeded.
4730 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
4731 returns left over ItemStack.
4732 * See `minetest.item_eat` and `minetest.register_on_item_eat`
4737 * `minetest.show_formspec(playername, formname, formspec)`
4738 * `playername`: name of player to show formspec
4739 * `formname`: name passed to `on_player_receive_fields` callbacks.
4740 It should follow the `"modname:<whatever>"` naming convention
4741 * `formspec`: formspec to display
4742 * `minetest.close_formspec(playername, formname)`
4743 * `playername`: name of player to close formspec
4744 * `formname`: has to exactly match the one given in `show_formspec`, or the
4745 formspec will not close.
4746 * calling `show_formspec(playername, formname, "")` is equal to this
4748 * to close a formspec regardless of the formname, call
4749 `minetest.close_formspec(playername, "")`.
4750 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
4751 * `minetest.formspec_escape(string)`: returns a string
4752 * escapes the characters "[", "]", "\", "," and ";", which can not be used
4754 * `minetest.explode_table_event(string)`: returns a table
4755 * returns e.g. `{type="CHG", row=1, column=2}`
4757 * `"INV"`: no row selected
4759 * `"DCL"`: double-click
4760 * `minetest.explode_textlist_event(string)`: returns a table
4761 * returns e.g. `{type="CHG", index=1}`
4763 * `"INV"`: no row selected
4765 * `"DCL"`: double-click
4766 * `minetest.explode_scrollbar_event(string)`: returns a table
4767 * returns e.g. `{type="CHG", value=500}`
4769 * `"INV"`: something failed
4770 * `"CHG"`: has been changed
4771 * `"VAL"`: not changed
4776 * `minetest.inventorycube(img1, img2, img3)`
4777 * Returns a string for making an image of a cube (useful as an item image)
4778 * `minetest.get_pointed_thing_position(pointed_thing, above)`
4779 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
4780 does not refer to a node or entity.
4781 * If the optional `above` parameter is true and the `pointed_thing` refers
4782 to a node, then it will return the `above` position of the `pointed_thing`.
4783 * `minetest.dir_to_facedir(dir, is6d)`
4784 * Convert a vector to a facedir value, used in `param2` for
4785 `paramtype2="facedir"`.
4786 * passing something non-`nil`/`false` for the optional second parameter
4787 causes it to take the y component into account.
4788 * `minetest.facedir_to_dir(facedir)`
4789 * Convert a facedir back into a vector aimed directly out the "back" of a
4791 * `minetest.dir_to_wallmounted(dir)`
4792 * Convert a vector to a wallmounted value, used for
4793 `paramtype2="wallmounted"`.
4794 * `minetest.wallmounted_to_dir(wallmounted)`
4795 * Convert a wallmounted value back into a vector aimed directly out the
4797 * `minetest.dir_to_yaw(dir)`
4798 * Convert a vector into a yaw (angle)
4799 * `minetest.yaw_to_dir(yaw)`
4800 * Convert yaw (angle) to a vector
4801 * `minetest.is_colored_paramtype(ptype)`
4802 * Returns a boolean. Returns `true` if the given `paramtype2` contains
4803 color information (`color`, `colorwallmounted` or `colorfacedir`).
4804 * `minetest.strip_param2_color(param2, paramtype2)`
4805 * Removes everything but the color information from the
4806 given `param2` value.
4807 * Returns `nil` if the given `paramtype2` does not contain color
4809 * `minetest.get_node_drops(nodename, toolname)`
4810 * Returns list of item names.
4811 * **Note**: This will be removed or modified in a future version.
4812 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
4813 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4814 * `input.width` = for example `3`
4815 * `input.items` = for example
4816 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4817 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
4818 * `output.time` = a number, if unsuccessful: `0`
4819 * `output.replacements` = List of replacement `ItemStack`s that couldn't be
4820 placed in `decremented_input.items`. Replacements can be placed in
4821 `decremented_input` if the stack of the replaced item has a count of 1.
4822 * `decremented_input` = like `input`
4823 * `minetest.get_craft_recipe(output)`: returns input
4824 * returns last registered recipe for output item (node)
4825 * `output` is a node or item type such as `"default:torch"`
4826 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4827 * `input.width` = for example `3`
4828 * `input.items` = for example
4829 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4830 * `input.items` = `nil` if no recipe found
4831 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
4832 * returns indexed table with all registered recipes for query item (node)
4833 or `nil` if no recipe was found.
4834 * recipe entry table:
4835 * `method`: 'normal' or 'cooking' or 'fuel'
4836 * `width`: 0-3, 0 means shapeless recipe
4837 * `items`: indexed [1-9] table with recipe items
4838 * `output`: string with item name and quantity
4839 * Example query for `"default:gold_ingot"` will return table:
4842 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
4843 items = {1 = "default:gold_lump"}},
4844 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
4845 items = {1 = "default:goldblock"}}
4847 * `minetest.handle_node_drops(pos, drops, digger)`
4848 * `drops`: list of itemstrings
4849 * Handles drops from nodes after digging: Default action is to put them
4850 into digger's inventory.
4851 * Can be overridden to get different functionality (e.g. dropping items on
4853 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
4855 * Creates an item string which contains palette index information
4856 for hardware colorization. You can use the returned string
4857 as an output in a craft recipe.
4858 * `item`: the item stack which becomes colored. Can be in string,
4859 table and native form.
4860 * `palette_index`: this index is added to the item stack
4861 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
4862 * Creates an item string which contains static color information
4863 for hardware colorization. Use this method if you wish to colorize
4864 an item that does not own a palette. You can use the returned string
4865 as an output in a craft recipe.
4866 * `item`: the item stack which becomes colored. Can be in string,
4867 table and native form.
4868 * `colorstring`: the new color of the item stack
4873 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
4874 returns `{{actor, pos, time, oldnode, newnode}, ...}`
4875 * Find who has done something to a node, or near a node
4876 * `actor`: `"player:<name>"`, also `"liquid"`.
4877 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
4878 `boolean, log_messages`.
4879 * Revert latest actions of someone
4880 * `actor`: `"player:<name>"`, also `"liquid"`.
4882 Defaults for the `on_place` and `on_drop` item definition functions
4883 -------------------------------------------------------------------
4885 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
4886 * Place item as a node
4887 * `param2` overrides `facedir` and wallmounted `param2`
4888 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
4889 for the newly placed node to prevent a callback and placement loop
4890 * returns `itemstack, position`
4891 * `position`: the location the node was placed to. `nil` if nothing was placed.
4892 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
4894 * returns the leftover itemstack
4895 * **Note**: This function is deprecated and will never be called.
4896 * `minetest.item_place(itemstack, placer, pointed_thing[, param2])`
4897 * Wrapper that calls `minetest.item_place_node` if appropriate
4898 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
4899 * **Note**: is not called when wielded item overrides `on_place`
4900 * `param2` overrides facedir and wallmounted `param2`
4901 * returns `itemstack, position`
4902 * `position`: the location the node was placed to. `nil` if nothing was placed.
4903 * `minetest.item_drop(itemstack, dropper, pos)`
4905 * returns the leftover itemstack
4906 * `minetest.item_eat(hp_change[, replace_with_item])`
4907 * Returns `function(itemstack, user, pointed_thing)` as a
4908 function wrapper for `minetest.do_item_eat`.
4909 * `replace_with_item` is the itemstring which is added to the inventory.
4910 If the player is eating a stack, then replace_with_item goes to a
4913 Defaults for the `on_punch` and `on_dig` node definition callbacks
4914 ------------------------------------------------------------------
4916 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
4917 * Calls functions registered by `minetest.register_on_punchnode()`
4918 * `minetest.node_dig(pos, node, digger)`
4919 * Checks if node can be dug, puts item into inventory, removes node
4920 * Calls functions registered by `minetest.registered_on_dignodes()`
4925 * `minetest.sound_play(spec, parameters)`: returns a handle
4926 * `spec` is a `SimpleSoundSpec`
4927 * `parameters` is a sound parameter table
4928 * `minetest.sound_stop(handle)`
4929 * `minetest.sound_fade(handle, step, gain)`
4930 * `handle` is a handle returned by `minetest.sound_play`
4931 * `step` determines how fast a sound will fade.
4932 Negative step will lower the sound volume, positive step will increase
4934 * `gain` the target gain for the fade.
4939 * `minetest.after(time, func, ...)`
4940 * Call the function `func` after `time` seconds, may be fractional
4941 * Optional: Variable number of arguments that are passed to `func`
4946 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
4947 server shutdown. Will display `message` to clients.
4948 * `reconnect` == true displays a reconnect button
4949 * `delay` adds an optional delay (in seconds) before shutdown.
4950 Negative delay cancels the current active shutdown.
4951 Zero delay triggers an immediate shutdown.
4952 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
4953 * `minetest.get_server_status(name, joined)`
4954 * Returns the server status string when a player joins or when the command
4955 `/status` is called. Returns `nil` or an empty string when the message is
4957 * `joined`: Boolean value, indicates whether the function was called when
4959 * This function may be overwritten by mods to customize the status message.
4960 * `minetest.get_server_uptime()`: returns the server uptime in seconds
4961 * `minetest.remove_player(name)`: remove player from database (if they are not
4963 * As auth data is not removed, minetest.player_exists will continue to
4964 return true. Call the below method as well if you want to remove auth
4966 * Returns a code (0: successful, 1: no such player, 2: player is connected)
4967 * `minetest.remove_player_auth(name)`: remove player authentication data
4968 * Returns boolean indicating success (false if player nonexistant)
4973 * `minetest.get_ban_list()`: returns a list of all bans formatted as string
4974 * `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
4975 IP address or name formatted as string
4976 * `minetest.ban_player(name)`: ban the IP of a currently connected player
4977 * Returns boolean indicating success
4978 * `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
4980 * `minetest.kick_player(name, [reason])`: disconnect a player with an optional
4982 * Returns boolean indicating success (false if player nonexistant)
4987 * `minetest.add_particle(particle definition)`
4988 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
4989 expirationtime, size, collisiondetection, texture, playername)`
4991 * `minetest.add_particlespawner(particlespawner definition)`
4992 * Add a `ParticleSpawner`, an object that spawns an amount of particles
4993 over `time` seconds.
4994 * Returns an `id`, and -1 if adding didn't succeed
4995 * Deprecated: `minetest.add_particlespawner(amount, time,
4999 minexptime, maxexptime,
5001 collisiondetection, texture, playername)`
5003 * `minetest.delete_particlespawner(id, player)`
5004 * Delete `ParticleSpawner` with `id` (return value from
5005 `minetest.add_particlespawner`).
5006 * If playername is specified, only deletes on the player's client,
5007 otherwise on all clients.
5012 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
5013 * Create a schematic from the volume of map specified by the box formed by
5015 * Apply the specified probability and per-node force-place to the specified
5016 nodes according to the `probability_list`.
5017 * `probability_list` is an array of tables containing two fields, `pos`
5019 * `pos` is the 3D vector specifying the absolute coordinates of the
5020 node being modified,
5021 * `prob` is an integer value from `0` to `255` that encodes
5022 probability and per-node force-place. Probability has levels
5023 0-127, then 128 may be added to encode per-node force-place.
5024 For probability stated as 0-255, divide by 2 and round down to
5025 get values 0-127, then add 128 to apply per-node force-place.
5026 * If there are two or more entries with the same pos value, the
5028 * If `pos` is not inside the box formed by `p1` and `p2`, it is
5030 * If `probability_list` equals `nil`, no probabilities are applied.
5031 * Apply the specified probability to the specified horizontal slices
5032 according to the `slice_prob_list`.
5033 * `slice_prob_list` is an array of tables containing two fields, `ypos`
5035 * `ypos` indicates the y position of the slice with a probability
5036 applied, the lowest slice being `ypos = 0`.
5037 * If slice probability list equals `nil`, no slice probabilities
5039 * Saves schematic in the Minetest Schematic format to filename.
5041 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
5042 * Place the schematic specified by schematic (see [Schematic specifier]) at
5044 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
5045 * If the `rotation` parameter is omitted, the schematic is not rotated.
5046 * `replacements` = `{["old_name"] = "convert_to", ...}`
5047 * `force_placement` is a boolean indicating whether nodes other than `air`
5048 and `ignore` are replaced by the schematic.
5049 * Returns nil if the schematic could not be loaded.
5050 * **Warning**: Once you have loaded a schematic from a file, it will be
5051 cached. Future calls will always use the cached version and the
5052 replacement list defined for it, regardless of whether the file or the
5053 replacement list parameter have changed. The only way to load the file
5054 anew is to restart the server.
5055 * `flags` is a flag field with the available flags:
5060 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
5061 * This function is analogous to minetest.place_schematic, but places a
5062 schematic onto the specified VoxelManip object `vmanip` instead of the
5064 * Returns false if any part of the schematic was cut-off due to the
5065 VoxelManip not containing the full area required, and true if the whole
5066 schematic was able to fit.
5067 * Returns nil if the schematic could not be loaded.
5068 * After execution, any external copies of the VoxelManip contents are
5070 * `flags` is a flag field with the available flags:
5075 * `minetest.serialize_schematic(schematic, format, options)`
5076 * Return the serialized schematic specified by schematic
5077 (see [Schematic specifier])
5078 * in the `format` of either "mts" or "lua".
5079 * "mts" - a string containing the binary MTS data used in the MTS file
5081 * "lua" - a string containing Lua code representing the schematic in table
5083 * `options` is a table containing the following optional parameters:
5084 * If `lua_use_comments` is true and `format` is "lua", the Lua code
5085 generated will have (X, Z) position comments for every X row
5086 generated in the schematic data for easier reading.
5087 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
5088 the Lua code generated will use that number of spaces as indentation
5089 instead of a tab character.
5091 * `minetest.read_schematic(schematic, options)`
5092 * Returns a Lua table representing the schematic (see: [Schematic specifier])
5093 * `schematic` is the schematic to read (see: [Schematic specifier])
5094 * `options` is a table containing the following optional parameters:
5095 * `write_yslice_prob`: string value:
5096 * `none`: no `write_yslice_prob` table is inserted,
5097 * `low`: only probabilities that are not 254 or 255 are written in
5098 the `write_ylisce_prob` table,
5099 * `all`: write all probabilities to the `write_yslice_prob` table.
5100 * The default for this option is `all`.
5101 * Any invalid value will be interpreted as `all`.
5106 * `minetest.request_http_api()`:
5107 * returns `HTTPApiTable` containing http functions if the calling mod has
5108 been granted access by being listed in the `secure.http_mods` or
5109 `secure.trusted_mods` setting, otherwise returns `nil`.
5110 * The returned table contains the functions `fetch`, `fetch_async` and
5111 `fetch_async_get` described below.
5112 * Only works at init time and must be called from the mod's main scope
5113 (not from a function).
5114 * Function only exists if minetest server was built with cURL support.
5115 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
5117 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
5118 * Performs given request asynchronously and calls callback upon completion
5119 * callback: `function(HTTPRequestResult res)`
5120 * Use this HTTP function if you are unsure, the others are for advanced use
5121 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
5122 * Performs given request asynchronously and returns handle for
5123 `HTTPApiTable.fetch_async_get`
5124 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
5125 * Return response data for given asynchronous HTTP request
5130 * `minetest.get_mod_storage()`:
5131 * returns reference to mod private `StorageRef`
5132 * must be called during mod load time
5137 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
5138 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
5139 * `minetest.player_exists(name)`: boolean, whether player exists
5140 (regardless of online status)
5141 * `minetest.hud_replace_builtin(name, hud_definition)`
5142 * Replaces definition of a builtin hud element
5143 * `name`: `"breath"` or `"health"`
5144 * `hud_definition`: definition to replace builtin definition
5145 * `minetest.send_join_message(player_name)`
5146 * This function can be overridden by mods to change the join message.
5147 * `minetest.send_leave_message(player_name, timed_out)`
5148 * This function can be overridden by mods to change the leave message.
5149 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
5150 * `pos`: table {x=number, y=number, z=number},
5151 * Gives a unique hash number for a node position (16+16+16=48bit)
5152 * `minetest.get_position_from_hash(hash)`: returns a position
5153 * Inverse transform of `minetest.hash_node_position`
5154 * `minetest.get_item_group(name, group)`: returns a rating
5155 * Get rating of a group of an item. (`0` means: not in group)
5156 * `minetest.get_node_group(name, group)`: returns a rating
5157 * Deprecated: An alias for the former.
5158 * `minetest.raillike_group(name)`: returns a rating
5159 * Returns rating of the connect_to_raillike group corresponding to name
5160 * If name is not yet the name of a connect_to_raillike group, a new group
5161 id is created, with that name.
5162 * `minetest.get_content_id(name)`: returns an integer
5163 * Gets the internal content ID of `name`
5164 * `minetest.get_name_from_content_id(content_id)`: returns a string
5165 * Gets the name of the content with that content ID
5166 * `minetest.parse_json(string[, nullvalue])`: returns something
5167 * Convert a string containing JSON data into the Lua equivalent
5168 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
5169 * On success returns a table, a string, a number, a boolean or `nullvalue`
5170 * On failure outputs an error message and returns `nil`
5171 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
5172 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
5174 * Convert a Lua table into a JSON string
5175 * styled: Outputs in a human-readable format if this is set, defaults to
5177 * Unserializable things like functions and userdata will cause an error.
5178 * **Warning**: JSON is more strict than the Lua table format.
5179 1. You can only use strings and positive integers of at least one as
5181 2. You can not mix string and integer keys.
5182 This is due to the fact that JSON has two distinct array and object
5184 * Example: `write_json({10, {a = false}})`,
5185 returns `"[10, {\"a\": false}]"`
5186 * `minetest.serialize(table)`: returns a string
5187 * Convert a table containing tables, strings, numbers, booleans and `nil`s
5188 into string form readable by `minetest.deserialize`
5189 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
5190 * `minetest.deserialize(string)`: returns a table
5191 * Convert a string returned by `minetest.deserialize` into a table
5192 * `string` is loaded in an empty sandbox environment.
5193 * Will load functions, but they cannot access the global environment.
5194 * Example: `deserialize('return { ["foo"] = "bar" }')`,
5195 returns `{foo='bar'}`
5196 * Example: `deserialize('print("foo")')`, returns `nil`
5197 (function call fails), returns
5198 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
5199 * `minetest.compress(data, method, ...)`: returns `compressed_data`
5200 * Compress a string of data.
5201 * `method` is a string identifying the compression method to be used.
5202 * Supported compression methods:
5203 * Deflate (zlib): `"deflate"`
5204 * `...` indicates method-specific arguments. Currently defined arguments
5206 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
5207 * `minetest.decompress(compressed_data, method, ...)`: returns data
5208 * Decompress a string of data (using ZLib).
5209 * See documentation on `minetest.compress()` for supported compression
5211 * `...` indicates method-specific arguments. Currently, no methods use this
5212 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
5213 * Each argument is a 8 Bit unsigned integer
5214 * Returns the ColorString from rgb or rgba values
5215 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
5216 * `minetest.encode_base64(string)`: returns string encoded in base64
5217 * Encodes a string in base64.
5218 * `minetest.decode_base64(string)`: returns string
5219 * Decodes a string encoded in base64.
5220 * `minetest.is_protected(pos, name)`: returns boolean
5221 * Returning `true` restricts the player `name` from modifying (i.e. digging,
5222 placing) the node at position `pos`.
5223 * `name` will be `""` for non-players or unknown players.
5224 * This function should be overridden by protection mods. It is highly
5225 recommended to grant access to players with the `protection_bypass` privilege.
5226 * Cache and call the old version of this function if the position is
5227 not protected by the mod. This will allow using multiple protection mods.
5230 local old_is_protected = minetest.is_protected
5231 function minetest.is_protected(pos, name)
5232 if mymod:position_protected_from(pos, name) then
5235 return old_is_protected(pos, name)
5237 * `minetest.record_protection_violation(pos, name)`
5238 * This function calls functions registered with
5239 `minetest.register_on_protection_violation`.
5240 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
5241 * Returns the position of the first node that `player_name` may not modify
5242 in the specified cuboid between `pos1` and `pos2`.
5243 * Returns `false` if no protections were found.
5244 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
5245 The points are spaced evenly throughout the volume and have a spacing
5246 similar to, but no larger than, `interval`.
5247 * All corners and edges of the defined volume are checked.
5248 * `interval` defaults to 4.
5249 * `interval` should be carefully chosen and maximised to avoid an excessive
5250 number of points being checked.
5251 * Like `minetest.is_protected`, this function may be extended or
5252 overwritten by mods to provide a faster implementation to check the
5253 cuboid for intersections.
5254 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
5255 orient_flags, prevent_after_place])`
5256 * Attempt to predict the desired orientation of the facedir-capable node
5257 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
5258 or hanging from the ceiling).
5259 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
5260 stacks are handled normally.
5261 * `orient_flags`: Optional table containing extra tweaks to the placement code:
5262 * `invert_wall`: if `true`, place wall-orientation on the ground and
5263 ground-orientation on the wall.
5264 * `force_wall` : if `true`, always place the node in wall orientation.
5265 * `force_ceiling`: if `true`, always place on the ceiling.
5266 * `force_floor`: if `true`, always place the node on the floor.
5267 * `force_facedir`: if `true`, forcefully reset the facedir to north
5268 when placing on the floor or ceiling.
5269 * The first four options are mutually-exclusive; the last in the list
5270 takes precedence over the first.
5271 * `prevent_after_place` is directly passed to `minetest.item_place_node`
5272 * Returns the new itemstack after placement
5273 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
5274 * calls `rotate_and_place()` with `infinitestacks` set according to the state
5275 of the creative mode setting, checks for "sneak" to set the `invert_wall`
5276 parameter and `prevent_after_place` set to `true`.
5278 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
5279 tool_capabilities, dir, distance, damage)`
5280 * Returns the amount of knockback applied on the punched player.
5281 * Arguments are equivalent to `register_on_punchplayer`, except the following:
5282 * `distance`: distance between puncher and punched player
5283 * This function can be overriden by mods that wish to modify this behaviour.
5284 * You may want to cache and call the old function to allow multiple mods to
5285 change knockback behaviour.
5287 * `minetest.forceload_block(pos[, transient])`
5288 * forceloads the position `pos`.
5289 * returns `true` if area could be forceloaded
5290 * If `transient` is `false` or absent, the forceload will be persistent
5291 (saved between server runs). If `true`, the forceload will be transient
5292 (not saved between server runs).
5294 * `minetest.forceload_free_block(pos[, transient])`
5295 * stops forceloading the position `pos`
5296 * If `transient` is `false` or absent, frees a persistent forceload.
5297 If `true`, frees a transient forceload.
5299 * `minetest.request_insecure_environment()`: returns an environment containing
5300 insecure functions if the calling mod has been listed as trusted in the
5301 `secure.trusted_mods` setting or security is disabled, otherwise returns
5303 * Only works at init time and must be called from the mod's main scope (not
5305 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
5306 IT IN A LOCAL VARIABLE!**
5308 * `minetest.global_exists(name)`
5309 * Checks if a global variable has been set, without triggering a warning.
5314 * `minetest.env`: `EnvRef` of the server environment and world.
5315 * Any function in the minetest namespace can be called using the syntax
5316 `minetest.env:somefunction(somearguments)`
5317 instead of `minetest.somefunction(somearguments)`
5318 * Deprecated, but support is not to be dropped soon
5323 ### Registered definition tables
5325 * `minetest.registered_items`
5326 * Map of registered items, indexed by name
5327 * `minetest.registered_nodes`
5328 * Map of registered node definitions, indexed by name
5329 * `minetest.registered_craftitems`
5330 * Map of registered craft item definitions, indexed by name
5331 * `minetest.registered_tools`
5332 * Map of registered tool definitions, indexed by name
5333 * `minetest.registered_entities`
5334 * Map of registered entity prototypes, indexed by name
5335 * `minetest.object_refs`
5336 * Map of object references, indexed by active object id
5337 * `minetest.luaentities`
5338 * Map of Lua entities, indexed by active object id
5339 * `minetest.registered_abms`
5340 * List of ABM definitions
5341 * `minetest.registered_lbms`
5342 * List of LBM definitions
5343 * `minetest.registered_aliases`
5344 * Map of registered aliases, indexed by name
5345 * `minetest.registered_ores`
5346 * Map of registered ore definitions, indexed by the `name` field.
5347 * If `name` is nil, the key is the object handle returned by
5348 `minetest.register_ore`.
5349 * `minetest.registered_biomes`
5350 * Map of registered biome definitions, indexed by the `name` field.
5351 * If `name` is nil, the key is the object handle returned by
5352 `minetest.register_biome`.
5353 * `minetest.registered_decorations`
5354 * Map of registered decoration definitions, indexed by the `name` field.
5355 * If `name` is nil, the key is the object handle returned by
5356 `minetest.register_decoration`.
5357 * `minetest.registered_schematics`
5358 * Map of registered schematic definitions, indexed by the `name` field.
5359 * If `name` is nil, the key is the object handle returned by
5360 `minetest.register_schematic`.
5361 * `minetest.registered_chatcommands`
5362 * Map of registered chat command definitions, indexed by name
5363 * `minetest.registered_privileges`
5364 * Map of registered privilege definitions, indexed by name
5366 ### Registered callback tables
5368 All callbacks registered with [Global callback registration functions] are added
5369 to corresponding `minetest.registered_*` tables.
5377 Sorted alphabetically.
5382 A fast access data structure to store areas, and find areas near a given
5384 Every area has a `data` string attribute to store additional information.
5385 You can create an empty `AreaStore` by calling `AreaStore()`, or
5386 `AreaStore(type_name)`. The mod decides where to save and load AreaStore.
5387 If you chose the parameter-less constructor, a fast implementation will be
5388 automatically chosen for you.
5392 * `get_area(id, include_borders, include_data)`
5393 * Returns the area information about the specified ID.
5394 * Returned values are either of these:
5396 nil -- Area not found
5397 true -- Without `include_borders` and `include_data`
5399 min = pos, max = pos -- `include_borders == true`
5400 data = string -- `include_data == true`
5403 * `get_areas_for_pos(pos, include_borders, include_data)`
5404 * Returns all areas as table, indexed by the area ID.
5405 * Table values: see `get_area`.
5406 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`
5407 * Returns all areas that contain all nodes inside the area specified by `edge1`
5408 and `edge2` (inclusive).
5409 * `accept_overlap`: if `true`, areas are returned that have nodes in
5410 common (intersect) with the specified area.
5411 * Returns the same values as `get_areas_for_pos`.
5412 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
5413 * Returns the new area's ID, or nil if the insertion failed.
5414 * The (inclusive) positions `edge1` and `edge2` describe the area.
5415 * `data` is a string stored with the area.
5416 * `id` (optional): will be used as the internal area ID if it is an unique
5417 number between 0 and 2^32-2.
5418 * `reserve(count)`: reserves resources for at most `count` many contained
5420 Only needed for efficiency, and only some implementations profit.
5421 * `remove_area(id)`: removes the area with the given id from the store, returns
5423 * `set_cache_params(params)`: sets params for the included prefiltering cache.
5424 Calling invalidates the cache, so that its elements have to be newly
5426 * `params` is a table with the following fields:
5428 enabled = boolean, -- Whether to enable, default true
5429 block_radius = int, -- The radius (in nodes) of the areas the cache
5430 -- generates prefiltered lists for, minimum 16,
5432 limit = int, -- The cache size, minimum 20, default 1000
5433 * `to_string()`: Experimental. Returns area store serialized as a (binary)
5435 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
5437 * `from_string(str)`: Experimental. Deserializes string and loads it into the
5439 Returns success and, optionally, an error message.
5440 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
5446 An `InvRef` is a reference to an inventory.
5450 * `is_empty(listname)`: return `true` if list is empty
5451 * `get_size(listname)`: get size of a list
5452 * `set_size(listname, size)`: set size of a list
5453 * returns `false` on error (e.g. invalid `listname` or `size`)
5454 * `get_width(listname)`: get width of a list
5455 * `set_width(listname, width)`: set width of list; currently used for crafting
5456 * `get_stack(listname, i)`: get a copy of stack index `i` in list
5457 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
5458 * `get_list(listname)`: return full list
5459 * `set_list(listname, list)`: set full list (size will not change)
5460 * `get_lists()`: returns list of inventory lists
5461 * `set_lists(lists)`: sets inventory lists (size will not change)
5462 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
5464 * `room_for_item(listname, stack):` returns `true` if the stack of items
5465 can be fully added to the list
5466 * `contains_item(listname, stack, [match_meta])`: returns `true` if
5467 the stack of items can be fully taken from the list.
5468 If `match_meta` is false, only the items' names are compared
5470 * `remove_item(listname, stack)`: take as many items as specified from the
5471 list, returns the items that were actually removed (as an `ItemStack`)
5472 -- note that any item metadata is ignored, so attempting to remove a specific
5473 unique item this way will likely remove the wrong one -- to do that use
5474 `set_stack` with an empty `ItemStack`.
5475 * `get_location()`: returns a location compatible to
5476 `minetest.get_inventory(location)`.
5477 * returns `{type="undefined"}` in case location is not known
5482 An `ItemStack` is a stack of items.
5484 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
5485 an itemstring, a table or `nil`.
5489 * `is_empty()`: returns `true` if stack is empty.
5490 * `get_name()`: returns item name (e.g. `"default:stone"`).
5491 * `set_name(item_name)`: returns a boolean indicating whether the item was
5493 * `get_count()`: Returns number of items on the stack.
5494 * `set_count(count)`: returns a boolean indicating whether the item was cleared
5495 * `count`: number, unsigned 16 bit integer
5496 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
5497 * `set_wear(wear)`: returns boolean indicating whether item was cleared
5498 * `wear`: number, unsigned 16 bit integer
5499 * `get_meta()`: returns ItemStackMetaRef. See section for more details
5500 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
5502 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
5503 * `get_description()`: returns the description shown in inventory list tooltips.
5504 * `clear()`: removes all items from the stack, making it empty.
5505 * `replace(item)`: replace the contents of this stack.
5506 * `item` can also be an itemstring or table.
5507 * `to_string()`: returns the stack in itemstring form.
5508 * `to_table()`: returns the stack in Lua table form.
5509 * `get_stack_max()`: returns the maximum size of the stack (depends on the
5511 * `get_free_space()`: returns `get_stack_max() - get_count()`.
5512 * `is_known()`: returns `true` if the item name refers to a defined item type.
5513 * `get_definition()`: returns the item definition table.
5514 * `get_tool_capabilities()`: returns the digging properties of the item,
5515 or those of the hand if none are defined for this item type
5516 * `add_wear(amount)`
5517 * Increases wear by `amount` if the item is a tool
5518 * `amount`: number, integer
5519 * `add_item(item)`: returns leftover `ItemStack`
5520 * Put some item or stack onto this stack
5521 * `item_fits(item)`: returns `true` if item or stack can be fully added to
5523 * `take_item(n)`: returns taken `ItemStack`
5524 * Take (and remove) up to `n` items from this stack
5525 * `n`: number, default: `1`
5526 * `peek_item(n)`: returns taken `ItemStack`
5527 * Copy (don't remove) up to `n` items from this stack
5528 * `n`: number, default: `1`
5533 ItemStack metadata: reference extra data and functionality stored in a stack.
5534 Can be obtained via `item:get_meta()`.
5538 * All methods in MetaDataRef
5539 * `set_tool_capabilities([tool_capabilities])`
5540 * Overrides the item's tool capabilities
5541 * A nil value will clear the override data and restore the original
5547 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
5548 and [`PlayerMetaRef`].
5552 * `contains(key)`: Returns true if key present, otherwise false.
5553 * Returns `nil` when the MetaData is inexistent.
5554 * `get(key)`: Returns `nil` if key not present, else the stored string.
5555 * `set_string(key, value)`: Value of `""` will delete the key.
5556 * `get_string(key)`: Returns `""` if key not present.
5557 * `set_int(key, value)`
5558 * `get_int(key)`: Returns `0` if key not present.
5559 * `set_float(key, value)`
5560 * `get_float(key)`: Returns `0` if key not present.
5561 * `to_table()`: returns `nil` or a table with keys:
5562 * `fields`: key-value storage
5563 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
5564 * `from_table(nil or {})`
5565 * Any non-table value will clear the metadata
5566 * See [Node Metadata] for an example
5567 * returns `true` on success
5569 * returns `true` if this metadata has the same key-value pairs as `other`
5574 An interface to use mod channels on client and server
5578 * `leave()`: leave the mod channel.
5579 * Server leaves channel `channel_name`.
5580 * No more incoming or outgoing messages can be sent to this channel from
5582 * This invalidate all future object usage.
5583 * Ensure you set mod_channel to nil after that to free Lua resources.
5584 * `is_writeable()`: returns true if channel is writeable and mod can send over
5586 * `send_all(message)`: Send `message` though the mod channel.
5587 * If mod channel is not writeable or invalid, message will be dropped.
5588 * Message size is limited to 65535 characters by protocol.
5593 Node metadata: reference extra data and functionality stored in a node.
5594 Can be obtained via `minetest.get_meta(pos)`.
5598 * All methods in MetaDataRef
5599 * `get_inventory()`: returns `InvRef`
5600 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
5601 This will prevent them from being sent to the client. Note that the "private"
5602 status will only be remembered if an associated key-value pair exists,
5603 meaning it's best to call this when initializing all other meta (e.g.
5609 Node Timers: a high resolution persistent per-node timer.
5610 Can be gotten via `minetest.get_node_timer(pos)`.
5614 * `set(timeout,elapsed)`
5615 * set a timer's state
5616 * `timeout` is in seconds, and supports fractional values (0.1 etc)
5617 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
5618 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
5622 * equivalent to `set(timeout,0)`
5625 * `get_timeout()`: returns current timeout in seconds
5626 * if `timeout` equals `0`, timer is inactive
5627 * `get_elapsed()`: returns current elapsed time in seconds
5628 * the node's `on_timer` function will be called after `(timeout - elapsed)`
5630 * `is_started()`: returns boolean state of timer
5631 * returns `true` if timer is started, otherwise `false`
5636 Moving things in the game are generally these.
5638 This is basically a reference to a C++ `ServerActiveObject`
5642 * `get_pos()`: returns `{x=num, y=num, z=num}`
5643 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
5644 * `move_to(pos, continuous=false)`
5645 * Does an interpolated move for Lua entities for visually smooth transitions.
5646 * If `continuous` is true, the Lua entity will not be moved to the current
5647 position before starting the interpolated move.
5648 * For players this does the same as `set_pos`,`continuous` is ignored.
5649 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
5650 * `puncher` = another `ObjectRef`,
5651 * `time_from_last_punch` = time since last punch action of the puncher
5652 * `direction`: can be `nil`
5653 * `right_click(clicker)`; `clicker` is another `ObjectRef`
5654 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
5655 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
5656 * See reason in register_on_player_hpchange
5657 * Is limited to the range of 0 ... 65535 (2^16 - 1)
5658 * For players: HP are also limited by `hp_max` specified in the player's
5660 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
5661 * `get_wield_list()`: returns the name of the inventory list the wielded item
5663 * `get_wield_index()`: returns the index of the wielded item
5664 * `get_wielded_item()`: returns an `ItemStack`
5665 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
5667 * `set_armor_groups({group1=rating, group2=rating, ...})`
5668 * `get_armor_groups()`: returns a table with the armor group ratings
5669 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
5670 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
5671 * `frame_speed`: number, default: `15.0`
5672 * `frame_blend`: number, default: `0.0`
5673 * `frame_loop`: boolean, default: `true`
5674 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
5676 * `set_animation_frame_speed(frame_speed)`
5677 * `frame_speed`: number, default: `15.0`
5678 * `set_attach(parent, bone, position, rotation)`
5680 * `position`: `{x=num, y=num, z=num}` (relative)
5681 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
5682 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
5685 * `set_bone_position(bone, position, rotation)`
5687 * `position`: `{x=num, y=num, z=num}` (relative)
5688 * `rotation`: `{x=num, y=num, z=num}`
5689 * `get_bone_position(bone)`: returns position and rotation of the bone
5690 * `set_properties(object property table)`
5691 * `get_properties()`: returns object property table
5692 * `is_player()`: returns true for players, false otherwise
5693 * `get_nametag_attributes()`
5694 * returns a table with the attributes of the nametag of an object
5696 color = {a=0..255, r=0..255, g=0..255, b=0..255},
5699 * `set_nametag_attributes(attributes)`
5700 * sets the attributes of the nametag of an object
5704 text = "My Nametag",
5707 #### Lua entity only (no-op for other objects)
5709 * `remove()`: remove object (after returning from Lua)
5710 * `set_velocity(vel)`
5711 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5712 * `add_velocity(vel)`
5713 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5714 * In comparison to using get_velocity, adding the velocity and then using
5715 set_velocity, add_velocity is supposed to avoid synchronization problems.
5716 * `get_velocity()`: returns the velocity, a vector
5717 * `set_acceleration(acc)`
5719 * `get_acceleration()`: returns the acceleration, a vector
5720 * `set_rotation(rot)`
5721 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
5722 and Z is roll (bank).
5723 * `get_rotation()`: returns the rotation, a vector (radians)
5724 * `set_yaw(radians)`: sets the yaw (heading).
5725 * `get_yaw()`: returns number in radians
5726 * `set_texture_mod(mod)`
5727 * `get_texture_mod()` returns current texture modifier
5728 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
5729 * Select sprite from spritesheet with optional animation and Dungeon Master
5730 style texture selection based on yaw relative to camera
5731 * `p`: {x=number, y=number}, the coordinate of the first frame
5732 (x: column, y: row), default: `{x=0, y=0}`
5733 * `num_frames`: number, default: `1`
5734 * `framelength`: number, default: `0.2`
5735 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
5736 Master mob, default: `false`
5737 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
5740 #### Player only (no-op for other objects)
5742 * `get_player_name()`: returns `""` if is not a player
5743 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
5744 table {x, y, z} representing the player's instantaneous velocity in nodes/s
5745 * `add_player_velocity(vel)`
5746 * Adds to player velocity, this happens client-side and only once.
5747 * Does not apply during free_move.
5748 * Note that since the player speed is normalized at each move step,
5749 increasing e.g. Y velocity beyond what would usually be achieved
5750 (see: physics overrides) will cause existing X/Z velocity to be reduced.
5751 * Example: `add_player_velocity({x=0, y=6.5, z=0})` is equivalent to
5752 pressing the jump key (assuming default settings)
5753 * `get_look_dir()`: get camera direction as a unit vector
5754 * `get_look_vertical()`: pitch in radians
5755 * Angle ranges between -pi/2 and pi/2, which are straight up and down
5757 * `get_look_horizontal()`: yaw in radians
5758 * Angle is counter-clockwise from the +z direction.
5759 * `set_look_vertical(radians)`: sets look pitch
5760 * radians: Angle from looking forward, where positive is downwards.
5761 * `set_look_horizontal(radians)`: sets look yaw
5762 * radians: Angle from the +z direction, where positive is counter-clockwise.
5763 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
5764 `get_look_vertical`.
5765 * Angle ranges between -pi/2 and pi/2, which are straight down and up
5767 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
5768 `get_look_horizontal`.
5769 * Angle is counter-clockwise from the +x direction.
5770 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
5771 `set_look_vertical`.
5772 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
5773 `set_look_horizontal`.
5774 * `get_breath()`: returns player's breath
5775 * `set_breath(value)`: sets player's breath
5777 * `0`: player is drowning
5778 * max: bubbles bar is not shown
5779 * See [Object properties] for more information
5780 * Is limited to range 0 ... 65535 (2^16 - 1)
5781 * `set_fov(fov, is_multiplier)`: Sets player's FOV
5783 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
5784 Defaults to `false`.
5785 * Set to 0 to clear FOV override.
5787 * Returns player's FOV override in degrees, and a boolean depending on whether
5788 the value is a multiplier.
5789 * Returns 0 as first value if player's FOV hasn't been overridden.
5790 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
5791 * Sets an extra attribute with value on player.
5792 * `value` must be a string, or a number which will be converted to a
5794 * If `value` is `nil`, remove attribute from player.
5795 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
5796 * Returns value (a string) for extra attribute.
5797 * Returns `nil` if no attribute found.
5798 * `get_meta()`: Returns a PlayerMetaRef.
5799 * `set_inventory_formspec(formspec)`
5800 * Redefine player's inventory form
5801 * Should usually be called in `on_joinplayer`
5802 * `get_inventory_formspec()`: returns a formspec string
5803 * `set_formspec_prepend(formspec)`:
5804 * the formspec string will be added to every formspec shown to the user,
5805 except for those with a no_prepend[] tag.
5806 * This should be used to set style elements such as background[] and
5807 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
5808 * Only affects formspecs shown after this is called.
5809 * `get_formspec_prepend(formspec)`: returns a formspec string.
5810 * `get_player_control()`: returns table with player pressed keys
5811 * The table consists of fields with boolean value representing the pressed
5812 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
5813 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
5814 sneak=true, aux1=false, down=false, up=false}`
5815 * `get_player_control_bits()`: returns integer with bit packed player pressed
5817 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
5819 * `set_physics_override(override_table)`
5820 * `override_table` is a table with the following fields:
5821 * `speed`: multiplier to default walking speed value (default: `1`)
5822 * `jump`: multiplier to default jump value (default: `1`)
5823 * `gravity`: multiplier to default gravity value (default: `1`)
5824 * `sneak`: whether player can sneak (default: `true`)
5825 * `sneak_glitch`: whether player can use the new move code replications
5826 of the old sneak side-effects: sneak ladders and 2 node sneak jump
5828 * `new_move`: use new move/sneak code. When `false` the exact old code
5829 is used for the specific old sneak behaviour (default: `true`)
5830 * `get_physics_override()`: returns the table given to `set_physics_override`
5831 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
5833 * `hud_remove(id)`: remove the HUD element of the specified id
5834 * `hud_change(id, stat, value)`: change a value of a previously added HUD
5836 * element `stat` values:
5837 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
5838 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
5839 * `hud_set_flags(flags)`: sets specified HUD flags of player.
5840 * `flags`: A table with the following fields set to boolean values
5848 * If a flag equals `nil`, the flag is not modified
5849 * `minimap`: Modifies the client's permission to view the minimap.
5850 The client may locally elect to not view the minimap.
5851 * `minimap_radar` is only usable when `minimap` is true
5852 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
5853 * See `hud_set_flags` for a list of flags that can be toggled.
5854 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
5855 * `count`: number of items, must be between `1` and `32`
5856 * `hud_get_hotbar_itemcount`: returns number of visible items
5857 * `hud_set_hotbar_image(texturename)`
5858 * sets background image for hotbar
5859 * `hud_get_hotbar_image`: returns texturename
5860 * `hud_set_hotbar_selected_image(texturename)`
5861 * sets image for selected item of hotbar
5862 * `hud_get_hotbar_selected_image`: returns texturename
5863 * `set_sky(bgcolor, type, {texture names}, clouds)`
5864 * `bgcolor`: ColorSpec, defaults to white
5865 * `type`: Available types:
5866 * `"regular"`: Uses 0 textures, `bgcolor` ignored
5867 * `"skybox"`: Uses 6 textures, `bgcolor` used
5868 * `"plain"`: Uses 0 textures, `bgcolor` used
5869 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
5870 `"plain"` custom skyboxes (default: `true`)
5871 * `get_sky()`: returns bgcolor, type, table of textures, clouds
5872 * `set_clouds(parameters)`: set cloud parameters
5873 * `parameters` is a table with the following optional fields:
5874 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
5875 * `color`: basic cloud color with alpha channel, ColorSpec
5876 (default `#fff0f0e5`).
5877 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
5878 ColorSpec (alpha ignored, default `#000000`)
5879 * `height`: cloud height, i.e. y of cloud base (default per conf,
5881 * `thickness`: cloud thickness in nodes (default `16`)
5882 * `speed`: 2D cloud speed + direction in nodes per second
5883 (default `{x=0, z=-2}`).
5884 * `get_clouds()`: returns a table with the current cloud parameters as in
5886 * `override_day_night_ratio(ratio or nil)`
5887 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
5889 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
5890 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
5891 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
5892 set animation for player model in third person view
5894 set_local_animation({x=0, y=79}, -- stand/idle animation key frames
5895 {x=168, y=187}, -- walk animation key frames
5896 {x=189, y=198}, -- dig animation key frames
5897 {x=200, y=219}, -- walk+dig animation key frames
5898 frame_speed=30) -- animation frame speed
5899 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
5901 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
5903 * in first person view
5904 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
5905 * `get_eye_offset()`: returns `offset_first` and `offset_third`
5906 * `send_mapblock(blockpos)`:
5907 * Sends a server-side loaded mapblock to the player.
5908 * Returns `false` if failed.
5909 * Resource intensive - use sparsely
5910 * To get blockpos, integer divide pos by 16
5915 A 32-bit pseudorandom number generator.
5916 Uses PCG32, an algorithm of the permuted congruential generator family,
5917 offering very strong randomness.
5919 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
5923 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
5924 * `next(min, max)`: return next integer random number [`min`...`max`]
5925 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
5926 random number [`min`...`max`].
5927 * This is only a rough approximation of a normal distribution with:
5928 * `mean = (max - min) / 2`, and
5929 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
5930 * Increasing `num_trials` improves accuracy of the approximation
5935 A perlin noise generator.
5936 It can be created via `PerlinNoise(seed, octaves, persistence, spread)`
5937 or `PerlinNoise(noiseparams)`.
5938 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
5939 or `minetest.get_perlin(noiseparams)`.
5943 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
5944 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
5949 A fast, bulk perlin noise generator.
5951 It can be created via `PerlinNoiseMap(noiseparams, size)` or
5952 `minetest.get_perlin_map(noiseparams, size)`.
5954 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
5955 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
5958 For each of the functions with an optional `buffer` parameter: If `buffer` is
5959 not nil, this table will be used to store the result instead of creating a new
5964 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
5965 with values starting at `pos={x=,y=}`
5966 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
5967 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
5968 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
5969 array of 2D noise with values starting at `pos={x=,y=}`
5970 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
5971 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
5972 is stored internally.
5973 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
5974 is stored internally.
5975 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
5976 returns a slice of the most recently computed noise results. The result slice
5977 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
5978 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
5980 `noisevals = noise:get_map_slice({y=20}, {y=2})`
5981 It is important to note that `slice_offset` offset coordinates begin at 1,
5982 and are relative to the starting position of the most recently calculated
5984 To grab a single vertical column of noise starting at map coordinates
5985 x = 1023, y=1000, z = 1000:
5986 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
5987 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
5993 Uses the same method of storage as the deprecated player attribute API, so
5994 data there will also be in player meta.
5995 Can be obtained using `player:get_meta()`.
5999 * All methods in MetaDataRef
6004 A 16-bit pseudorandom number generator.
6005 Uses a well-known LCG algorithm introduced by K&R.
6007 It can be created via `PseudoRandom(seed)`.
6011 * `next()`: return next integer random number [`0`...`32767`]
6012 * `next(min, max)`: return next integer random number [`min`...`max`]
6013 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
6014 due to the simple implementation making bad distribution otherwise.
6019 A raycast on the map. It works with selection boxes.
6020 Can be used as an iterator in a for loop as:
6022 local ray = Raycast(...)
6023 for pointed_thing in ray do
6027 The map is loaded as the ray advances. If the map is modified after the
6028 `Raycast` is created, the changes may or may not have an effect on the object.
6030 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
6031 `minetest.raycast(pos1, pos2, objects, liquids)` where:
6033 * `pos1`: start of the ray
6034 * `pos2`: end of the ray
6035 * `objects`: if false, only nodes will be returned. Default is true.
6036 * `liquids`: if false, liquid nodes won't be returned. Default is false.
6040 * `next()`: returns a `pointed_thing` with exact pointing location
6041 * Returns the next thing pointed by the ray or nil.
6046 Interface for the operating system's crypto-secure PRNG.
6048 It can be created via `SecureRandom()`. The constructor returns nil if a
6049 secure random device cannot be found on the system.
6053 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
6054 random bytes, as a string.
6059 An interface to read config files in the format of `minetest.conf`.
6061 It can be created via `Settings(filename)`.
6065 * `get(key)`: returns a value
6066 * `get_bool(key, [default])`: returns a boolean
6067 * `default` is the value returned if `key` is not found.
6068 * Returns `nil` if `key` is not found and `default` not specified.
6069 * `get_np_group(key)`: returns a NoiseParams table
6071 * Returns `{flag = true/false, ...}` according to the set flags.
6072 * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
6073 flags like `mgv5_spflags`.
6075 * Setting names can't contain whitespace or any of `="{}#`.
6076 * Setting values can't contain the sequence `\n"""`.
6077 * Setting names starting with "secure." can't be set on the main settings
6078 object (`minetest.settings`).
6079 * `set_bool(key, value)`
6080 * See documentation for set() above.
6081 * `set_np_group(key, value)`
6082 * `value` is a NoiseParams table.
6083 * Also, see documentation for set() above.
6084 * `remove(key)`: returns a boolean (`true` for success)
6085 * `get_names()`: returns `{key1,...}`
6086 * `write()`: returns a boolean (`true` for success)
6087 * Writes changes to file.
6088 * `to_table()`: returns `{[key1]=value1,...}`
6092 The settings have the format `key = value`. Example:
6104 Mod metadata: per mod metadata, saved automatically.
6105 Can be obtained via `minetest.get_mod_storage()` during load time.
6107 WARNING: This storage backend is incaptable to save raw binary data due
6108 to restrictions of JSON.
6112 * All methods in MetaDataRef
6123 Used by `ObjectRef` methods. Part of an Entity definition.
6124 These properties are not persistent, but are applied automatically to the
6125 corresponding Lua entity using the given registration fields.
6126 Player properties need to be saved manually.
6130 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
6133 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
6136 -- For players only. Zoom FOV in degrees.
6137 -- Note that zoom loads and/or generates world beyond the server's
6138 -- maximum send and generate distances, so acts like a telescope.
6139 -- Smaller zoom_fov values increase the distance loaded/generated.
6140 -- Defaults to 15 in creative mode, 0 in survival mode.
6141 -- zoom_fov = 0 disables zooming for the player.
6144 -- For players only. Camera height above feet position in nodes.
6145 -- Defaults to 1.625.
6148 -- Collide with `walkable` nodes.
6150 collide_with_objects = true,
6151 -- Collide with other objects if physical = true
6153 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
6154 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
6155 -- Selection box uses collision box dimensions when not set.
6156 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
6160 -- Overrides selection box when false
6162 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
6163 -- "cube" is a node-sized cube.
6164 -- "sprite" is a flat texture always facing the player.
6165 -- "upright_sprite" is a vertical flat texture.
6166 -- "mesh" uses the defined mesh model.
6167 -- "wielditem" is used for dropped items.
6168 -- (see builtin/game/item_entity.lua).
6169 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
6170 -- If the item has a 'wield_image' the object will be an extrusion of
6172 -- If 'itemname' is a cubic node or nodebox the object will appear
6173 -- identical to 'itemname'.
6174 -- If 'itemname' is a plantlike node the object will be an extrusion
6176 -- Otherwise for non-node items, the object will be an extrusion of
6177 -- 'inventory_image'.
6178 -- If 'itemname' contains a ColorString or palette index (e.g. from
6179 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
6180 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
6182 visual_size = {x = 1, y = 1, z = 1},
6183 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
6184 -- to scale the entity along both horizontal axes.
6187 -- File name of mesh when using "mesh" visual
6190 -- Number of required textures depends on visual.
6191 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
6192 -- "sprite" uses 1 texture.
6193 -- "upright_sprite" uses 2 textures: {front, back}.
6194 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
6197 -- Number of required colors depends on visual
6199 use_texture_alpha = false,
6200 -- Use texture's alpha channel.
6201 -- Excludes "upright_sprite" and "wielditem".
6202 -- Note: currently causes visual issues when viewed through other
6203 -- semi-transparent materials such as water.
6205 spritediv = {x = 1, y = 1},
6206 -- Used with spritesheet textures for animation and/or frame selection
6207 -- according to position relative to player.
6208 -- Defines the number of columns and rows in the spritesheet:
6211 initial_sprite_basepos = {x = 0, y = 0},
6212 -- Used with spritesheet textures.
6213 -- Defines the {column, row} position of the initially used frame in the
6217 -- If false, object is invisible and can't be pointed.
6219 makes_footstep_sound = false,
6220 -- If true, is able to make footstep sounds of nodes
6221 -- (see node sound definition for details).
6223 automatic_rotate = 0,
6224 -- Set constant rotation in radians per second, positive or negative.
6225 -- Set to 0 to disable constant rotation.
6228 -- If positive number, object will climb upwards when it moves
6229 -- horizontally against a `walkable` node, if the height difference
6230 -- is within `stepheight`.
6232 automatic_face_movement_dir = 0.0,
6233 -- Automatically set yaw to movement direction, offset in degrees.
6234 -- 'false' to disable.
6236 automatic_face_movement_max_rotation_per_sec = -1,
6237 -- Limit automatic rotation to this value in degrees per second.
6238 -- No limit if value <= 0.
6240 backface_culling = true,
6241 -- Set to false to disable backface_culling for model
6244 -- Add this much extra lighting when calculating texture color.
6245 -- Value < 0 disables light's effect on texture color.
6246 -- For faking self-lighting, UI style entities, or programmatic coloring
6250 -- By default empty, for players their name is shown if empty
6252 nametag_color = <ColorSpec>,
6253 -- Sets color of nametag
6256 -- By default empty, text to be shown when pointed at object
6259 -- If false, never save this object statically. It will simply be
6260 -- deleted when the block gets unloaded.
6261 -- The get_staticdata() callback is never called then.
6262 -- Defaults to 'true'.
6268 Used by `minetest.register_entity`.
6271 initial_properties = {
6273 mesh = "boats_boat.obj",
6276 -- A table of object properties, see the `Object properties` section.
6277 -- Object properties being read directly from the entity definition
6278 -- table is deprecated. Define object properties in this
6279 -- `initial_properties` table instead.
6281 on_activate = function(self, staticdata, dtime_s),
6283 on_step = function(self, dtime),
6285 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
6287 on_rightclick = function(self, clicker),
6289 get_staticdata = function(self),
6290 -- Called sometimes; the string returned is passed to on_activate when
6291 -- the entity is re-activated from static state
6293 _custom_field = whatever,
6294 -- You can define arbitrary member variables here (see Item definition
6295 -- for more info) by using a '_' prefix
6298 ABM (ActiveBlockModifier) definition
6299 ------------------------------------
6301 Used by `minetest.register_abm`.
6304 label = "Lava cooling",
6305 -- Descriptive label for profiling purposes (optional).
6306 -- Definitions with identical labels will be listed as one.
6308 nodenames = {"default:lava_source"},
6309 -- Apply `action` function to these nodes.
6310 -- `group:groupname` can also be used here.
6312 neighbors = {"default:water_source", "default:water_flowing"},
6313 -- Only apply `action` to nodes that have one of, or any
6314 -- combination of, these neighbors.
6315 -- If left out or empty, any neighbor will do.
6316 -- `group:groupname` can also be used here.
6319 -- Operation interval in seconds
6322 -- Chance of triggering `action` per-node per-interval is 1.0 / this
6326 -- If true, catch-up behaviour is enabled: The `chance` value is
6327 -- temporarily reduced when returning to an area to simulate time lost
6328 -- by the area being unattended. Note that the `chance` value can often
6331 action = function(pos, node, active_object_count, active_object_count_wider),
6332 -- Function triggered for each qualifying node.
6333 -- `active_object_count` is number of active objects in the node's
6335 -- `active_object_count_wider` is number of active objects in the node's
6336 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
6337 -- mapblocks are unloaded an estmate is calculated for them based on
6338 -- loaded mapblocks.
6341 LBM (LoadingBlockModifier) definition
6342 -------------------------------------
6344 Used by `minetest.register_lbm`.
6346 A loading block modifier (LBM) is used to define a function that is called for
6347 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
6351 label = "Upgrade legacy doors",
6352 -- Descriptive label for profiling purposes (optional).
6353 -- Definitions with identical labels will be listed as one.
6355 name = "modname:replace_legacy_door",
6357 nodenames = {"default:lava_source"},
6358 -- List of node names to trigger the LBM on.
6359 -- Also non-registered nodes will work.
6360 -- Groups (as of group:groupname) will work as well.
6362 run_at_every_load = false,
6363 -- Whether to run the LBM's action every time a block gets loaded,
6364 -- and not only the first time the block gets loaded after the LBM
6367 action = function(pos, node),
6374 * `{name="image.png", animation={Tile Animation definition}}`
6375 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
6376 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
6377 * backface culling enabled by default for most nodes
6378 * tileable flags are info for shaders, how they should treat texture
6379 when displacement mapping is used.
6380 Directions are from the point of view of the tile texture,
6381 not the node it's on.
6382 * align style determines whether the texture will be rotated with the node
6383 or kept aligned with its surroundings. "user" means that client
6384 setting will be used, similar to `glasslike_framed_optional`.
6385 Note: supported by solid nodes and nodeboxes only.
6386 * scale is used to make texture span several (exactly `scale`) nodes,
6387 instead of just one, in each direction. Works for world-aligned
6389 Note that as the effect is applied on per-mapblock basis, `16` should
6390 be equally divisible by `scale` or you may get wrong results.
6391 * `{name="image.png", color=ColorSpec}`
6392 * the texture's color will be multiplied with this color.
6393 * the tile's color overrides the owning node's color in all cases.
6394 * deprecated, yet still supported field names:
6397 Tile animation definition
6398 -------------------------
6401 type = "vertical_frames",
6404 -- Width of a frame in pixels
6407 -- Height of a frame in pixels
6417 -- Width in number of frames
6420 -- Height in number of frames
6423 -- Length of a single frame
6429 Used by `minetest.register_node`, `minetest.register_craftitem`, and
6430 `minetest.register_tool`.
6433 description = "Steel Axe",
6436 -- key = name, value = rating; rating = 1..3.
6437 -- If rating not applicable, use 1.
6438 -- e.g. {wool = 1, fluffy = 3}
6439 -- {soil = 2, outerspace = 1, crumbly = 1}
6440 -- {bendy = 2, snappy = 1},
6441 -- {hard = 1, metal = 1, spikes = 1}
6443 inventory_image = "default_tool_steelaxe.png",
6445 inventory_overlay = "overlay.png",
6446 -- An overlay which does not get colorized
6453 -- An image file containing the palette of a node.
6454 -- You can set the currently used color as the "palette_index" field of
6455 -- the item stack metadata.
6456 -- The palette is always stretched to fit indices between 0 and 255, to
6457 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
6459 color = "0xFFFFFFFF",
6460 -- The color of the item. The palette overrides this.
6462 wield_scale = {x = 1, y = 1, z = 1},
6468 liquids_pointable = false,
6470 -- See "Tools" section for an example including explanation
6471 tool_capabilities = {
6472 full_punch_interval = 1.0,
6476 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
6477 uses = 20, maxlevel = 2},
6479 damage_groups = {groupname = damage},
6480 -- Damage values must be between -32768 and 32767 (2^15)
6482 punch_attack_uses = nil,
6483 -- Amount of uses this tool has for attacking players and entities
6484 -- by punching them (0 = infinite uses).
6485 -- For compatibility, this is automatically set from the first
6486 -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
6487 -- It is recommend to set this explicitly instead of relying on the
6488 -- fallback behavior.
6491 node_placement_prediction = nil,
6492 -- If nil and item is node, prediction is made automatically.
6493 -- If nil and item is not a node, no prediction is made.
6494 -- If "" and item is anything, no prediction is made.
6495 -- Otherwise should be name of node which the client immediately places
6496 -- on ground when the player places the item. Server will always update
6497 -- actual result to client in a short moment.
6499 node_dig_prediction = "air",
6500 -- if "", no prediction is made.
6501 -- if "air", node is removed.
6502 -- Otherwise should be name of node which the client immediately places
6503 -- upon digging. Server will always update actual result shortly.
6506 -- Definition of items sounds to be played at various events.
6507 -- All fields in this table are optional.
6509 breaks = <SimpleSoundSpec>,
6510 -- When tool breaks due to wear. Ignored for non-tools
6512 eat = <SimpleSoundSpec>,
6513 -- When item is eaten with `minetest.do_item_eat`
6516 on_place = function(itemstack, placer, pointed_thing),
6517 -- Shall place item and return the leftover itemstack.
6518 -- The placer may be any ObjectRef or nil.
6519 -- default: minetest.item_place
6521 on_secondary_use = function(itemstack, user, pointed_thing),
6522 -- Same as on_place but called when not pointing at a node.
6523 -- The user may be any ObjectRef or nil.
6526 on_drop = function(itemstack, dropper, pos),
6527 -- Shall drop item and return the leftover itemstack.
6528 -- The dropper may be any ObjectRef or nil.
6529 -- default: minetest.item_drop
6531 on_use = function(itemstack, user, pointed_thing),
6533 -- Function must return either nil if no item shall be removed from
6534 -- inventory, or an itemstack to replace the original itemstack.
6535 -- e.g. itemstack:take_item(); return itemstack
6536 -- Otherwise, the function is free to do what it wants.
6537 -- The user may be any ObjectRef or nil.
6538 -- The default functions handle regular use cases.
6540 after_use = function(itemstack, user, node, digparams),
6542 -- If defined, should return an itemstack and will be called instead of
6543 -- wearing out the tool. If returns nil, does nothing.
6544 -- If after_use doesn't exist, it is the same as:
6545 -- function(itemstack, user, node, digparams)
6546 -- itemstack:add_wear(digparams.wear)
6549 -- The user may be any ObjectRef or nil.
6551 _custom_field = whatever,
6552 -- Add your own custom fields. By convention, all custom field names
6553 -- should start with `_` to avoid naming collisions with future engine
6560 Used by `minetest.register_node`.
6563 -- <all fields allowed in item definitions>,
6565 drawtype = "normal", -- See "Node drawtypes"
6568 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
6569 -- "firelike", "mesh".
6570 -- For plantlike and firelike, the image will start at the bottom of the
6571 -- node. For torchlike, the image will start at the surface to which the
6572 -- node "attaches". For the other drawtypes the image will be centered
6575 tiles = {tile definition 1, def2, def3, def4, def5, def6},
6576 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
6577 -- Old field name was 'tile_images'.
6578 -- List can be shortened to needed length.
6580 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
6581 -- Same as `tiles`, but these textures are drawn on top of the base
6582 -- tiles. You can use this to colorize only specific parts of your
6583 -- texture. If the texture name is an empty string, that overlay is not
6584 -- drawn. Since such tiles are drawn twice, it is not recommended to use
6585 -- overlays on very common nodes.
6587 special_tiles = {tile definition 1, Tile definition 2},
6588 -- Special textures of node; used rarely.
6589 -- Old field name was 'special_materials'.
6590 -- List can be shortened to needed length.
6593 -- The node's original color will be multiplied with this color.
6594 -- If the node has a palette, then this setting only has an effect in
6595 -- the inventory and on the wield item.
6597 use_texture_alpha = false,
6598 -- Use texture's alpha channel
6600 palette = "palette.png",
6601 -- The node's `param2` is used to select a pixel from the image.
6602 -- Pixels are arranged from left to right and from top to bottom.
6603 -- The node's color will be multiplied with the selected pixel's color.
6604 -- Tiles can override this behavior.
6605 -- Only when `paramtype2` supports palettes.
6607 post_effect_color = "green#0F",
6608 -- Screen tint if player is inside node, see "ColorSpec"
6610 paramtype = "none", -- See "Nodes"
6612 paramtype2 = "none", -- See "Nodes"
6614 place_param2 = nil, -- Force value for param2 when player places node
6616 is_ground_content = true,
6617 -- If false, the cave generator and dungeon generator will not carve
6618 -- through this node.
6619 -- Specifically, this stops mod-added nodes being removed by caves and
6620 -- dungeons when those generate in a neighbor mapchunk and extend out
6621 -- beyond the edge of that mapchunk.
6623 sunlight_propagates = false,
6624 -- If true, sunlight will go infinitely through this node
6626 walkable = true, -- If true, objects collide with node
6628 pointable = true, -- If true, can be pointed at
6630 diggable = true, -- If false, can never be dug
6632 climbable = false, -- If true, can be climbed on (ladder)
6634 buildable_to = false, -- If true, placed nodes can replace this node
6637 -- If true, liquids flow into and replace this node.
6638 -- Warning: making a liquid node 'floodable' will cause problems.
6640 liquidtype = "none", -- "none" / "source" / "flowing"
6642 liquid_alternative_flowing = "", -- Flowing version of source liquid
6644 liquid_alternative_source = "", -- Source version of flowing liquid
6646 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
6648 liquid_renewable = true,
6649 -- If true, a new liquid source can be created by placing two or more
6653 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
6654 -- Allows defining the nodebox height without using param2.
6655 -- The nodebox height is 'leveled' / 64 nodes.
6656 -- The maximum value of 'leveled' is 127.
6658 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
6661 -- Player will take this amount of damage if no bubbles are left
6664 -- Amount of light emitted by node.
6665 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
6666 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
6669 damage_per_second = 0,
6670 -- If player is inside node, this damage is caused
6672 node_box = {type="regular"}, -- See "Node boxes"
6674 connects_to = nodenames,
6675 -- Used for nodebox nodes with the type == "connected".
6676 -- Specifies to what neighboring nodes connections will be drawn.
6677 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
6679 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
6680 -- Tells connected nodebox nodes to connect only to these sides of this
6684 -- File name of mesh when using "mesh" drawtype
6689 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6692 -- Custom selection box definition. Multiple boxes can be defined.
6693 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
6694 -- definition is used for the selection box.
6699 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6702 -- Custom collision box definition. Multiple boxes can be defined.
6703 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
6704 -- definition is used for the collision box.
6705 -- Both of the boxes above are defined as:
6706 -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
6708 -- Support maps made in and before January 2012
6709 legacy_facedir_simple = false,
6710 legacy_wallmounted = false,
6713 -- Valid for drawtypes:
6714 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
6715 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
6716 -- 2 - wave node like leaves (whole node moves side-to-side)
6717 -- 3 - wave node like liquids (whole node moves up and down)
6718 -- Not all models will properly wave.
6719 -- plantlike drawtype can only wave like plants.
6720 -- allfaces_optional drawtype can only wave like leaves.
6721 -- liquid, flowingliquid drawtypes can only wave like liquids.
6724 -- Definition of node sounds to be played at various events.
6725 -- All fields in this table are optional.
6727 footstep = <SimpleSoundSpec>,
6728 -- If walkable, played when object walks on it. If node is
6729 -- climbable or a liquid, played when object moves through it
6731 dig = <SimpleSoundSpec> or "__group",
6732 -- While digging node.
6733 -- If `"__group"`, then the sound will be
6734 -- `default_dig_<groupname>`, where `<groupname>` is the
6735 -- name of the tool's digging group with the fastest digging time.
6736 -- In case of a tie, one of the sounds will be played (but we
6737 -- cannot predict which one)
6738 -- Default value: `"__group"`
6740 dug = <SimpleSoundSpec>,
6743 place = <SimpleSoundSpec>,
6744 -- Node was placed. Also played after falling
6746 place_failed = <SimpleSoundSpec>,
6747 -- When node placement failed
6749 fall = <SimpleSoundSpec>,
6750 -- When node starts to fall
6754 -- Name of dropped item when dug.
6755 -- Default dropped item is the node itself.
6756 -- Using a table allows multiple items, drop chances and tool filtering.
6757 -- Tool filtering was undocumented until recently, tool filtering by string
6758 -- matching is deprecated.
6761 -- Maximum number of item lists to drop.
6762 -- The entries in 'items' are processed in order. For each:
6763 -- Tool filtering is applied, chance of drop is applied, if both are
6764 -- successful the entire item list is dropped.
6765 -- Entry processing continues until the number of dropped item lists
6766 -- equals 'max_items'.
6767 -- Therefore, entries should progress from low to high drop chance.
6771 -- 1 in 1000 chance of dropping a diamond.
6772 -- Default rarity is '1'.
6774 items = {"default:diamond"},
6777 -- Only drop if using a tool whose name is identical to one
6779 tools = {"default:shovel_mese", "default:shovel_diamond"},
6781 items = {"default:dirt"},
6782 -- Whether all items in the dropped item list inherit the
6783 -- hardware coloring palette color from the dug node.
6784 -- Default is 'false'.
6785 inherit_color = true,
6788 -- Only drop if using a tool whose name contains
6789 -- "default:shovel_" (this tool filtering by string matching
6791 tools = {"~default:shovel_"},
6793 -- The item list dropped.
6794 items = {"default:sand", "default:desert_sand"},
6799 on_construct = function(pos),
6800 -- Node constructor; called after adding node.
6801 -- Can set up metadata and stuff like that.
6802 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
6805 on_destruct = function(pos),
6806 -- Node destructor; called before removing node.
6807 -- Not called for bulk node placement.
6810 after_destruct = function(pos, oldnode),
6811 -- Node destructor; called after removing node.
6812 -- Not called for bulk node placement.
6815 on_flood = function(pos, oldnode, newnode),
6816 -- Called when a liquid (newnode) is about to flood oldnode, if it has
6817 -- `floodable = true` in the nodedef. Not called for bulk node placement
6818 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
6819 -- node is not flooded, but on_flood callback will most likely be called
6820 -- over and over again every liquid update interval.
6822 -- Warning: making a liquid node 'floodable' will cause problems.
6824 preserve_metadata = function(pos, oldnode, oldmeta, drops),
6825 -- Called when oldnode is about be converted to an item, but before the
6826 -- node is deleted from the world or the drops are added. This is
6827 -- generally the result of either the node being dug or an attached node
6828 -- becoming detached.
6829 -- drops is a table of ItemStacks, so any metadata to be preserved can
6830 -- be added directly to one or more of the dropped items. See
6831 -- "ItemStackMetaRef".
6834 after_place_node = function(pos, placer, itemstack, pointed_thing),
6835 -- Called after constructing node when node was placed using
6836 -- minetest.item_place_node / minetest.place_node.
6837 -- If return true no item is taken from itemstack.
6838 -- `placer` may be any valid ObjectRef or nil.
6841 after_dig_node = function(pos, oldnode, oldmetadata, digger),
6842 -- oldmetadata is in table format.
6843 -- Called after destructing node when node was dug using
6844 -- minetest.node_dig / minetest.dig_node.
6847 can_dig = function(pos, [player]),
6848 -- Returns true if node can be dug, or false if not.
6851 on_punch = function(pos, node, puncher, pointed_thing),
6852 -- default: minetest.node_punch
6853 -- By default calls minetest.register_on_punchnode callbacks.
6855 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
6857 -- itemstack will hold clicker's wielded item.
6858 -- Shall return the leftover itemstack.
6859 -- Note: pointed_thing can be nil, if a mod calls this function.
6860 -- This function does not get triggered by clients <=0.4.16 if the
6861 -- "formspec" node metadata field is set.
6863 on_dig = function(pos, node, digger),
6864 -- default: minetest.node_dig
6865 -- By default checks privileges, wears out tool and removes node.
6867 on_timer = function(pos, elapsed),
6869 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
6870 -- elapsed is the total time passed since the timer was started.
6871 -- return true to run the timer for another cycle with the same timeout
6874 on_receive_fields = function(pos, formname, fields, sender),
6875 -- fields = {name1 = value1, name2 = value2, ...}
6876 -- Called when an UI form (e.g. sign text input) returns data.
6877 -- See minetest.register_on_player_receive_fields for more info.
6880 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6881 -- Called when a player wants to move items inside the inventory.
6882 -- Return value: number of items allowed to move.
6884 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
6885 -- Called when a player wants to put something into the inventory.
6886 -- Return value: number of items allowed to put.
6887 -- Return value -1: Allow and don't modify item count in inventory.
6889 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
6890 -- Called when a player wants to take something out of the inventory.
6891 -- Return value: number of items allowed to take.
6892 -- Return value -1: Allow and don't modify item count in inventory.
6894 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6895 on_metadata_inventory_put = function(pos, listname, index, stack, player),
6896 on_metadata_inventory_take = function(pos, listname, index, stack, player),
6897 -- Called after the actual action has happened, according to what was
6901 on_blast = function(pos, intensity),
6902 -- intensity: 1.0 = mid range of regular TNT.
6903 -- If defined, called when an explosion touches the node, instead of
6904 -- removing the node.
6910 Used by `minetest.register_craft`.
6915 output = 'default:pick_stone',
6917 {'default:cobble', 'default:cobble', 'default:cobble'},
6918 {'', 'default:stick', ''},
6919 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
6921 replacements = <list of item pairs>,
6922 -- replacements: replace one input item with another item on crafting
6930 output = 'mushrooms:mushroom_stew',
6933 "mushrooms:mushroom_brown",
6934 "mushrooms:mushroom_red",
6936 replacements = <list of item pairs>,
6942 type = "toolrepair",
6943 additional_wear = -0.02,
6946 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
6952 output = "default:glass",
6953 recipe = "default:sand",
6961 recipe = "bucket:bucket_lava",
6963 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
6969 Used by `minetest.register_ore`.
6971 See [Ores] section above for essential information.
6974 ore_type = "scatter",
6976 ore = "default:stone_with_coal",
6979 -- Facedir rotation. Default is 0 (unchanged rotation)
6981 wherein = "default:stone",
6982 -- A list of nodenames is supported too
6984 clust_scarcity = 8 * 8 * 8,
6985 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
6986 -- If the desired average distance between ores is 'd', set this to
6990 -- Number of ores in a cluster
6993 -- Size of the bounding box of the cluster.
6994 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
6995 -- nodes are coal ore.
6999 -- Lower and upper limits for ore
7002 -- Attributes for the ore generation, see 'Ore attributes' section above
7004 noise_threshold = 0.5,
7005 -- If noise is above this threshold, ore is placed. Not needed for a
7006 -- uniform distribution.
7011 spread = {x = 100, y = 100, z = 100},
7016 -- NoiseParams structure describing one of the perlin noises used for
7017 -- ore distribution.
7018 -- Needed by "sheet", "puff", "blob" and "vein" ores.
7019 -- Omit from "scatter" ore for a uniform ore distribution.
7020 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
7023 biomes = {"desert", "rainforest"},
7024 -- List of biomes in which this ore occurs.
7025 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
7026 -- being used does not support biomes.
7027 -- Can be a list of (or a single) biome names, IDs, or definitions.
7029 -- Type-specific parameters
7032 column_height_min = 1,
7033 column_height_max = 16,
7034 column_midpoint_factor = 0.5,
7040 spread = {x = 100, y = 100, z = 100},
7048 spread = {x = 100, y = 100, z = 100},
7055 random_factor = 1.0,
7058 np_stratum_thickness = {
7061 spread = {x = 100, y = 100, z = 100},
7066 stratum_thickness = 8,
7072 Used by `minetest.register_biome`.
7077 node_dust = "default:snow",
7078 -- Node dropped onto upper surface after all else is generated
7080 node_top = "default:dirt_with_snow",
7082 -- Node forming surface layer of biome and thickness of this layer
7084 node_filler = "default:permafrost",
7086 -- Node forming lower layer of biome and thickness of this layer
7088 node_stone = "default:bluestone",
7089 -- Node that replaces all stone nodes between roughly y_min and y_max.
7091 node_water_top = "default:ice",
7092 depth_water_top = 10,
7093 -- Node forming a surface layer in seawater with the defined thickness
7096 -- Node that replaces all seawater nodes not in the surface layer
7098 node_river_water = "default:ice",
7099 -- Node that replaces river water in mapgens that use
7100 -- default:river_water
7102 node_riverbed = "default:gravel",
7104 -- Node placed under river water and thickness of this layer
7106 node_cave_liquid = "default:lava_source",
7107 node_cave_liquid = {"default:water_source", "default:lava_source"},
7108 -- Nodes placed inside 50% of the medium size caves.
7109 -- Multiple nodes can be specified, each cave will use a randomly
7110 -- chosen node from the list.
7111 -- If this field is left out or 'nil', cave liquids fall back to
7112 -- classic behaviour of lava and water distributed using 3D noise.
7113 -- For no cave liquid, specify "air".
7115 node_dungeon = "default:cobble",
7116 -- Node used for primary dungeon structure.
7117 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
7118 -- alias, if that is also absent, dungeon nodes fall back to the biome
7120 -- If present, the following two nodes are also used.
7122 node_dungeon_alt = "default:mossycobble",
7123 -- Node used for randomly-distributed alternative structure nodes.
7124 -- If alternative structure nodes are not wanted leave this absent for
7125 -- performance reasons.
7127 node_dungeon_stair = "stairs:stair_cobble",
7128 -- Node used for dungeon stairs.
7129 -- If absent, stairs fall back to 'node_dungeon'.
7133 -- Upper and lower limits for biome.
7134 -- Alternatively you can use xyz limits as shown below.
7136 max_pos = {x = 31000, y = 128, z = 31000},
7137 min_pos = {x = -31000, y = 9, z = -31000},
7138 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
7139 -- Biome is limited to a cuboid defined by these positions.
7140 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
7141 -- 31000 in 'max_pos'.
7144 -- Vertical distance in nodes above 'y_max' over which the biome will
7145 -- blend with the biome above.
7146 -- Set to 0 for no vertical blend. Defaults to 0.
7149 humidity_point = 50,
7150 -- Characteristic temperature and humidity for the biome.
7151 -- These values create 'biome points' on a voronoi diagram with heat and
7152 -- humidity as axes. The resulting voronoi cells determine the
7153 -- distribution of the biomes.
7154 -- Heat and humidity have average values of 50, vary mostly between
7155 -- 0 and 100 but can exceed these values.
7158 Decoration definition
7159 ---------------------
7161 See [Decoration types]. Used by `minetest.register_decoration`.
7164 deco_type = "simple",
7166 place_on = "default:dirt_with_grass",
7167 -- Node (or list of nodes) that the decoration can be placed on
7170 -- Size of the square divisions of the mapchunk being generated.
7171 -- Determines the resolution of noise variation if used.
7172 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
7173 -- equal to the chunk size.
7176 -- The value determines 'decorations per surface node'.
7177 -- Used only if noise_params is not specified.
7178 -- If >= 10.0 complete coverage is enabled and decoration placement uses
7179 -- a different and much faster method.
7184 spread = {x = 100, y = 100, z = 100},
7191 -- NoiseParams structure describing the perlin noise used for decoration
7193 -- A noise value is calculated for each square division and determines
7194 -- 'decorations per surface node' within each division.
7195 -- If the noise value >= 10.0 complete coverage is enabled and
7196 -- decoration placement uses a different and much faster method.
7198 biomes = {"Oceanside", "Hills", "Plains"},
7199 -- List of biomes in which this decoration occurs. Occurs in all biomes
7200 -- if this is omitted, and ignored if the Mapgen being used does not
7202 -- Can be a list of (or a single) biome names, IDs, or definitions.
7206 -- Lower and upper limits for decoration.
7207 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
7209 spawn_by = "default:water",
7210 -- Node (or list of nodes) that the decoration only spawns next to.
7211 -- Checks two horizontal planes of 8 neighbouring nodes (including
7212 -- diagonal neighbours), one plane level with the 'place_on' node and a
7213 -- plane one node above that.
7216 -- Number of spawn_by nodes that must be surrounding the decoration
7217 -- position to occur.
7218 -- If absent or -1, decorations occur next to any nodes.
7220 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
7221 -- Flags for all decoration types.
7222 -- "liquid_surface": Instead of placement on the highest solid surface
7223 -- in a mapchunk column, placement is on the highest liquid surface.
7224 -- Placement is disabled if solid nodes are found above the liquid
7226 -- "force_placement": Nodes other than "air" and "ignore" are replaced
7227 -- by the decoration.
7228 -- "all_floors", "all_ceilings": Instead of placement on the highest
7229 -- surface in a mapchunk the decoration is placed on all floor and/or
7230 -- ceiling surfaces, for example in caves and dungeons.
7231 -- Ceiling decorations act as an inversion of floor decorations so the
7232 -- effect of 'place_offset_y' is inverted.
7233 -- Y-slice probabilities do not function correctly for ceiling
7234 -- schematic decorations as the behaviour is unchanged.
7235 -- If a single decoration registration has both flags the floor and
7236 -- ceiling decorations will be aligned vertically.
7238 ----- Simple-type parameters
7240 decoration = "default:grass",
7241 -- The node name used as the decoration.
7242 -- If instead a list of strings, a randomly selected node from the list
7243 -- is placed as the decoration.
7246 -- Decoration height in nodes.
7247 -- If height_max is not 0, this is the lower limit of a randomly
7251 -- Upper limit of the randomly selected height.
7252 -- If absent, the parameter 'height' is used as a constant.
7255 -- Param2 value of decoration nodes.
7256 -- If param2_max is not 0, this is the lower limit of a randomly
7260 -- Upper limit of the randomly selected param2.
7261 -- If absent, the parameter 'param2' is used as a constant.
7264 -- Y offset of the decoration base node relative to the standard base
7266 -- Can be positive or negative. Default is 0.
7267 -- Effect is inverted for "all_ceilings" decorations.
7268 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
7269 -- to the 'place_on' node.
7271 ----- Schematic-type parameters
7273 schematic = "foobar.mts",
7274 -- If schematic is a string, it is the filepath relative to the current
7275 -- working directory of the specified Minetest schematic file.
7276 -- Could also be the ID of a previously registered schematic.
7279 size = {x = 4, y = 6, z = 4},
7281 {name = "default:cobble", param1 = 255, param2 = 0},
7282 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
7283 {name = "air", param1 = 255, param2 = 0},
7287 {ypos = 2, prob = 128},
7288 {ypos = 5, prob = 64},
7292 -- Alternative schematic specification by supplying a table. The fields
7293 -- size and data are mandatory whereas yslice_prob is optional.
7294 -- See 'Schematic specifier' for details.
7296 replacements = {["oldname"] = "convert_to", ...},
7298 flags = "place_center_x, place_center_y, place_center_z",
7299 -- Flags for schematic decorations. See 'Schematic attributes'.
7302 -- Rotation can be "0", "90", "180", "270", or "random"
7305 -- If the flag 'place_center_y' is set this parameter is ignored.
7306 -- Y offset of the schematic base node layer relative to the 'place_on'
7308 -- Can be positive or negative. Default is 0.
7309 -- Effect is inverted for "all_ceilings" decorations.
7310 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
7311 -- to the 'place_on' node.
7314 Chat command definition
7315 -----------------------
7317 Used by `minetest.register_chatcommand`.
7320 params = "<name> <privilege>", -- Short parameter description
7322 description = "Remove privilege from player", -- Full description
7324 privs = {privs=true}, -- Require the "privs" privilege to run
7326 func = function(name, param),
7327 -- Called when command is run. Returns boolean success and text output.
7330 Note that in params, use of symbols is as follows:
7332 * `<>` signifies a placeholder to be replaced when the command is used. For
7333 example, when a player name is needed: `<name>`
7334 * `[]` signifies param is optional and not required when the command is used.
7335 For example, if you require param1 but param2 is optional:
7336 `<param1> [<param2>]`
7337 * `|` signifies exclusive or. The command requires one param from the options
7338 provided. For example: `<param1> | <param2>`
7339 * `()` signifies grouping. For example, when param1 and param2 are both
7340 required, or only param3 is required: `(<param1> <param2>) | <param3>`
7342 Privilege definition
7343 --------------------
7345 Used by `minetest.register_privilege`.
7349 -- Privilege description
7351 give_to_singleplayer = true,
7352 -- Whether to grant the privilege to singleplayer.
7354 give_to_admin = true,
7355 -- Whether to grant the privilege to the server admin.
7356 -- Uses value of 'give_to_singleplayer' by default.
7358 on_grant = function(name, granter_name),
7359 -- Called when given to player 'name' by 'granter_name'.
7360 -- 'granter_name' will be nil if the priv was granted by a mod.
7362 on_revoke = function(name, revoker_name),
7363 -- Called when taken from player 'name' by 'revoker_name'.
7364 -- 'revoker_name' will be nil if the priv was revoked by a mod.
7366 -- Note that the above two callbacks will be called twice if a player is
7367 -- responsible, once with the player name, and then with a nil player
7369 -- Return true in the above callbacks to stop register_on_priv_grant or
7370 -- revoke being called.
7373 Detached inventory callbacks
7374 ----------------------------
7376 Used by `minetest.create_detached_inventory`.
7379 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
7380 -- Called when a player wants to move items inside the inventory.
7381 -- Return value: number of items allowed to move.
7383 allow_put = function(inv, listname, index, stack, player),
7384 -- Called when a player wants to put something into the inventory.
7385 -- Return value: number of items allowed to put.
7386 -- Return value -1: Allow and don't modify item count in inventory.
7388 allow_take = function(inv, listname, index, stack, player),
7389 -- Called when a player wants to take something out of the inventory.
7390 -- Return value: number of items allowed to take.
7391 -- Return value -1: Allow and don't modify item count in inventory.
7393 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
7394 on_put = function(inv, listname, index, stack, player),
7395 on_take = function(inv, listname, index, stack, player),
7396 -- Called after the actual action has happened, according to what was
7406 Used by `Player:hud_add`. Returned by `Player:hud_get`.
7409 hud_elem_type = "image", -- See HUD element types
7410 -- Type of element, can be "image", "text", "statbar", or "inventory"
7412 position = {x=0.5, y=0.5},
7413 -- Left corner position of element
7417 scale = {x = 2, y = 2},
7424 -- Selected item in inventory. 0 for no item selected.
7427 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
7429 alignment = {x=0, y=0},
7431 offset = {x=0, y=0},
7433 size = { x=100, y=100 },
7434 -- Size of element in pixels
7437 -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs
7443 Used by `minetest.add_particle`.
7446 pos = {x=0, y=0, z=0},
7447 velocity = {x=0, y=0, z=0},
7448 acceleration = {x=0, y=0, z=0},
7449 -- Spawn particle at pos with velocity and acceleration
7452 -- Disappears after expirationtime seconds
7455 -- Scales the visual size of the particle texture.
7457 collisiondetection = false,
7458 -- If true collides with `walkable` nodes and, depending on the
7459 -- `object_collision` field, objects too.
7461 collision_removal = false,
7462 -- If true particle is removed when it collides.
7463 -- Requires collisiondetection = true to have any effect.
7465 object_collision = false,
7466 -- If true particle collides with objects that are defined as
7467 -- `physical = true,` and `collide_with_objects = true,`.
7468 -- Requires collisiondetection = true to have any effect.
7471 -- If true faces player using y axis only
7473 texture = "image.png",
7475 playername = "singleplayer",
7476 -- Optional, if specified spawns particle only on the player's client
7478 animation = {Tile Animation definition},
7479 -- Optional, specifies how to animate the particle texture
7482 -- Optional, specify particle self-luminescence in darkness.
7487 `ParticleSpawner` definition
7488 ----------------------------
7490 Used by `minetest.add_particlespawner`.
7494 -- Number of particles spawned over the time period `time`.
7497 -- Lifespan of spawner in seconds.
7498 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
7499 -- a per-second basis.
7501 minpos = {x=0, y=0, z=0},
7502 maxpos = {x=0, y=0, z=0},
7503 minvel = {x=0, y=0, z=0},
7504 maxvel = {x=0, y=0, z=0},
7505 minacc = {x=0, y=0, z=0},
7506 maxacc = {x=0, y=0, z=0},
7511 -- The particles' properties are random values between the min and max
7513 -- pos, velocity, acceleration, expirationtime, size
7515 collisiondetection = false,
7516 -- If true collide with `walkable` nodes and, depending on the
7517 -- `object_collision` field, objects too.
7519 collision_removal = false,
7520 -- If true particles are removed when they collide.
7521 -- Requires collisiondetection = true to have any effect.
7523 object_collision = false,
7524 -- If true particles collide with objects that are defined as
7525 -- `physical = true,` and `collide_with_objects = true,`.
7526 -- Requires collisiondetection = true to have any effect.
7528 attached = ObjectRef,
7529 -- If defined, particle positions, velocities and accelerations are
7530 -- relative to this object's position and yaw
7533 -- If true face player using y axis only
7535 texture = "image.png",
7537 playername = "singleplayer",
7538 -- Optional, if specified spawns particles only on the player's client
7540 animation = {Tile Animation definition},
7541 -- Optional, specifies how to animate the particles' texture
7544 -- Optional, specify particle self-luminescence in darkness.
7548 `HTTPRequest` definition
7549 ------------------------
7551 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
7554 url = "http://example.org",
7557 -- Timeout for connection in seconds. Default is 3 seconds.
7559 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
7560 -- Optional, if specified a POST request with post_data is performed.
7561 -- Accepts both a string and a table. If a table is specified, encodes
7562 -- table as x-www-form-urlencoded key-value pairs.
7563 -- If post_data is not specified, a GET request is performed instead.
7565 user_agent = "ExampleUserAgent",
7566 -- Optional, if specified replaces the default minetest user agent with
7569 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
7570 -- Optional, if specified adds additional headers to the HTTP request.
7571 -- You must make sure that the header strings follow HTTP specification
7575 -- Optional, if true performs a multipart HTTP request.
7576 -- Default is false.
7579 `HTTPRequestResult` definition
7580 ------------------------------
7582 Passed to `HTTPApiTable.fetch` callback. Returned by
7583 `HTTPApiTable.fetch_async_get`.
7587 -- If true, the request has finished (either succeeded, failed or timed
7591 -- If true, the request was successful
7594 -- If true, the request timed out
7602 Authentication handler definition
7603 ---------------------------------
7605 Used by `minetest.register_authentication_handler`.
7608 get_auth = function(name),
7609 -- Get authentication data for existing player `name` (`nil` if player
7611 -- Returns following structure:
7612 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
7614 create_auth = function(name, password),
7615 -- Create new auth data for player `name`.
7616 -- Note that `password` is not plain-text but an arbitrary
7617 -- representation decided by the engine.
7619 delete_auth = function(name),
7620 -- Delete auth data of player `name`.
7621 -- Returns boolean indicating success (false if player is nonexistent).
7623 set_password = function(name, password),
7624 -- Set password of player `name` to `password`.
7625 -- Auth data should be created if not present.
7627 set_privileges = function(name, privileges),
7628 -- Set privileges of player `name`.
7629 -- `privileges` is in table form, auth data should be created if not
7632 reload = function(),
7633 -- Reload authentication data from the storage location.
7634 -- Returns boolean indicating success.
7636 record_login = function(name),
7637 -- Called when player joins, used for keeping track of last_login
7639 iterate = function(),
7640 -- Returns an iterator (use with `for` loops) for all player names
7641 -- currently in the auth database