1 Minetest Lua Modding API Reference 0.5.0
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API.
22 If you have any difficulty in understanding this, please read
23 [Programming in Lua](http://www.lua.org/pil/).
27 Mods are loaded during server startup from the mod load paths by running
28 the `init.lua` scripts in a shared environment.
32 * `RUN_IN_PLACE=1` (Windows release, local build)
34 * Linux: `<build directory>`
35 * Windows: `<build directory>`
37 * Linux: `<build directory>`
38 * Windows: `<build directory>`
39 * `RUN_IN_PLACE=0`: (Linux release)
41 * Linux: `/usr/share/minetest`
42 * Windows: `<install directory>/minetest-0.4.x`
44 * Linux: `$HOME/.minetest`
45 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
49 Games are looked up from:
51 * `$path_share/games/gameid/`
52 * `$path_user/games/gameid/`
54 where `gameid` is unique to each game.
56 The game directory contains the file `game.conf`, which contains these fields:
58 name = <Human-readable full name of the game>
64 The game directory can contain the file minetest.conf, which will be used
65 to set default settings when running the particular game.
66 It can also contain a settingtypes.txt in the same format as the one in builtin.
67 This settingtypes.txt will be parsed by the menu and the settings will be displayed
68 in the "Games" category in the settings tab.
72 Games can provide custom main menu images. They are put inside a `menu` directory
73 inside the game directory.
75 The images are named `$identifier.png`, where `$identifier` is
76 one of `overlay,background,footer,header`.
77 If you want to specify multiple images for one identifier, add additional images named
78 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
79 image will be chosen from the provided ones.
86 * `$path_share/games/gameid/mods/`
88 * `$path_user/games/gameid/mods/`
89 * `$path_user/mods/` (User-installed mods)
90 * `$worldpath/worldmods/`
92 In a run-in-place version (e.g. the distributed windows version):
94 * `minetest-0.4.x/games/gameid/mods/`
95 * `minetest-0.4.x/mods/` (User-installed mods)
96 * `minetest-0.4.x/worlds/worldname/worldmods/`
98 On an installed version on Linux:
100 * `/usr/share/minetest/games/gameid/mods/`
101 * `$HOME/.minetest/mods/` (User-installed mods)
102 * `$HOME/.minetest/worlds/worldname/worldmods`
104 Mod load path for world-specific games
105 --------------------------------------
106 It is possible to include a game in a world; in this case, no mods or
107 games are loaded or checked from anywhere else.
109 This is useful for e.g. adventure worlds.
111 This happens if the following directory exists:
115 Mods should be then be placed in:
121 Mods can be put in a subdirectory, if the parent directory, which otherwise
122 should be a mod, contains a file named `modpack.txt`. This file shall be
123 empty, except for lines starting with `#`, which are comments.
125 Mod directory structure
126 ------------------------
132 | |-- description.txt
133 | |-- settingtypes.txt
137 | | |-- modname_stuff.png
138 | | `-- modname_something_else.png
147 The location of this directory can be fetched by using
148 `minetest.get_modpath(modname)`.
151 List of mods that have to be loaded before loading this mod.
153 A single line contains a single modname.
155 Optional dependencies can be defined by appending a question mark
156 to a single modname. Their meaning is that if the specified mod
157 is missing, that does not prevent this mod from being loaded.
160 A screenshot shown in the mod manager within the main menu. It should
161 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
163 ### `description.txt`
164 A File containing description to be shown within mainmenu.
166 ### `settingtypes.txt`
167 A file in the same format as the one in builtin. It will be parsed by the
168 settings menu and the settings will be displayed in the "Mods" category.
171 The main Lua script. Running this script should register everything it
172 wants to register. Subsequent execution depends on minetest calling the
173 registered callbacks.
175 `minetest.settings` can be used to read custom or existing settings at load
176 time, if necessary. (See `Settings`)
179 Models for entities or meshnodes.
181 ### `textures`, `sounds`, `media`
182 Media files (textures, sounds, whatever) that will be transferred to the
183 client and will be available for use by the mod.
186 Translation files for the clients. (See `Translations`)
188 Naming convention for registered textual names
189 ----------------------------------------------
190 Registered names should generally be in this format:
194 `<whatever>` can have these characters:
198 This is to prevent conflicting names from corrupting maps and is
199 enforced by the mod loader.
202 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
203 So the name should be `experimental:tnt`.
205 Enforcement can be overridden by prefixing the name with `:`. This can
206 be used for overriding the registrations of some other mod.
208 Example: Any mod can redefine `experimental:tnt` by using the name
213 (also that mod is required to have `experimental` as a dependency)
215 The `:` prefix can also be used for maintaining backwards compatibility.
218 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
219 `minetest.register_alias_force(name, convert_to)`.
221 This will make Minetest to convert things called name to things called
224 The only difference between `minetest.register_alias` and
225 `minetest.register_alias_force` is that if an item called `name` exists,
226 `minetest.register_alias` will do nothing while
227 `minetest.register_alias_force` will unregister it.
229 This can be used for maintaining backwards compatibility.
231 This can be also used for setting quick access names for things, e.g. if
232 you have an item called `epiclylongmodname:stuff`, you could do
234 minetest.register_alias("stuff", "epiclylongmodname:stuff")
236 and be able to use `/giveme stuff`.
240 Mods should generally prefix their textures with `modname_`, e.g. given
241 the mod name `foomod`, a texture could be called:
245 Textures are referred to by their complete name, or alternatively by
246 stripping out the file extension:
248 * e.g. `foomod_foothing.png`
249 * e.g. `foomod_foothing`
253 There are various texture modifiers that can be used
254 to generate textures on-the-fly.
256 ### Texture overlaying
257 Textures can be overlaid by putting a `^` between them.
261 default_dirt.png^default_grass_side.png
263 `default_grass_side.png` is overlayed over `default_dirt.png`.
264 The texture with the lower resolution will be automatically upscaled to
265 the higher resolution texture.
268 Textures can be grouped together by enclosing them in `(` and `)`.
270 Example: `cobble.png^(thing1.png^thing2.png)`
272 A texture for `thing1.png^thing2.png` is created and the resulting
273 texture is overlaid on top of `cobble.png`.
276 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
277 passing complex texture names as arguments. Escaping is done with backslash and
278 is required for `^` and `:`.
280 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
282 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
283 on top of `cobble.png`.
285 ### Advanced texture modifiers
290 * `[crack:<t>:<n>:<p>`
291 * `[cracko:<t>:<n>:<p>`
294 * `<t>` = tile count (in each direction)
295 * `<n>` = animation frame count
296 * `<p>` = current animation frame
298 Draw a step of the crack animation on the texture.
299 `crack` draws it normally, while `cracko` lays it over, keeping transparent pixels intact.
303 default_cobble.png^[crack:10:1
305 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
310 * `<file>` = texture to combine
312 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
313 specified coordinates.
317 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
319 #### `[resize:<w>x<h>`
320 Resizes the texture to the given dimensions.
324 default_sandstone.png^[resize:16x16
327 Makes the base image transparent according to the given ratio.
329 `r` must be between 0 and 255.
330 0 means totally transparent. 255 means totally opaque.
334 default_sandstone.png^[opacity:127
336 #### `[invert:<mode>`
337 Inverts the given channels of the base image.
338 Mode may contain the characters "r", "g", "b", "a".
339 Only the channels that are mentioned in the mode string will be inverted.
343 default_apple.png^[invert:rgb
346 Brightens the texture.
350 tnt_tnt_side.png^[brighten
353 Makes the texture completely opaque.
357 default_leaves.png^[noalpha
359 #### `[makealpha:<r>,<g>,<b>`
360 Convert one color to transparency.
364 default_cobble.png^[makealpha:128,128,128
367 * `<t>` = transformation(s) to apply
369 Rotates and/or flips the image.
371 `<t>` can be a number (between 0 and 7) or a transform name.
372 Rotations are counter-clockwise.
375 1 R90 rotate by 90 degrees
376 2 R180 rotate by 180 degrees
377 3 R270 rotate by 270 degrees
379 5 FXR90 flip X then rotate by 90 degrees
381 7 FYR90 flip Y then rotate by 90 degrees
385 default_stone.png^[transformFXR90
387 #### `[inventorycube{<top>{<left>{<right>`
388 Escaping does not apply here and `^` is replaced by `&` in texture names instead.
390 Create an inventory cube texture using the side textures.
394 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
396 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
397 `dirt.png^grass_side.png` textures
399 #### `[lowpart:<percent>:<file>`
400 Blit the lower `<percent>`% part of `<file>` on the texture.
404 base.png^[lowpart:25:overlay.png
406 #### `[verticalframe:<t>:<n>`
407 * `<t>` = animation frame count
408 * `<n>` = current animation frame
410 Crops the texture to a frame of a vertical animation.
414 default_torch_animated.png^[verticalframe:16:8
417 Apply a mask to the base image.
419 The mask is applied using binary AND.
421 #### `[sheet:<w>x<h>:<x>,<y>`
422 Retrieves a tile at position x,y from the base image
423 which it assumes to be a tilesheet with dimensions w,h.
426 #### `[colorize:<color>:<ratio>`
427 Colorize the textures with the given color.
428 `<color>` is specified as a `ColorString`.
429 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
430 it is an int, then it specifies how far to interpolate between the
431 colors where 0 is only the texture color and 255 is only `<color>`. If
432 omitted, the alpha of `<color>` will be used as the ratio. If it is
433 the word "`alpha`", then each texture pixel will contain the RGB of
434 `<color>` and the alpha of `<color>` multiplied by the alpha of the
437 #### `[multiply:<color>`
438 Multiplies texture colors with the given color.
439 `<color>` is specified as a `ColorString`.
440 Result is more like what you'd expect if you put a color on top of another
441 color. Meaning white surfaces get a lot of your new color while black parts don't
446 The goal of hardware coloring is to simplify the creation of
447 colorful nodes. If your textures use the same pattern, and they only
448 differ in their color (like colored wool blocks), you can use hardware
449 coloring instead of creating and managing many texture files.
450 All of these methods use color multiplication (so a white-black texture
451 with red coloring will result in red-black color).
454 This method is useful if you wish to create nodes/items with
455 the same texture, in different colors, each in a new node/item definition.
458 When you register an item or node, set its `color` field (which accepts a
459 `ColorSpec`) to the desired color.
461 An `ItemStack`s static color can be overwritten by the `color` metadata
462 field. If you set that field to a `ColorString`, that color will be used.
465 Each tile may have an individual static color, which overwrites every
466 other coloring methods. To disable the coloring of a face,
467 set its color to white (because multiplying with white does nothing).
468 You can set the `color` property of the tiles in the node's definition
469 if the tile is in table format.
472 For nodes and items which can have many colors, a palette is more
473 suitable. A palette is a texture, which can contain up to 256 pixels.
474 Each pixel is one possible color for the node/item.
475 You can register one node/item, which can have up to 256 colors.
477 #### Palette indexing
478 When using palettes, you always provide a pixel index for the given
479 node or `ItemStack`. The palette is read from left to right and from
480 top to bottom. If the palette has less than 256 pixels, then it is
481 stretched to contain exactly 256 pixels (after arranging the pixels
482 to one line). The indexing starts from 0.
485 * 16x16 palette, index = 0: the top left corner
486 * 16x16 palette, index = 4: the fifth pixel in the first row
487 * 16x16 palette, index = 16: the pixel below the top left corner
488 * 16x16 palette, index = 255: the bottom right corner
489 * 2 (width)x4 (height) palette, index=31: the top left corner.
490 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
491 to ensure the total 256 pixels.
492 * 2x4 palette, index=32: the top right corner
493 * 2x4 palette, index=63: the top right corner
494 * 2x4 palette, index=64: the pixel below the top left corner
496 #### Using palettes with items
497 When registering an item, set the item definition's `palette` field to
498 a texture. You can also use texture modifiers.
500 The `ItemStack`'s color depends on the `palette_index` field of the
501 stack's metadata. `palette_index` is an integer, which specifies the
502 index of the pixel to use.
504 #### Linking palettes with nodes
505 When registering a node, set the item definition's `palette` field to
506 a texture. You can also use texture modifiers.
507 The node's color depends on its `param2`, so you also must set an
508 appropriate `drawtype`:
509 * `drawtype = "color"` for nodes which use their full `param2` for
510 palette indexing. These nodes can have 256 different colors.
511 The palette should contain 256 pixels.
512 * `drawtype = "colorwallmounted"` for nodes which use the first
513 five bits (most significant) of `param2` for palette indexing.
514 The remaining three bits are describing rotation, as in `wallmounted`
515 draw type. Division by 8 yields the palette index (without stretching the
516 palette). These nodes can have 32 different colors, and the palette
517 should contain 32 pixels.
519 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
520 pixel will be picked from the palette.
521 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
522 pixel will be picked from the palette.
523 * `drawtype = "colorfacedir"` for nodes which use the first
524 three bits of `param2` for palette indexing. The remaining
525 five bits are describing rotation, as in `facedir` draw type.
526 Division by 32 yields the palette index (without stretching the
527 palette). These nodes can have 8 different colors, and the
528 palette should contain 8 pixels.
530 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
531 first (= 0 + 1) pixel will be picked from the palette.
532 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
533 second (= 1 + 1) pixel will be picked from the palette.
535 To colorize a node on the map, set its `param2` value (according
536 to the node's draw type).
538 ### Conversion between nodes in the inventory and the on the map
539 Static coloring is the same for both cases, there is no need
542 If the `ItemStack`'s metadata contains the `color` field, it will be
543 lost on placement, because nodes on the map can only use palettes.
545 If the `ItemStack`'s metadata contains the `palette_index` field, it is
546 automatically transferred between node and item forms by the engine,
547 when a player digs or places a colored node.
548 You can disable this feature by setting the `drop` field of the node
549 to itself (without metadata).
550 To transfer the color to a special drop, you need a drop table.
553 minetest.register_node("mod:stone", {
554 description = "Stone",
555 tiles = {"default_stone.png"},
556 paramtype2 = "color",
557 palette = "palette.png",
560 -- assume that mod:cobblestone also has the same palette
561 {items = {"mod:cobblestone"}, inherit_color = true },
566 ### Colored items in craft recipes
567 Craft recipes only support item strings, but fortunately item strings
568 can also contain metadata. Example craft recipe registration:
570 minetest.register_craft({
571 output = minetest.itemstring_with_palette("wool:block", 3),
579 To set the `color` field, you can use `minetest.itemstring_with_color`.
581 Metadata field filtering in the `recipe` field are not supported yet,
582 so the craft output is independent of the color of the ingredients.
586 Sometimes hardware coloring is not enough, because it affects the
587 whole tile. Soft texture overlays were added to Minetest to allow
588 the dynamic coloring of only specific parts of the node's texture.
589 For example a grass block may have colored grass, while keeping the
592 These overlays are 'soft', because unlike texture modifiers, the layers
593 are not merged in the memory, but they are simply drawn on top of each
594 other. This allows different hardware coloring, but also means that
595 tiles with overlays are drawn slower. Using too much overlays might
598 For inventory and wield images you can specify overlays which
599 hardware coloring does not modify. You have to set `inventory_overlay`
600 and `wield_overlay` fields to an image name.
602 To define a node overlay, simply set the `overlay_tiles` field of the node
603 definition. These tiles are defined in the same way as plain tiles:
604 they can have a texture name, color etc.
605 To skip one face, set that overlay tile to an empty string.
607 Example (colored grass block):
609 minetest.register_node("default:dirt_with_grass", {
610 description = "Dirt with Grass",
611 -- Regular tiles, as usual
612 -- The dirt tile disables palette coloring
613 tiles = {{name = "default_grass.png"},
614 {name = "default_dirt.png", color = "white"}},
615 -- Overlay tiles: define them in the same style
616 -- The top and bottom tile does not have overlay
617 overlay_tiles = {"", "",
618 {name = "default_grass_side.png", tileable_vertical = false}},
619 -- Global color, used in inventory
621 -- Palette in the world
622 paramtype2 = "color",
623 palette = "default_foilage.png",
628 Only Ogg Vorbis files are supported.
630 For positional playing of sounds, only single-channel (mono) files are
631 supported. Otherwise OpenAL will play them non-positionally.
633 Mods should generally prefix their sounds with `modname_`, e.g. given
634 the mod name "`foomod`", a sound could be called:
638 Sounds are referred to by their name with a dot, a single digit and the
639 file extension stripped out. When a sound is played, the actual sound file
640 is chosen randomly from the matching sounds.
642 When playing the sound `foomod_foosound`, the sound is chosen randomly
643 from the available ones of the following files:
645 * `foomod_foosound.ogg`
646 * `foomod_foosound.0.ogg`
647 * `foomod_foosound.1.ogg`
649 * `foomod_foosound.9.ogg`
651 Examples of sound parameter tables:
653 -- Play locationless on all clients
655 gain = 1.0, -- default
656 fade = 0.0, -- default, change to a value > 0 to fade the sound in
657 pitch = 1.0, -- default
659 -- Play locationless to one player
662 gain = 1.0, -- default
663 fade = 0.0, -- default, change to a value > 0 to fade the sound in
664 pitch = 1.0, -- default
666 -- Play locationless to one player, looped
669 gain = 1.0, -- default
672 -- Play in a location
674 pos = {x = 1, y = 2, z = 3},
675 gain = 1.0, -- default
676 max_hear_distance = 32, -- default, uses an euclidean metric
678 -- Play connected to an object, looped
680 object = <an ObjectRef>,
681 gain = 1.0, -- default
682 max_hear_distance = 32, -- default, uses an euclidean metric
686 Looped sounds must either be connected to an object or played locationless to
687 one player using `to_player = name,`
689 ### `SimpleSoundSpec`
691 * e.g. `"default_place_node"`
693 * e.g. `{name = "default_place_node"}`
694 * e.g. `{name = "default_place_node", gain = 1.0}`
695 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
697 Registered definitions of stuff
698 -------------------------------
699 Anything added using certain `minetest.register_*` functions get added to
700 the global `minetest.registered_*` tables.
702 * `minetest.register_entity(name, prototype table)`
703 * added to `minetest.registered_entities[name]`
705 * `minetest.register_node(name, node definition)`
706 * added to `minetest.registered_items[name]`
707 * added to `minetest.registered_nodes[name]`
709 * `minetest.register_tool(name, item definition)`
710 * added to `minetest.registered_items[name]`
712 * `minetest.register_craftitem(name, item definition)`
713 * added to `minetest.registered_items[name]`
715 * `minetest.unregister_item(name)`
716 * Unregisters the item name from engine, and deletes the entry with key
717 * `name` from `minetest.registered_items` and from the associated item
718 * table according to its nature: `minetest.registered_nodes[]` etc
720 * `minetest.register_biome(biome definition)`
721 * returns an integer uniquely identifying the registered biome
722 * added to `minetest.registered_biome` with the key of `biome.name`
723 * if `biome.name` is nil, the key is the returned ID
725 * `minetest.unregister_biome(name)`
726 * Unregisters the biome name from engine, and deletes the entry with key
727 * `name` from `minetest.registered_biome`
729 * `minetest.register_ore(ore definition)`
730 * returns an integer uniquely identifying the registered ore
731 * added to `minetest.registered_ores` with the key of `ore.name`
732 * if `ore.name` is nil, the key is the returned ID
734 * `minetest.register_decoration(decoration definition)`
735 * returns an integer uniquely identifying the registered decoration
736 * added to `minetest.registered_decorations` with the key of `decoration.name`
737 * if `decoration.name` is nil, the key is the returned ID
739 * `minetest.register_schematic(schematic definition)`
740 * returns an integer uniquely identifying the registered schematic
741 * added to `minetest.registered_schematic` with the key of `schematic.name`
742 * if `schematic.name` is nil, the key is the returned ID
743 * if the schematic is loaded from a file, schematic.name is set to the filename
744 * if the function is called when loading the mod, and schematic.name is a relative
745 path, then the current mod path will be prepended to the schematic filename
747 * `minetest.clear_registered_biomes()`
748 * clears all biomes currently registered
750 * `minetest.clear_registered_ores()`
751 * clears all ores currently registered
753 * `minetest.clear_registered_decorations()`
754 * clears all decorations currently registered
756 * `minetest.clear_registered_schematics()`
757 * clears all schematics currently registered
759 Note that in some cases you will stumble upon things that are not contained
760 in these tables (e.g. when a mod has been removed). Always check for
761 existence before trying to access the fields.
763 Example: If you want to check the drawtype of a node, you could do:
765 local function get_nodedef_field(nodename, fieldname)
766 if not minetest.registered_nodes[nodename] then
769 return minetest.registered_nodes[nodename][fieldname]
771 local drawtype = get_nodedef_field(nodename, "drawtype")
773 Example: `minetest.get_item_group(name, group)` has been implemented as:
775 function minetest.get_item_group(name, group)
776 if not minetest.registered_items[name] or not
777 minetest.registered_items[name].groups[group] then
780 return minetest.registered_items[name].groups[group]
785 Nodes are the bulk data of the world: cubes and other things that take the
786 space of a cube. Huge amounts of them are handled efficiently, but they
789 The definition of a node is stored and can be accessed by name in
791 minetest.registered_nodes[node.name]
793 See "Registered definitions of stuff".
795 Nodes are passed by value between Lua and the engine.
796 They are represented by a table:
798 {name="name", param1=num, param2=num}
800 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
801 them for certain automated functions. If you don't use these functions, you can
802 use them to store arbitrary values.
804 The functions of `param1` and `param2` are determined by certain fields in the
807 `param1` is reserved for the engine when `paramtype != "none"`:
810 ^ The value stores light with and without sun in its upper and lower 4 bits
811 respectively. Allows light to propagate from or through the node with
812 light value falling by 1 per node. This is essential for a light source
813 node to spread its light.
815 `param2` is reserved for the engine when any of these are used:
817 liquidtype == "flowing"
818 ^ The level and some flags of the liquid is stored in param2
819 drawtype == "flowingliquid"
820 ^ The drawn liquid level is read from param2
821 drawtype == "torchlike"
822 drawtype == "signlike"
823 paramtype2 == "wallmounted"
824 ^ The rotation of the node is stored in param2. You can make this value
825 by using minetest.dir_to_wallmounted().
826 paramtype2 == "facedir"
827 ^ The rotation of the node is stored in param2. Furnaces and chests are
828 rotated this way. Can be made by using minetest.dir_to_facedir().
830 facedir / 4 = axis direction:
831 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
832 facedir modulo 4 = rotation around that axis
833 paramtype2 == "leveled"
834 ^ Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
836 The level of the top face of the nodebox is stored in param2.
837 The other faces are defined by 'fixed = {}' like 'type = "fixed"' nodeboxes.
838 The nodebox height is (param2 / 64) nodes.
839 The maximum accepted value of param2 is 127.
841 The height of the 'plantlike' section is stored in param2.
842 The height is (param2 / 16) nodes.
843 paramtype2 == "degrotate"
844 ^ The rotation of this node is stored in param2. Plants are rotated this way.
845 Values range 0 - 179. The value stored in param2 is multiplied by two to
846 get the actual rotation of the node.
847 paramtype2 == "meshoptions"
848 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
849 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
850 a mesh selector. Currently the following meshes are choosable:
851 0 = a "x" shaped plant (ordinary plant)
852 1 = a "+" shaped plant (just rotated 45 degrees)
853 2 = a "*" shaped plant with 3 faces instead of 2
854 3 = a "#" shaped plant with 4 faces instead of 2
855 4 = a "#" shaped plant with 4 faces that lean outwards
856 5-7 are unused and reserved for future meshes.
857 Bits 3 through 7 are optional flags that can be combined and give these
859 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
860 bit 4 (0x10) - Makes the plant mesh 1.4x larger
861 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
862 bits 6-7 are reserved for future use.
863 paramtype2 == "color"
864 ^ `param2` tells which color is picked from the palette.
865 The palette should have 256 pixels.
866 paramtype2 == "colorfacedir"
867 ^ Same as `facedir`, but with colors.
868 The first three bits of `param2` tells which color
869 is picked from the palette.
870 The palette should have 8 pixels.
871 paramtype2 == "colorwallmounted"
872 ^ Same as `wallmounted`, but with colors.
873 The first five bits of `param2` tells which color
874 is picked from the palette.
875 The palette should have 32 pixels.
876 paramtype2 == "glasslikeliquidlevel"
877 ^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
878 param2 values 0-63 define 64 levels of internal liquid, 0 being empty and
880 Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
882 Nodes can also contain extra data. See "Node Metadata".
886 There are a bunch of different looking node types.
888 Look for examples in `games/minimal` or `games/minetest_game`.
896 * `glasslike_framed_optional`
898 * `allfaces_optional`
905 * `nodebox` -- See below
906 * `mesh` -- Use models for nodes, see below
907 * `plantlike_rooted` -- See below
909 `*_optional` drawtypes need less rendering time if deactivated (always client side).
913 Node selection boxes are defined using "node boxes"
915 The `nodebox` node drawtype allows defining nodes consisting of an arbitrary
916 number of boxes. It allows defining stuff like stairs and slabs.
918 A nodebox is defined as any of:
921 -- A normal cube; the default in most things
925 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
927 fixed = box OR {box1, box2, ...}
930 -- A variable height box (or boxes) with the top face position defined by
931 -- the node parameter 'leveled = ', or if 'paramtype2 == "leveled"' by
933 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
935 fixed = box OR {box1, box2, ...}
938 -- A box like the selection box for torches
939 -- (wallmounted param2 is used, if applicable)
940 type = "wallmounted",
946 -- A node that has optional boxes depending on neighbouring nodes'
947 -- presence and type. See also `connects_to`.
949 fixed = box OR {box1, box2, ...}
950 connect_top = box OR {box1, box2, ...}
951 connect_bottom = box OR {box1, box2, ...}
952 connect_front = box OR {box1, box2, ...}
953 connect_left = box OR {box1, box2, ...}
954 connect_back = box OR {box1, box2, ...}
955 connect_right = box OR {box1, box2, ...}
958 A `box` is defined as:
960 {x1, y1, z1, x2, y2, z2}
962 A box of a regular node would look like:
964 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
968 If drawtype `mesh` is used, tiles should hold model materials textures.
969 Only static meshes are implemented.
970 For supported model formats see Irrlicht engine documentation.
972 Rooted plantlike drawtype
973 -------------------------
974 The `plantlike_rooted` drawtype was developed to enable underwater plants
975 without air bubbles around the plants.
976 It consists of a base cube at the co-ordinates of the node (the seabed /
977 lakebed / riverbed node) plus a 'plantlike' extension above with a height
978 defined by param2 (maximum height 16 nodes). This extension visually passes
979 through any nodes above the base cube without affecting them.
980 The node is dug by digging the base cube.
981 The base cube texture tiles are defined as normal, the plantlike extension
982 uses the defined 'special tile', for example:
983 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
987 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
991 Offset that the noise is translated by (i.e. added) after calculation.
994 Factor that the noise is scaled by (i.e. multiplied) after calculation.
997 Vector containing values by which each coordinate is divided by before calculation.
998 Higher spread values result in larger noise features.
1000 A value of `{x=250, y=250, z=250}` is common.
1003 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
1004 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
1007 Number of times the noise gradient is accumulated into the noise.
1009 Increase this number to increase the amount of detail in the resulting noise.
1011 A value of `6` is common.
1014 Factor by which the effect of the noise gradient function changes with each successive octave.
1016 Values less than `1` make the details of successive octaves' noise diminish, while values
1017 greater than `1` make successive octaves stronger.
1019 A value of `0.6` is common.
1022 Factor by which the noise feature sizes change with each successive octave.
1024 A value of `2.0` is common.
1027 Leave this field unset for no special handling.
1029 Currently supported are `defaults`, `eased` and `absvalue`.
1032 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
1036 Maps noise gradient values onto a quintic S-curve before performing interpolation.
1037 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
1038 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
1041 Accumulates the absolute value of each noise gradient result.
1043 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
1048 spread = {x=500, y=500, z=500},
1053 flags = "defaults, absvalue"
1055 ^ A single noise parameter table can be used to get 2D or 3D noise,
1056 when getting 2D noise spread.z is ignored.
1061 These tell in what manner the ore is generated.
1063 All default ores are of the uniformly-distributed scatter type.
1066 Randomly chooses a location and generates a cluster of ore.
1068 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
1069 that point is greater than the `noise_threshold`, giving the ability to create
1070 a non-equal distribution of ore.
1073 Creates a sheet of ore in a blob shape according to the 2D perlin noise
1074 described by `noise_params` and `noise_threshold`. This is essentially an
1075 improved version of the so-called "stratus" ore seen in some unofficial mods.
1077 This sheet consists of vertical columns of uniform randomly distributed height,
1078 varying between the inclusive range `column_height_min` and `column_height_max`.
1079 If `column_height_min` is not specified, this parameter defaults to 1.
1080 If `column_height_max` is not specified, this parameter defaults to `clust_size`
1081 for reverse compatibility. New code should prefer `column_height_max`.
1083 The `column_midpoint_factor` parameter controls the position of the column at which
1084 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
1085 columns grow equally starting from each direction. `column_midpoint_factor` is a
1086 decimal number ranging in value from 0 to 1. If this parameter is not specified,
1089 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
1092 Creates a sheet of ore in a cloud-like puff shape.
1094 As with the `sheet` ore type, the size and shape of puffs are described by
1095 `noise_params` and `noise_threshold` and are placed at random vertical positions
1096 within the currently generated chunk.
1098 The vertical top and bottom displacement of each puff are determined by the noise
1099 parameters `np_puff_top` and `np_puff_bottom`, respectively.
1102 Creates a deformed sphere of ore according to 3d perlin noise described by
1103 `noise_params`. The maximum size of the blob is `clust_size`, and
1104 `clust_scarcity` has the same meaning as with the `scatter` type.
1107 Creates veins of ore varying in density by according to the intersection of two
1108 instances of 3d perlin noise with diffferent seeds, both described by
1111 `random_factor` varies the influence random chance has on placement of an ore
1112 inside the vein, which is `1` by default. Note that modifying this parameter may
1113 require adjusting `noise_threshold`.
1115 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
1118 This ore type is difficult to control since it is sensitive to small changes.
1119 The following is a decent set of parameters to work from:
1124 spread = {x=200, y=200, z=200},
1130 noise_threshold = 1.6
1132 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
1133 computationally expensive than any other ore.
1136 Creates a single undulating ore stratum that is continuous across mapchunk
1137 borders and horizontally spans the world.
1139 The 2D perlin noise described by `noise_params` varies the Y co-ordinate of the
1140 stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
1141 varies the stratum's vertical thickness (in units of nodes). Due to being
1142 continuous across mapchunk borders the stratum's vertical thickness is
1145 `y_min` and `y_max` define the limits of the ore generation and for performance
1146 reasons should be set as close together as possible but without clipping the
1147 stratum's Y variation.
1149 If either of the 2 noise parameters are omitted the ore will occur from y_min
1150 to y_max in a simple horizontal stratum. As this does not compute noise
1151 performance improves, and is ideal for placing many layers.
1153 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
1154 solid-ore stratum would require a `clust_scarcity` of 1.
1156 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
1157 `random_factor` are ignored by this ore type.
1161 See section "Flag Specifier Format".
1163 Currently supported flags:
1164 `puff_cliffs`, `puff_additive_composition`.
1167 If set, puff ore generation will not taper down large differences in displacement
1168 when approaching the edge of a puff. This flag has no effect for ore types other
1171 ### `puff_additive_composition`
1172 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
1173 negative displacement, the sub-column at that point is not generated. With this
1174 attribute set, puff ore generation will instead generate the absolute difference in
1175 noise displacement values. This flag has no effect for ore types other than `puff`.
1179 The varying types of decorations that can be placed.
1182 Creates a 1 times `H` times 1 column of a specified node (or a random node from
1183 a list, if a decoration list is specified). Can specify a certain node it must
1184 spawn next to, such as water or lava, for example. Can also generate a
1185 decoration of random height between a specified lower and upper bound.
1186 This type of decoration is intended for placement of grass, flowers, cacti,
1187 papyri, waterlilies and so on.
1190 Copies a box of `MapNodes` from a specified schematic file (or raw description).
1191 Can specify a probability of a node randomly appearing when placed.
1192 This decoration type is intended to be used for multi-node sized discrete
1193 structures, such as trees, cave spikes, rocks, and so on.
1197 --------------------
1198 A schematic specifier identifies a schematic by either a filename to a
1199 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
1200 in the form of a table. This table specifies the following fields:
1202 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
1203 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
1204 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
1205 * The `data` field is a flat table of MapNode tables making up the schematic,
1206 in the order of `[z [y [x]]]`. (required)
1207 Each MapNode table contains:
1208 * `name`: the name of the map node to place (required)
1209 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
1210 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
1211 * `force_place`: boolean representing if the node should forcibly overwrite any
1212 previous contents (default: false)
1214 About probability values:
1216 * A probability value of `0` or `1` means that node will never appear (0% chance).
1217 * A probability value of `254` or `255` means the node will always appear (100% chance).
1218 * If the probability value `p` is greater than `1`, then there is a
1219 `(p / 256 * 100)` percent chance that node will appear when the schematic is
1223 Schematic attributes
1224 --------------------
1225 See section "Flag Specifier Format".
1227 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
1230 * `place_center_x`: Placement of this decoration is centered along the X axis.
1231 * `place_center_y`: Placement of this decoration is centered along the Y axis.
1232 * `place_center_z`: Placement of this decoration is centered along the Z axis.
1233 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
1238 The position field is used for all element types.
1240 To account for differing resolutions, the position coordinates are the percentage
1241 of the screen, ranging in value from `0` to `1`.
1243 The name field is not yet used, but should contain a description of what the
1244 HUD element represents. The direction field is the direction in which something
1247 `0` draws from left to right, `1` draws from right to left, `2` draws from
1248 top to bottom, and `3` draws from bottom to top.
1250 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1251 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1252 Fractional values can be used.
1254 The `offset` field specifies a pixel offset from the position. Contrary to position,
1255 the offset is not scaled to screen size. This allows for some precisely-positioned
1258 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1260 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1262 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1263 in the experimental stages.
1266 Displays an image on the HUD.
1268 * `scale`: The scale of the image, with 1 being the original texture size.
1269 Only the X coordinate scale is used (positive values).
1270 Negative values represent that percentage of the screen it
1271 should take; e.g. `x=-100` means 100% (width).
1272 * `text`: The name of the texture that is displayed.
1273 * `alignment`: The alignment of the image.
1274 * `offset`: offset in pixels from position.
1277 Displays text on the HUD.
1279 * `scale`: Defines the bounding rectangle of the text.
1280 A value such as `{x=100, y=100}` should work.
1281 * `text`: The text to be displayed in the HUD element.
1282 * `number`: An integer containing the RGB value of the color used to draw the text.
1283 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1284 * `alignment`: The alignment of the text.
1285 * `offset`: offset in pixels from position.
1288 Displays a horizontal bar made up of half-images.
1290 * `text`: The name of the texture that is used.
1291 * `number`: The number of half-textures that are displayed.
1292 If odd, will end with a vertically center-split texture.
1294 * `offset`: offset in pixels from position.
1295 * `size`: If used, will force full-image size to this value (override texture pack image size)
1298 * `text`: The name of the inventory list to be displayed.
1299 * `number`: Number of items in the inventory to be displayed.
1300 * `item`: Position of item that is selected.
1302 * `offset`: offset in pixels from position.
1305 Displays distance to selected world position.
1307 * `name`: The name of the waypoint.
1308 * `text`: Distance suffix. Can be blank.
1309 * `number:` An integer containing the RGB value of the color used to draw the text.
1310 * `world_pos`: World position of the waypoint.
1312 Representations of simple things
1313 --------------------------------
1317 {x=num, y=num, z=num}
1319 For helper functions see "Vector helpers".
1322 * `{type="nothing"}`
1323 * `{type="node", under=pos, above=pos}`
1324 * `{type="object", ref=ObjectRef}`
1326 Flag Specifier Format
1327 ---------------------
1328 Flags using the standardized flag specifier format can be specified in either of
1329 two ways, by string or table.
1331 The string format is a comma-delimited set of flag names; whitespace and
1332 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1333 flag, and specifying a flag prefixed by the string `"no"` explicitly
1334 clears the flag from whatever the default may be.
1336 In addition to the standard string flag format, the schematic flags field can
1337 also be a table of flag names to boolean values representing whether or not the
1338 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1339 is present, mapped to a boolean of any value, the specified flag is unset.
1341 E.g. A flag field of value
1343 {place_center_x = true, place_center_y=false, place_center_z=true}
1347 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1349 which is equivalent to
1351 "place_center_x, noplace_center_y, place_center_z"
1355 "place_center_x, place_center_z"
1357 since, by default, no schematic attributes are set.
1363 There are three kinds of items: nodes, tools and craftitems.
1365 * Node (`register_node`): A node from the world.
1366 * Tool (`register_tool`): A tool/weapon that can dig and damage
1367 things according to `tool_capabilities`.
1368 * Craftitem (`register_craftitem`): A miscellaneous item.
1371 All item stacks have an amount between 0 to 65535. It is 1 by
1372 default. Tool item stacks can not have an amount greater than 1.
1374 Tools use a wear (=damage) value ranging from 0 to 65535. The
1375 value 0 is the default and used is for unworn tools. The values
1376 1 to 65535 are used for worn tools, where a higher value stands for
1377 a higher wear. Non-tools always have a wear value of 0.
1380 Items and item stacks can exist in three formats: Serializes, table format
1384 This is called "stackstring" or "itemstring". It is a simple string with
1385 1-3 components: the full item identifier, an optional amount and an optional
1388 <identifier> [<amount>[ <wear>]]
1392 * `'default:apple'`: 1 apple
1393 * `'default:dirt 5'`: 5 dirt
1394 * `'default:pick_stone'`: a new stone pickaxe
1395 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1402 {name="default:dirt", count=5, wear=0, metadata=""}
1404 A wooden pick about 1/3 worn out:
1406 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1410 {name="default:apple", count=1, wear=0, metadata=""}
1413 A native C++ format with many helper methods. Useful for converting
1414 between formats. See the Class reference section for details.
1416 When an item must be passed to a function, it can usually be in any of
1422 In a number of places, there is a group table. Groups define the
1423 properties of a thing (item, node, armor of entity, capabilities of
1424 tool) in such a way that the engine and other mods can can interact with
1425 the thing without actually knowing what the thing is.
1428 Groups are stored in a table, having the group names with keys and the
1429 group ratings as values. For example:
1431 groups = {crumbly=3, soil=1}
1434 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1435 -- ^ A more special dirt-kind of thing
1437 Groups always have a rating associated with them. If there is no
1438 useful meaning for a rating for an enabled group, it shall be `1`.
1440 When not defined, the rating of a group defaults to `0`. Thus when you
1441 read groups, you must interpret `nil` and `0` as the same value, `0`.
1443 You can read the rating of a group for an item or a node by using
1445 minetest.get_item_group(itemname, groupname)
1448 Groups of items can define what kind of an item it is (e.g. wool).
1451 In addition to the general item things, groups are used to define whether
1452 a node is destroyable and how long it takes to destroy by a tool.
1454 ### Groups of entities
1455 For entities, groups are, as of now, used only for calculating damage.
1456 The rating is the percentage of damage caused by tools with this damage group.
1457 See "Entity damage mechanism".
1459 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1460 object.set_armor_groups({fleshy=30, cracky=80})
1463 Groups in tools define which groups of nodes and entities they are
1466 ### Groups in crafting recipes
1467 An example: Make meat soup from any meat, any water and any bowl:
1470 output = 'food:meat_soup_raw',
1476 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1479 Another example: Make red wool from white wool and red dye:
1483 output = 'wool:red',
1484 recipe = {'wool:white', 'group:dye,basecolor_red'},
1488 * `immortal`: Disables the group damage system for an entity
1489 * `punch_operable`: For entities; disables the regular damage mechanism for
1490 players punching it by hand or a non-tool item, so that it can do something
1491 else than take damage.
1492 * `level`: Can be used to give an additional sense of progression in the game.
1493 * A larger level will cause e.g. a weapon of a lower level make much less
1494 damage, and get worn out much faster, or not be able to get drops
1495 from destroyed nodes.
1496 * `0` is something that is directly accessible at the start of gameplay
1497 * There is no upper limit
1498 * `dig_immediate`: (player can always pick up node without reducing tool wear)
1499 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1500 * `3`: the node always gets the digging time 0 seconds (torch)
1501 * `disable_jump`: Player (and possibly other things) cannot jump from node
1502 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1503 * `bouncy`: value is bounce speed in percent
1504 * `falling_node`: if there is no walkable block under the node it will fall
1505 * `attached_node`: if the node under it is not a walkable block the node will be
1506 dropped as an item. If the node is wallmounted the wallmounted direction is
1508 * `soil`: saplings will grow on nodes in this group
1509 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1510 connect to each other
1511 * `slippery`: Players and items will slide on the node.
1512 Slipperiness rises steadily with `slippery` value, starting at 1.
1515 ### Known damage and digging time defining groups
1516 * `crumbly`: dirt, sand
1517 * `cracky`: tough but crackable stuff like stone.
1518 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1519 plants, wire, sheets of metal
1520 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1521 * `fleshy`: Living things like animals and the player. This could imply
1522 some blood effects when hitting.
1523 * `explody`: Especially prone to explosions
1524 * `oddly_breakable_by_hand`:
1525 Can be added to nodes that shouldn't logically be breakable by the
1526 hand but are. Somewhat similar to `dig_immediate`, but times are more
1527 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1528 speed of a tool if the tool can dig at a faster speed than this
1529 suggests for the hand.
1531 ### Examples of custom groups
1532 Item groups are often used for defining, well, _groups of items_.
1534 * `meat`: any meat-kind of a thing (rating might define the size or healing
1535 ability or be irrelevant -- it is not defined as of yet)
1536 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1538 * `flammable`: can be set on fire. Rating might define the intensity of the
1539 fire, affecting e.g. the speed of the spreading of an open fire.
1540 * `wool`: any wool (any origin, any color)
1541 * `metal`: any metal
1542 * `weapon`: any weapon
1543 * `heavy`: anything considerably heavy
1545 ### Digging time calculation specifics
1546 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1547 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1548 faster digging time.
1550 The `level` group is used to limit the toughness of nodes a tool can dig
1551 and to scale the digging times / damage to a greater extent.
1553 **Please do understand this**, otherwise you cannot use the system to it's
1556 Tools define their properties by a list of parameters for groups. They
1557 cannot dig other groups; thus it is important to use a standard bunch of
1558 groups to enable interaction with tools.
1560 #### Tools definition
1563 * Full punch interval
1564 * Maximum drop level
1565 * For an arbitrary list of groups:
1566 * Uses (until the tool breaks)
1567 * Maximum level (usually `0`, `1`, `2` or `3`)
1571 #### Full punch interval
1572 When used as a weapon, the tool will do full damage if this time is spent
1573 between punches. If e.g. half the time is spent, the tool will do half
1576 #### Maximum drop level
1577 Suggests the maximum level of node, when dug with the tool, that will drop
1578 it's useful item. (e.g. iron ore to drop a lump of iron).
1580 This is not automated; it is the responsibility of the node definition
1584 Determines how many uses the tool has when it is used for digging a node,
1585 of this group, of the maximum level. For lower leveled nodes, the use count
1586 is multiplied by `3^leveldiff`.
1588 * `uses=10, leveldiff=0`: actual uses: 10
1589 * `uses=10, leveldiff=1`: actual uses: 30
1590 * `uses=10, leveldiff=2`: actual uses: 90
1593 Tells what is the maximum level of a node of this group that the tool will
1597 List of digging times for different ratings of the group, for nodes of the
1600 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1601 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1602 for this group, and unable to dig the rating `1`, which is the toughest.
1603 Unless there is a matching group that enables digging otherwise.
1605 If the result digging time is 0, a delay of 0.15 seconds is added between
1606 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1607 i.e. players can more quickly click the nodes away instead of holding LMB.
1610 List of damage for groups of entities. See "Entity damage mechanism".
1612 #### Example definition of the capabilities of a tool
1614 tool_capabilities = {
1615 full_punch_interval=1.5,
1618 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1620 damage_groups = {fleshy=2},
1623 This makes the tool be able to dig nodes that fulfil both of these:
1625 * Have the `crumbly` group
1626 * Have a `level` group less or equal to `2`
1628 Table of resulting digging times:
1630 crumbly 0 1 2 3 4 <- level
1632 1 0.80 1.60 1.60 - -
1633 2 0.60 1.20 1.20 - -
1634 3 0.40 0.80 0.80 - -
1636 level diff: 2 1 0 -1 -2
1638 Table of resulting tool uses:
1647 * At `crumbly==0`, the node is not diggable.
1648 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1649 easy nodes to be quickly breakable.
1650 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1652 Entity damage mechanism
1653 -----------------------
1657 foreach group in cap.damage_groups:
1658 damage += cap.damage_groups[group] * limit(actual_interval /
1659 cap.full_punch_interval, 0.0, 1.0)
1660 * (object.armor_groups[group] / 100.0)
1661 -- Where object.armor_groups[group] is 0 for inexistent values
1664 Client predicts damage based on damage groups. Because of this, it is able to
1665 give an immediate response when an entity is damaged or dies; the response is
1666 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1668 Currently a smoke puff will appear when an entity dies.
1670 The group `immortal` completely disables normal damage.
1672 Entities can define a special armor group, which is `punch_operable`. This
1673 group disables the regular damage mechanism for players punching it by hand or
1674 a non-tool item, so that it can do something else than take damage.
1676 On the Lua side, every punch calls:
1678 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1680 This should never be called directly, because damage is usually not handled by
1683 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1684 accessed unless absolutely required, to encourage interoperability.
1685 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1686 * `tool_capabilities` can be `nil`.
1687 * `direction` is a unit vector, pointing from the source of the punch to
1689 * `damage` damage that will be done to entity
1690 Return value of this function will determin if damage is done by this function
1691 (retval true) or shall be done by engine (retval false)
1693 To punch an entity/object in Lua, call:
1695 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1697 * Return value is tool wear.
1698 * Parameters are equal to the above callback.
1699 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1700 `direction` will be automatically filled in based on the location of `puncher`.
1704 The instance of a node in the world normally only contains the three values
1705 mentioned in "Nodes". However, it is possible to insert extra data into a
1706 node. It is called "node metadata"; See `NodeMetaRef`.
1708 Node metadata contains two things:
1713 Some of the values in the key-value store are handled specially:
1715 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1716 * `infotext`: Text shown on the screen when the node is pointed at
1720 local meta = minetest.get_meta(pos)
1721 meta:set_string("formspec",
1723 "list[context;main;0,0;8,4;]"..
1724 "list[current_player;main;0,5;8,4;]")
1725 meta:set_string("infotext", "Chest");
1726 local inv = meta:get_inventory()
1727 inv:set_size("main", 8*4)
1728 print(dump(meta:to_table()))
1731 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1732 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1733 [10] = "", [11] = "", [12] = "", [13] = "",
1734 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1735 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1736 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1737 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1741 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1748 Item stacks can store metadata too. See `ItemStackMetaRef`.
1750 Item metadata only contains a key-value store.
1752 Some of the values in the key-value store are handled specially:
1754 * `description`: Set the item stack's description. Defaults to `idef.description`
1755 * `color`: A `ColorString`, which sets the stack's color.
1756 * `palette_index`: If the item has a palette, this is used to get the
1757 current color from the palette.
1761 local meta = stack:get_meta()
1762 meta:set_string("key", "value")
1763 print(dump(meta:to_table()))
1767 Formspec defines a menu. Currently not much else than inventories are
1768 supported. It is a string, with a somewhat strange format.
1770 Spaces and newlines can be inserted between the blocks, as is used in the
1778 list[context;main;0,0;8,4;]
1779 list[current_player;main;0,5;8,4;]
1784 list[context;fuel;2,3;1,1;]
1785 list[context;src;2,1;1,1;]
1786 list[context;dst;5,1;2,2;]
1787 list[current_player;main;0,5;8,4;]
1789 #### Minecraft-like player inventory
1792 image[1,0.6;1,2;player.png]
1793 list[current_player;main;0,3.5;8,4;]
1794 list[current_player;craft;3,0;3,3;]
1795 list[current_player;craftpreview;7,1;1,1;]
1799 #### `size[<W>,<H>,<fixed_size>]`
1800 * Define the size of the menu in inventory slots
1801 * `fixed_size`: `true`/`false` (optional)
1802 * deprecated: `invsize[<W>,<H>;]`
1804 #### `position[<X>,<Y>]`
1805 * Define the position of the formspec
1806 * A value between 0.0 and 1.0 represents a position inside the screen
1807 * The default value is the center of the screen (0.5, 0.5)
1809 #### `anchor[<X>,<Y>]`
1810 * Define the anchor of the formspec
1811 * A value between 0.0 and 1.0 represents an anchor inside the formspec
1812 * The default value is the center of the formspec (0.5, 0.5)
1814 #### `container[<X>,<Y>]`
1815 * Start of a container block, moves all physical elements in the container by (X, Y)
1816 * Must have matching `container_end`
1817 * Containers can be nested, in which case the offsets are added
1818 (child containers are relative to parent containers)
1820 #### `container_end[]`
1821 * End of a container, following elements are no longer relative to this container
1823 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1824 * Show an inventory list
1826 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1827 * Show an inventory list
1829 #### `listring[<inventory location>;<list name>]`
1830 * Allows to create a ring of inventory lists
1831 * Shift-clicking on items in one element of the ring
1832 will send them to the next inventory list inside the ring
1833 * The first occurrence of an element inside the ring will
1834 determine the inventory where items will be sent to
1837 * Shorthand for doing `listring[<inventory location>;<list name>]`
1838 for the last two inventory lists added by list[...]
1840 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1841 * Sets background color of slots as `ColorString`
1842 * Sets background color of slots on mouse hovering
1844 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1845 * Sets background color of slots as `ColorString`
1846 * Sets background color of slots on mouse hovering
1847 * Sets color of slots border
1849 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1850 * Sets background color of slots as `ColorString`
1851 * Sets background color of slots on mouse hovering
1852 * Sets color of slots border
1853 * Sets default background color of tooltips
1854 * Sets default font color of tooltips
1856 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1857 * Adds tooltip for an element
1858 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1859 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1861 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1863 * Position and size units are inventory slots
1865 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1866 * Show an inventory image of registered item/node
1867 * Position and size units are inventory slots
1869 #### `bgcolor[<color>;<fullscreen>]`
1870 * Sets background color of formspec as `ColorString`
1871 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1873 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1874 * Use a background. Inventory rectangles are not drawn then.
1875 * Position and size units are inventory slots
1876 * Example for formspec 8x4 in 16x resolution: image shall be sized
1877 8 times 16px times 4 times 16px.
1879 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1880 * Use a background. Inventory rectangles are not drawn then.
1881 * Position and size units are inventory slots
1882 * Example for formspec 8x4 in 16x resolution:
1883 image shall be sized 8 times 16px times 4 times 16px
1884 * If `true` the background is clipped to formspec size
1885 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1887 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1888 * Textual password style field; will be sent to server when a button is clicked
1889 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1891 * `x` and `y` position the field relative to the top left of the menu
1892 * `w` and `h` are the size of the field
1893 * Fields are a set height, but will be vertically centred on `h`
1894 * Position and size units are inventory slots
1895 * `name` is the name of the field as returned in fields to `on_receive_fields`
1896 * `label`, if not blank, will be text printed on the top left above the field
1897 * See field_close_on_enter to stop enter closing the formspec
1899 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1900 * Textual field; will be sent to server when a button is clicked
1901 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1903 * `x` and `y` position the field relative to the top left of the menu
1904 * `w` and `h` are the size of the field
1905 * Fields are a set height, but will be vertically centred on `h`
1906 * Position and size units are inventory slots
1907 * `name` is the name of the field as returned in fields to `on_receive_fields`
1908 * `label`, if not blank, will be text printed on the top left above the field
1909 * `default` is the default value of the field
1910 * `default` may contain variable references such as `${text}'` which
1911 will fill the value from the metadata value `text`
1912 * **Note**: no extra text or more than a single variable is supported ATM.
1913 * See `field_close_on_enter` to stop enter closing the formspec
1915 #### `field[<name>;<label>;<default>]`
1916 * As above, but without position/size units
1917 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1919 * Special field for creating simple forms, such as sign text input
1920 * Must be used without a `size[]` element
1921 * A "Proceed" button will be added automatically
1922 * See `field_close_on_enter` to stop enter closing the formspec
1924 #### `field_close_on_enter[<name>;<close_on_enter>]`
1925 * <name> is the name of the field
1926 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
1927 * defaults to true when not specified (ie: no tag for a field)
1929 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1930 * Same as fields above, but with multi-line input
1931 * if the text overflows a vertical scrollbar is added
1932 * if the name is empty the textarea is readonly. The label is not displayed then
1934 #### `label[<X>,<Y>;<label>]`
1935 * `x` and `y` work as per field
1936 * `label` is the text on the label
1937 * Position and size units are inventory slots
1939 #### `vertlabel[<X>,<Y>;<label>]`
1940 * Textual label drawn vertically
1941 * `x` and `y` work as per field
1942 * `label` is the text on the label
1943 * Position and size units are inventory slots
1945 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1946 * Clickable button. When clicked, fields will be sent.
1947 * `x`, `y` and `name` work as per field
1948 * `w` and `h` are the size of the button
1949 * Fixed button height. It will be vertically centred on `h`
1950 * `label` is the text on the button
1951 * Position and size units are inventory slots
1953 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1954 * `x`, `y`, `w`, `h`, and `name` work as per button
1955 * `texture name` is the filename of an image
1956 * Position and size units are inventory slots
1958 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1959 * `x`, `y`, `w`, `h`, and `name` work as per button
1960 * `texture name` is the filename of an image
1961 * Position and size units are inventory slots
1962 * `noclip=true` means the image button doesn't need to be within specified formsize
1963 * `drawborder`: draw button border or not
1964 * `pressed texture name` is the filename of an image on pressed state
1966 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1967 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1968 * `item name` is the registered name of an item/node,
1969 tooltip will be made out of its description
1970 to override it use tooltip element
1971 * Position and size units are inventory slots
1973 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1974 * When clicked, fields will be sent and the form will quit.
1976 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1977 * When clicked, fields will be sent and the form will quit.
1979 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1980 * Scrollable item list showing arbitrary text elements
1981 * `x` and `y` position the itemlist relative to the top left of the menu
1982 * `w` and `h` are the size of the itemlist
1983 * `name` fieldname sent to server on doubleclick value is current selected element
1984 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1985 * if you want a listelement to start with "#" write "##".
1987 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1988 * Scrollable itemlist showing arbitrary text elements
1989 * `x` and `y` position the item list relative to the top left of the menu
1990 * `w` and `h` are the size of the item list
1991 * `name` fieldname sent to server on doubleclick value is current selected element
1992 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1993 * if you want a listelement to start with "#" write "##"
1994 * Index to be selected within textlist
1995 * `true`/`false`: draw transparent background
1996 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1998 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1999 * Show a tab**header** at specific position (ignores formsize)
2000 * `x` and `y` position the itemlist relative to the top left of the menu
2001 * `name` fieldname data is transferred to Lua
2002 * `caption 1`...: name shown on top of tab
2003 * `current_tab`: index of selected tab 1...
2004 * `transparent` (optional): show transparent
2005 * `draw_border` (optional): draw border
2007 #### `box[<X>,<Y>;<W>,<H>;<color>]`
2008 * Simple colored semitransparent box
2009 * `x` and `y` position the box relative to the top left of the menu
2010 * `w` and `h` are the size of box
2011 * `color` is color specified as a `ColorString`
2013 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2014 * Show a dropdown field
2015 * **Important note**: There are two different operation modes:
2016 1. handle directly on change (only changed dropdown is submitted)
2017 2. read the value on pressing a button (all dropdown values are available)
2018 * `x` and `y` position of dropdown
2020 * Fieldname data is transferred to Lua
2021 * Items to be shown in dropdown
2022 * Index of currently selected dropdown item
2024 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2026 * `x` and `y`: position of checkbox
2027 * `name` fieldname data is transferred to Lua
2028 * `label` to be shown left of checkbox
2029 * `selected` (optional): `true`/`false`
2031 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2033 * There are two ways to use it:
2034 1. handle the changed event (only changed scrollbar is available)
2035 2. read the value on pressing a button (all scrollbars are available)
2036 * `x` and `y`: position of trackbar
2037 * `w` and `h`: width and height
2038 * `orientation`: `vertical`/`horizontal`
2039 * Fieldname data is transferred to Lua
2040 * Value this trackbar is set to (`0`-`1000`)
2041 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
2043 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2044 * Show scrollable table using options defined by the previous `tableoptions[]`
2045 * Displays cells as defined by the previous `tablecolumns[]`
2046 * `x` and `y`: position the itemlist relative to the top left of the menu
2047 * `w` and `h` are the size of the itemlist
2048 * `name`: fieldname sent to server on row select or doubleclick
2049 * `cell 1`...`cell n`: cell contents given in row-major order
2050 * `selected idx`: index of row to be selected within table (first row = `1`)
2051 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
2053 #### `tableoptions[<opt 1>;<opt 2>;...]`
2054 * Sets options for `table[]`
2056 * default text color (`ColorString`), defaults to `#FFFFFF`
2057 * `background=#RRGGBB`
2058 * table background color (`ColorString`), defaults to `#000000`
2059 * `border=<true/false>`
2060 * should the table be drawn with a border? (default: `true`)
2061 * `highlight=#RRGGBB`
2062 * highlight background color (`ColorString`), defaults to `#466432`
2063 * `highlight_text=#RRGGBB`
2064 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2065 * `opendepth=<value>`
2066 * all subtrees up to `depth < value` are open (default value = `0`)
2067 * only useful when there is a column of type "tree"
2069 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2070 * Sets columns for `table[]`
2071 * Types: `text`, `image`, `color`, `indent`, `tree`
2072 * `text`: show cell contents as text
2073 * `image`: cell contents are an image index, use column options to define images
2074 * `color`: cell contents are a ColorString and define color of following cell
2075 * `indent`: cell contents are a number and define indentation of following cell
2076 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
2079 * for `text` and `image`: content alignment within cells.
2080 Available values: `left` (default), `center`, `right`, `inline`
2082 * for `text` and `image`: minimum width in em (default: `0`)
2083 * for `indent` and `tree`: indent width in em (default: `1.5`)
2084 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2085 Exception: defaults to 0 for indent columns
2086 * `tooltip=<value>`: tooltip text (default: empty)
2087 * `image` column options:
2088 * `0=<value>` sets image for image index 0
2089 * `1=<value>` sets image for image index 1
2090 * `2=<value>` sets image for image index 2
2091 * and so on; defined indices need not be contiguous empty or
2092 non-numeric cells are treated as `0`.
2093 * `color` column options:
2094 * `span=<value>`: number of following columns to affect (default: infinite)
2096 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
2097 pass key press events to formspec!
2101 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2102 * `"current_player"`: Player to whom the menu is shown
2103 * `"player:<name>"`: Any player
2104 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2105 * `"detached:<name>"`: A detached inventory
2107 Player Inventory lists
2108 ----------------------
2109 * `main`: list containing the default inventory
2110 * `craft`: list containing the craft input
2111 * `craftpreview`: list containing the craft output
2112 * `hand`: list containing an override for the empty hand
2116 `#RGB` defines a color in hexadecimal format.
2118 `#RGBA` defines a color in hexadecimal format and alpha channel.
2120 `#RRGGBB` defines a color in hexadecimal format.
2122 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2124 Named colors are also supported and are equivalent to
2125 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2126 To specify the value of the alpha channel, append `#AA` to the end of the color name
2127 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
2128 value must (always) be two hexadecimal digits.
2132 A ColorSpec specifies a 32-bit color. It can be written in either:
2133 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
2134 `colorspec = {a=255, r=0, g=255, b=0}`
2135 numerical form, the raw integer value of an ARGB8 quad:
2136 `colorspec = 0xFF00FF00`
2137 or string form, a ColorString (defined above):
2138 `colorspec = "green"`
2142 Most text can contain escape sequences, that can for example color the text.
2143 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2144 The following functions provide escape sequences:
2146 * `minetest.get_color_escape_sequence(color)`:
2147 * `color` is a ColorString
2148 * The escape sequence sets the text color to `color`
2149 * `minetest.colorize(color, message)`:
2151 `minetest.get_color_escape_sequence(color) ..
2153 minetest.get_color_escape_sequence("#ffffff")`
2154 * `minetest.get_background_escape_sequence(color)`
2155 * `color` is a ColorString
2156 * The escape sequence sets the background of the whole text element to
2157 `color`. Only defined for item descriptions and tooltips.
2158 * `minetest.strip_foreground_colors(str)`
2159 * Removes foreground colors added by `get_color_escape_sequence`.
2160 * `minetest.strip_background_colors(str)`
2161 * Removes background colors added by `get_background_escape_sequence`.
2162 * `minetest.strip_colors(str)`
2163 * Removes all color escape sequences.
2167 * `vector.new(a[, b, c])`: returns a vector:
2168 * A copy of `a` if `a` is a vector.
2169 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
2170 * `vector.direction(p1, p2)`: returns a vector
2171 * `vector.distance(p1, p2)`: returns a number
2172 * `vector.length(v)`: returns a number
2173 * `vector.normalize(v)`: returns a vector
2174 * `vector.floor(v)`: returns a vector, each dimension rounded down
2175 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
2176 * `vector.apply(v, func)`: returns a vector
2177 * `vector.equals(v1, v2)`: returns a boolean
2178 * `vector.sort(v1, v2)`: returns minp, maxp vectors of the cuboid defined by v1 and v2
2180 For the following functions `x` can be either a vector or a number:
2182 * `vector.add(v, x)`: returns a vector
2183 * `vector.subtract(v, x)`: returns a vector
2184 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
2185 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
2189 * `dump2(obj, name, dumped)`: returns a string which makes `obj` human readable,
2190 handles reference loops
2191 * `obj`: arbitrary variable
2192 * `name`: string, default: `"_"`
2193 * `dumped`: table, default: `{}`
2194 * `dump(obj, dumped)`: returns a string which makes `obj` human readable
2195 * `obj`: arbitrary variable
2196 * `dumped`: table, default: `{}`
2197 * `math.hypot(x, y)`
2198 * Get the hypotenuse of a triangle with legs x and y.
2199 Useful for distance calculation.
2200 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2201 * Get the sign of a number.
2202 * tolerance: number, default: `0.0`
2203 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2205 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2206 * `separator`: string, default: `","`
2207 * `include_empty`: boolean, default: `false`
2208 * `max_splits`: number, if it's positive, splits aren't limited,
2210 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2211 string or a pattern (regex), default: `false`
2212 * e.g. `"a,b":split","` returns `{"a","b"}`
2213 * `string:trim()`: returns the string whithout whitespace pre- and suffixes
2214 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2215 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2216 * Adds newlines to the string to keep it within the specified character
2218 * Note that the returned lines may be longer than the limit since it only
2219 splits at word borders.
2220 * `limit`: number, maximal amount of characters in one line
2221 * `as_table`: boolean, if set to true, a table of lines instead of a string
2222 is returned, default: `false`
2223 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2224 * `pos`: table {x=X, y=Y, z=Z}
2225 * Converts the position `pos` to a human-readable, printable string
2226 * `decimal_places`: number, if specified, the x, y and z values of
2227 the position are rounded to the given decimal place.
2228 * `minetest.string_to_pos(string)`: returns a position or `nil`
2229 * Same but in reverse.
2230 * If the string can't be parsed to a position, nothing is returned.
2231 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2232 * Converts a string representing an area box into two positions
2233 * `minetest.formspec_escape(string)`: returns a string
2234 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2235 * `minetest.is_yes(arg)`
2236 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2237 * `minetest.get_us_time()`
2238 * returns time with microsecond precision. May not return wall time.
2239 * `table.copy(table)`: returns a table
2240 * returns a deep copy of `table`
2241 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
2242 * returns the exact position on the surface of a pointed node
2247 Texts can be translated client-side with the help of `minetest.translate` and translation files.
2249 ### Translating a string
2250 Two functions are provided to translate strings: `minetest.translate` and `minetest.get_translator`.
2252 * `minetest.get_translator(textdomain)` is a simple wrapper around `minetest.translate`, and
2253 `minetest.get_translator(textdomain)(str, ...)` is equivalent to `minetest.translate(textdomain, str, ...)`.
2254 It is intended to be used in the following way, so that it avoids verbose repetitions of `minetest.translate`:
2256 local S = minetest.get_translator(textdomain)
2259 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2261 * `minetest.translate(textdomain, str, ...)` translates the string `str` with the given `textdomain`
2262 for disambiguation. The textdomain must match the textdomain specified in the translation file in order
2263 to get the string translated. This can be used so that a string is translated differently in different contexts.
2264 It is advised to use the name of the mod as textdomain whenever possible, to avoid clashes with other mods.
2265 This function must be given a number of arguments equal to the number of arguments the translated string expects.
2266 Arguments are literal strings -- they will not be translated, so if you want them to be, they need to come as
2267 outputs of `minetest.translate` as well.
2269 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced by the translation of "Red".
2270 We can do the following:
2272 local S = minetest.get_translator()
2273 S("@1 Wool", S("Red"))
2275 This will be displayed as "Red Wool" on old clients and on clients that do not have localization enabled.
2276 However, if we have for instance a translation file named `wool.fr.tr` containing the following:
2281 this will be displayed as "Laine Rouge" on clients with a French locale.
2283 ### Operations on translated strings
2285 The output of `minetest.translate` is a string, with escape sequences adding additional information to that string
2286 so that it can be translated on the different clients. In particular, you can't expect operations like string.length
2287 to work on them like you would expect them to, or string.gsub to work in the expected manner. However, string
2288 concatenation will still work as expected (note that you should only use this for things like formspecs; do not
2289 translate sentences by breaking them into parts; arguments should be used instead), and operations such as
2290 `minetest.colorize` which are only concatenation under the hood as well.
2292 ### Translation file format
2293 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language it corresponds to.
2294 The file should be a text file, with the following format:
2296 * Lines beginning with `# textdomain:` (the space is significant) can be used to specify the text
2297 domain of all following translations in the file.
2298 * All other empty lines or lines beginning with `#` are ignored.
2299 * Other lines should be in the format `original=translated`. Both `original` and `translated` can
2300 contain escape sequences beginning with `@` to insert arguments, literal `@`, `=` or newline
2301 (See ### Escapes below). There must be no extraneous whitespace around the `=` or at the beginning
2302 or the end of the line.
2305 Strings that need to be translated can contain several escapes, preceded by `@`.
2306 * `@@` acts as a literal `@`.
2307 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated string that will be inlined
2308 when translation. Due to how translations are implemented, the original translation string **must** have
2309 its arguments in increasing order, without gaps or repetitions, starting from 1.
2310 * `@=` acts as a literal `=`. It is not required in strings given to `minetest.translate`, but is in translation
2311 files to avoid begin confused with the `=` separating the original from the translation.
2312 * `@\n` (where the `\n` is a literal newline) acts as a literal newline. As with `@=`, this escape is not required
2313 in strings given to `minetest.translate`, but is in translation files.
2314 * `@n` acts as a literal newline as well.
2316 `minetest` namespace reference
2317 ------------------------------
2321 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
2322 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
2323 * Useful for loading additional `.lua` modules or static data from mod
2324 * `minetest.get_modnames()`: returns a list of installed mods
2325 * Return a list of installed mods, sorted alphabetically
2326 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
2327 * Useful for storing custom data
2328 * `minetest.is_singleplayer()`
2329 * `minetest.features`: Table containing API feature flags
2332 glasslike_framed = true,
2333 nodebox_as_selectionbox = true,
2334 chat_send_player_param3 = true,
2335 get_all_craft_recipes_works = true,
2336 use_texture_alpha = true,
2337 -- ^ The transparency channel of textures can be used optionally
2338 no_legacy_abms = true,
2339 -- ^ Tree and grass ABMs are no longer done from C++
2340 texture_names_parens = true,
2341 -- ^ Texture grouping is possible using parentheses
2342 area_store_custom_ids = true,
2343 -- ^ Unique Area ID for AreaStore:insert_area
2344 add_entity_with_staticdata = true,
2345 -- ^ add_entity supports passing initial staticdata to on_activate
2346 no_chat_message_prediction = true,
2347 -- ^ Chat messages are no longer predicted
2349 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
2350 * `arg`: string or table in format `{foo=true, bar=true}`
2351 * `missing_features`: `{foo=true, bar=true}`
2352 * `minetest.get_player_information(player_name)`:
2353 * Returns a table containing information about a player. Example return value:
2356 address = "127.0.0.1", -- IP address of client
2357 ip_version = 4, -- IPv4 / IPv6
2358 min_rtt = 0.01, -- minimum round trip time
2359 max_rtt = 0.2, -- maximum round trip time
2360 avg_rtt = 0.02, -- average round trip time
2361 min_jitter = 0.01, -- minimum packet time jitter
2362 max_jitter = 0.5, -- maximum packet time jitter
2363 avg_jitter = 0.03, -- average packet time jitter
2364 connection_uptime = 200, -- seconds since client connected
2365 prot_vers = 31, -- protocol version used by client
2366 -- following information is available on debug build only!!!
2367 -- DO NOT USE IN MODS
2368 --ser_vers = 26, -- serialization version used by client
2369 --major = 0, -- major version number
2370 --minor = 4, -- minor version number
2371 --patch = 10, -- patch version number
2372 --vers_string = "0.4.9-git", -- full version string
2373 --state = "Active" -- current client state
2375 * `minetest.mkdir(path)`: returns success.
2376 * Creates a directory specified by `path`, creating parent directories
2377 if they don't exist.
2378 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
2380 * nil: return all entries,
2381 * true: return only subdirectory names, or
2382 * false: return only file names.
2383 * `minetest.get_version()`: returns a table containing components of the
2384 engine version. Components:
2385 * `project`: Name of the project, eg, "Minetest"
2386 * `string`: Simple version, eg, "1.2.3-dev"
2387 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
2388 Use this for informational purposes only. The information in the returned
2389 table does not represent the capabilities of the engine, nor is it
2390 reliable or verifyable. Compatible forks will have a different name and
2391 version entirely. To check for the presence of engine features, test
2392 whether the functions exported by the wanted features exist. For example:
2393 `if minetest.check_for_falling then ... end`.
2396 * `minetest.debug(...)`
2397 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
2398 * `minetest.log([level,] text)`
2399 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
2400 `"info"`, or `"verbose"`. Default is `"none"`.
2402 ### Registration functions
2403 Call these functions only at load time!
2405 * `minetest.register_entity(name, prototype table)`
2406 * `minetest.register_abm(abm definition)`
2407 * `minetest.register_lbm(lbm definition)`
2408 * `minetest.register_node(name, node definition)`
2409 * `minetest.register_tool(name, item definition)`
2410 * `minetest.register_craftitem(name, item definition)`
2411 * `minetest.unregister_item(name)`
2412 * `minetest.register_alias(name, convert_to)`
2413 * `minetest.register_alias_force(name, convert_to)`
2414 * `minetest.register_craft(recipe)`
2415 * Check recipe table syntax for different types below.
2416 * `minetest.clear_craft(recipe)`
2417 * Will erase existing craft based either on output item or on input recipe.
2418 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
2419 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
2420 * If no erase candidate could be found, Lua exception will be thrown.
2421 * **Warning**! The type field ("shaped","cooking" or any other) will be ignored if the recipe
2422 contains output. Erasing is then done independently from the crafting method.
2423 * `minetest.register_ore(ore definition)`
2424 * `minetest.register_biome(biome definition)`
2425 * `minetest.register_decoration(decoration definition)`
2426 * `minetest.override_item(name, redefinition)`
2427 * Overrides fields of an item registered with register_node/tool/craftitem.
2428 * Note: Item must already be defined, (opt)depend on the mod defining it.
2429 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2430 * `minetest.clear_registered_ores()`
2431 * `minetest.clear_registered_biomes()`
2432 * `minetest.clear_registered_decorations()`
2434 ### Global callback registration functions
2435 Call these functions only at load time!
2437 * `minetest.register_globalstep(func(dtime))`
2438 * Called every server step, usually interval of 0.1s
2439 * `minetest.register_on_shutdown(func())`
2440 * Called before server shutdown
2441 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
2442 callbacks **will likely not be run**. Data should be saved at
2443 semi-frequent intervals as well as on server shutdown.
2444 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2445 * Called when a node has been placed
2446 * If return `true` no item is taken from `itemstack`
2447 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
2449 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2450 * Called when a node has been dug.
2451 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
2453 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2454 * Called when a node is punched
2455 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2456 * Called after generating a piece of world. Modifying nodes inside the area
2457 is a bit faster than usually.
2458 * `minetest.register_on_newplayer(func(ObjectRef))`
2459 * Called after a new player has been created
2460 * `minetest.register_on_dieplayer(func(ObjectRef))`
2461 * Called when a player dies
2462 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2463 * Called when a player is punched
2464 * `player` - ObjectRef - Player that was punched
2465 * `hitter` - ObjectRef - Player that hit
2466 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
2467 * `tool_capabilities`: capability table of used tool (can be nil)
2468 * `dir`: unit vector of direction of punch. Always defined. Points from
2469 the puncher to the punched.
2470 * `damage` - number that represents the damage calculated by the engine
2471 * should return `true` to prevent the default damage mechanism
2472 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2473 * Called when the player gets damaged or healed
2474 * `player`: ObjectRef of the player
2475 * `hp_change`: the amount of change. Negative when it is damage.
2476 * `modifier`: when true, the function should return the actual `hp_change`.
2477 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2478 modifiers can return true as a second argument to stop the execution of further functions.
2479 Non-modifiers receive the final hp change calculated by the modifiers.
2480 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2481 * Called when player is to be respawned
2482 * Called _before_ repositioning of player occurs
2483 * return true in func to disable regular player placement
2484 * `minetest.register_on_prejoinplayer(func(name, ip))`
2485 * Called before a player joins the game
2486 * If it returns a string, the player is disconnected with that string as reason
2487 * `minetest.register_on_joinplayer(func(ObjectRef))`
2488 * Called when a player joins the game
2489 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2490 * Called when a player leaves the game
2491 * `timed_out`: True for timeout, false for other reasons.
2492 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2493 * Called when a player cheats
2494 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2496 * `interacted_too_far`
2497 * `interacted_while_dead`
2498 * `finished_unknown_dig`
2501 * `minetest.register_on_chat_message(func(name, message))`
2502 * Called always when a player says something
2503 * Return `true` to mark the message as handled, which means that it will not be sent to other players
2504 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2505 * Called when a button is pressed in player's inventory form
2506 * Newest functions are called first
2507 * If function returns `true`, remaining functions are not called
2508 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2509 * Called when `player` crafts something
2510 * `itemstack` is the output
2511 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2512 * `craft_inv` is the inventory with the crafting grid
2513 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2514 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2515 * The same as before, except that it is called before the player crafts, to make
2516 craft prediction, and it should not change anything.
2517 * `minetest.register_on_protection_violation(func(pos, name))`
2518 * Called by `builtin` and mods when a player violates protection at a position
2519 (eg, digs a node or punches a protected entity).
2520 * The registered functions can be called using `minetest.record_protection_violation`
2521 * The provided function should check that the position is protected by the mod
2522 calling this function before it prints a message, if it does, to allow for
2523 multiple protection mods.
2524 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2525 * Called when an item is eaten, by `minetest.item_eat`
2526 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2527 * `minetest.register_on_priv_grant(function(name, granter, priv))`
2528 * Called when `granter` grants the priv `priv` to `name`.
2529 * Note that the callback will be called twice if it's done by a player, once with granter being the player name,
2530 and again with granter being nil.
2531 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
2532 * Called when `revoker` revokes the priv `priv` from `name`.
2533 * Note that the callback will be called twice if it's done by a player, once with revoker being the player name,
2534 and again with revoker being nil.
2535 * `minetest.register_can_bypass_userlimit(function(name, ip))`
2536 * Called when `name` user connects with `ip`.
2537 * Return `true` to by pass the player limit
2538 * `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
2539 * Called when an incoming mod channel message is received
2540 * You should have joined some channels to receive events.
2541 * If message comes from a server mod, `sender` field is an empty string.
2543 ### Other registration functions
2544 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2545 * Adds definition to `minetest.registered_chatcommands`
2546 * `minetest.override_chatcommand(name, redefinition)`
2547 * Overrides fields of a chatcommand registered with `register_chatcommand`.
2548 * `minetest.unregister_chatcommand(name)`
2549 * Unregisters a chatcommands registered with `register_chatcommand`.
2550 * `minetest.register_privilege(name, definition)`
2551 * `definition`: `"description text"`
2552 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2553 the default of `give_to_singleplayer` is true
2554 * To allow players with `basic_privs` to grant, see `basic_privs` minetest.conf setting.
2555 * `on_grant(name, granter_name)`: Called when given to player `name` by `granter_name`.
2556 `granter_name` will be nil if the priv was granted by a mod.
2557 * `on_revoke(name, revoker_name)`: Called when taken from player `name` by `revoker_name`.
2558 `revoker_name` will be nil if the priv was revoked by a mod
2559 * Note that the above two callbacks will be called twice if a player is responsible -
2560 once with the player name, and then with a nil player name.
2561 * Return true in the above callbacks to stop register_on_priv_grant or revoke being called.
2562 * `minetest.register_authentication_handler(handler)`
2563 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
2566 * `minetest.settings`: Settings object containing all of the settings from the
2567 main config file (`minetest.conf`).
2568 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
2569 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
2572 * `minetest.notify_authentication_modified(name)`
2573 * Should be called by the authentication handler if privileges changes.
2574 * `name`: string, if ommited, everybody is reported
2575 * `minetest.check_password_entry(name, entry, password)`
2576 * Returns true if the "db entry" for a player with name matches given
2577 * password, false otherwise.
2578 * The "db entry" is the usually player-individual value that is derived
2579 * from the player's chosen password and stored on the server in order to allow
2580 * authentication whenever the player desires to log in.
2581 * Only use this function for making it possible to log in via the password from
2582 * via protocols like IRC, other uses for inside the game are frowned upon.
2583 * `minetest.get_password_hash(name, raw_password)`
2584 * Convert a name-password pair to a password hash that Minetest can use.
2585 * The returned value alone is not a good basis for password checks based
2586 * on comparing the password hash in the database with the password hash
2587 * from the function, with an externally provided password, as the hash
2588 * in the db might use the new SRP verifier format.
2589 * For this purpose, use `minetest.check_password_entry` instead.
2590 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2591 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2592 * Convert between two privilege representations
2593 * `minetest.set_player_password(name, password_hash)`
2594 * `minetest.set_player_privs(name, {priv1=true,...})`
2595 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2596 * `minetest.auth_reload()`
2597 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2598 * A quickhand for checking privileges.
2599 * `player_or_name`: Either a Player object or the name of a player.
2600 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2601 a table, e.g. `{ priva = true, privb = true }`.
2602 * `minetest.get_player_ip(name)`: returns an IP address string
2604 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2605 and `minetest.auth_reload` call the authetification handler.
2608 * `minetest.chat_send_all(text)`
2609 * `minetest.chat_send_player(name, text)`
2611 ### Environment access
2612 * `minetest.set_node(pos, node)`
2613 * `minetest.add_node(pos, node): alias to `minetest.set_node`
2614 * Set node at position `pos`
2615 * `node`: table `{name=string, param1=number, param2=number}`
2616 * If param1 or param2 is omitted, it's set to `0`.
2617 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
2618 * `minetest.swap_node(pos, node)`
2619 * Set node at position, but don't remove metadata
2620 * `minetest.remove_node(pos)`
2621 * By default it does the same as `minetest.set_node(pos, {name="air"})`
2622 * `minetest.get_node(pos)`
2623 * Returns the node at the given position as table in the format
2624 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2626 * `minetest.get_node_or_nil(pos)`
2627 * Same as `get_node` but returns `nil` for unloaded areas.
2628 * `minetest.get_node_light(pos, timeofday)`
2629 * Gets the light value at the given position. Note that the light value
2630 "inside" the node at the given position is returned, so you usually want
2631 to get the light value of a neighbor.
2632 * `pos`: The position where to measure the light.
2633 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2634 * Returns a number between `0` and `15` or `nil`
2635 * `minetest.place_node(pos, node)`
2636 * Place node with the same effects that a player would cause
2637 * `minetest.dig_node(pos)`
2638 * Dig node with the same effects that a player would cause
2639 * Returns `true` if successful, `false` on failure (e.g. protected location)
2640 * `minetest.punch_node(pos)`
2641 * Punch node with the same effects that a player would cause
2642 * `minetest.spawn_falling_node(pos)`
2643 * Change node into falling node
2644 * Returns `true` if successful, `false` on failure
2646 * `minetest.find_nodes_with_meta(pos1, pos2)`
2647 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2648 * `minetest.get_meta(pos)`
2649 * Get a `NodeMetaRef` at that position
2650 * `minetest.get_node_timer(pos)`
2651 * Get `NodeTimerRef`
2653 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position
2654 * Returns `ObjectRef`, or `nil` if failed
2655 * `minetest.add_item(pos, item)`: Spawn item
2656 * Returns `ObjectRef`, or `nil` if failed
2657 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2658 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of ObjectRefs
2659 * `radius`: using an euclidean metric
2660 * `minetest.set_timeofday(val)`
2661 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2662 * `minetest.get_timeofday()`
2663 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2664 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2665 * accounting for time changes.
2666 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
2667 * `radius`: using a maximum metric
2668 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2669 * `search_center` is an optional boolean (default: `false`)
2670 If true `pos` is also checked for the nodes
2671 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of positions
2672 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2673 * First return value: Table with all node positions
2674 * Second return value: Table with the count of each node with the node name as index
2675 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a list of positions
2676 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2677 * Return value: Table with all node positions with a node air above
2678 * `minetest.get_perlin(noiseparams)`
2679 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2680 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2681 * `minetest.get_voxel_manip([pos1, pos2])`
2682 * Return voxel manipulator object.
2683 * Loads the manipulator from the map if positions are passed.
2684 * `minetest.set_gen_notify(flags, {deco_ids})`
2685 * Set the types of on-generate notifications that should be collected
2686 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2687 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2688 * The second parameter is a list of IDS of decorations which notification is requested for
2689 * `get_gen_notify()`: returns a flagstring and a table with the `deco_id`s
2690 * `minetest.get_mapgen_object(objectname)`
2691 * Return requested mapgen object if available (see "Mapgen objects")
2692 * `minetest.get_biome_id(biome_name)`
2693 * Returns the biome id, as used in the biomemap Mapgen object, for a
2694 given biome_name string.
2695 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2696 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2697 * Deprecated: use `minetest.get_mapgen_setting(name)` instead
2698 * `minetest.set_mapgen_params(MapgenParams)`
2699 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)` instead
2700 * Set map generation parameters
2701 * Function cannot be called after the registration period; only initialization
2702 and `on_mapgen_init`
2703 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2705 * Leave field unset to leave that parameter unchanged
2706 * `flags` contains a comma-delimited string of flags to set,
2707 or if the prefix `"no"` is attached, clears instead.
2708 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2709 * `minetest.get_mapgen_setting(name)`
2710 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2711 order of precedence:
2712 1) Settings loaded from map_meta.txt or overrides set during mod execution
2713 2) Settings set by mods without a metafile override
2714 3) Settings explicitly set in the user config file, minetest.conf
2715 4) Settings set as the user config default
2716 * `minetest.get_mapgen_setting_noiseparams(name)`
2717 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2718 and is a valid NoiseParams
2719 * `minetest.set_mapgen_setting(name, value, [override_meta])`
2720 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2721 is not already present in map_meta.txt.
2722 * `override_meta` is an optional boolean (default: `false`). If this is set to true,
2723 the setting will become the active setting regardless of the map metafile contents.
2724 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`
2725 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
2726 * Same as above, except value is a NoiseParams table.
2727 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2728 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2729 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2730 should be applied to the default config or current active config
2731 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2732 * `minetest.generate_ores(vm, pos1, pos2)`
2733 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2734 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2735 * `minetest.generate_decorations(vm, pos1, pos2)`
2736 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2737 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2738 * `minetest.clear_objects([options])`
2739 * Clear all objects in the environment
2740 * Takes an optional table as an argument with the field `mode`.
2741 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2742 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2743 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2744 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2745 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2746 * fetched from memory, loaded from disk, or if inexistent, generates them.
2747 * If `callback` is a valid Lua function, this will be called for each block emerged.
2748 * The function signature of callback is:
2749 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2750 * - `blockpos` is the *block* coordinates of the block that had been emerged
2751 * - `action` could be one of the following constant values:
2752 * `minetest.EMERGE_CANCELLED`, `minetest.EMERGE_ERRORED`, `minetest.EMERGE_FROM_MEMORY`,
2753 * `minetest.EMERGE_FROM_DISK`, `minetest.EMERGE_GENERATED`
2754 * - `calls_remaining` is the number of callbacks to be expected after this one
2755 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2756 * parameter was absent)
2757 * `minetest.delete_area(pos1, pos2)`
2758 * delete all mapblocks in the area from pos1 to pos2, inclusive
2759 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2760 * Check if there is a direct line of sight between `pos1` and `pos2`
2761 * Returns the position of the blocking node when `false`
2762 * `pos1`: First position
2763 * `pos2`: Second position
2764 * `stepsize`: smaller gives more accurate results but requires more computing
2765 time. Default is `1`.
2766 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
2767 * Creates a `Raycast` object.
2768 * `pos1`: start of the ray
2769 * `pos2`: end of the ray
2770 * `objects` : if false, only nodes will be returned. Default is `true`.
2771 * `liquids' : if false, liquid nodes won't be returned. Default is `false`.
2772 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2773 * returns table containing path
2774 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2775 * `pos1`: start position
2776 * `pos2`: end position
2777 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2778 * `max_jump`: maximum height difference to consider walkable
2779 * `max_drop`: maximum height difference to consider droppable
2780 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2781 * `minetest.spawn_tree (pos, {treedef})`
2782 * spawns L-system tree at given `pos` with definition in `treedef` table
2783 * `minetest.transforming_liquid_add(pos)`
2784 * add node to liquid update queue
2785 * `minetest.get_node_max_level(pos)`
2786 * get max available level for leveled node
2787 * `minetest.get_node_level(pos)`
2788 * get level of leveled node (water, snow)
2789 * `minetest.set_node_level(pos, level)`
2790 * set level of leveled node, default `level` equals `1`
2791 * if `totallevel > maxlevel`, returns rest (`total-max`).
2792 * `minetest.add_node_level(pos, level)`
2793 * increase level of leveled node by level, default `level` equals `1`
2794 * if `totallevel > maxlevel`, returns rest (`total-max`)
2795 * can be negative for decreasing
2796 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
2797 * resets the light in a cuboid-shaped part of
2798 the map and removes lighting bugs.
2799 * Loads the area if it is not loaded.
2800 * `pos1` is the corner of the cuboid with the least coordinates
2801 (in node coordinates), inclusive.
2802 * `pos2` is the opposite corner of the cuboid, inclusive.
2803 * The actual updated cuboid might be larger than the specified one,
2804 because only whole map blocks can be updated.
2805 The actual updated area consists of those map blocks that intersect
2806 with the given cuboid.
2807 * However, the neighborhood of the updated area might change
2808 as well, as light can spread out of the cuboid, also light
2810 * returns `false` if the area is not fully generated,
2812 * `minetest.check_single_for_falling(pos)`
2813 * causes an unsupported `group:falling_node` node to fall and causes an
2814 unattached `group:attached_node` node to fall.
2815 * does not spread these updates to neighbours.
2816 * `minetest.check_for_falling(pos)`
2817 * causes an unsupported `group:falling_node` node to fall and causes an
2818 unattached `group:attached_node` node to fall.
2819 * spread these updates to neighbours and can cause a cascade
2823 You can find mod channels communication scheme in `docs/mod_channels.png`.
2825 * `minetest.mod_channel_join(channel_name)`
2826 * Server joins channel `channel_name`, and creates it if necessary. You
2827 should listen from incoming messages with `minetest.register_on_modchannel_message`
2828 call to receive incoming messages
2831 `minetest.get_inventory(location)`: returns an `InvRef`
2834 * `{type="player", name="celeron55"}`
2835 * `{type="node", pos={x=, y=, z=}}`
2836 * `{type="detached", name="creative"}`
2837 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
2838 * callbacks: See "Detached inventory callbacks"
2839 * `player_name`: Make detached inventory available to one player exclusively,
2840 by default they will be sent to every player (even if not used).
2841 Note that this parameter is mostly just a workaround and will be removed in future releases.
2842 * Creates a detached inventory. If it already exists, it is cleared.
2843 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2844 returns left over ItemStack
2845 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2848 * `minetest.show_formspec(playername, formname, formspec)`
2849 * `playername`: name of player to show formspec
2850 * `formname`: name passed to `on_player_receive_fields` callbacks.
2851 It should follow the `"modname:<whatever>"` naming convention
2852 * `formspec`: formspec to display
2853 * `minetest.close_formspec(playername, formname)`
2854 * `playername`: name of player to close formspec
2855 * `formname`: has to exactly match the one given in `show_formspec`, or the formspec will
2857 * calling `show_formspec(playername, formname, "")` is equal to this expression
2858 * to close a formspec regardless of the formname, call
2859 `minetest.close_formspec(playername, "")`. **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
2860 * `minetest.formspec_escape(string)`: returns a string
2861 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2862 * `minetest.explode_table_event(string)`: returns a table
2863 * returns e.g. `{type="CHG", row=1, column=2}`
2865 * `"INV"`: no row selected)
2866 * `"CHG"`: selected)
2867 * `"DCL"`: double-click
2868 * `minetest.explode_textlist_event(string)`: returns a table
2869 * returns e.g. `{type="CHG", index=1}`
2871 * `"INV"`: no row selected)
2872 * `"CHG"`: selected)
2873 * `"DCL"`: double-click
2874 * `minetest.explode_scrollbar_event(string)`: returns a table
2875 * returns e.g. `{type="CHG", value=500}`
2877 * `"INV"`: something failed
2878 * `"CHG"`: has been changed
2879 * `"VAL"`: not changed
2882 * `minetest.inventorycube(img1, img2, img3)`
2883 * Returns a string for making an image of a cube (useful as an item image)
2884 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2885 * Get position of a `pointed_thing` (that you can get from somewhere)
2886 * `minetest.dir_to_facedir(dir, is6d)`
2887 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2888 * passing something non-`nil`/`false` for the optional second parameter causes it to
2889 take the y component into account
2890 * `minetest.facedir_to_dir(facedir)`
2891 * Convert a facedir back into a vector aimed directly out the "back" of a node
2892 * `minetest.dir_to_wallmounted(dir)`
2893 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2894 * `minetest.wallmounted_to_dir(wallmounted)`
2895 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2896 * `minetest.dir_to_yaw(dir)`
2897 * Convert a vector into a yaw (angle)
2898 * `minetest.yaw_to_dir(yaw)`
2899 * Convert yaw (angle) to a vector
2900 * `minetest.is_colored_paramtype(ptype)`
2901 * Returns a boolean. Returns `true` if the given `paramtype2` contains color
2902 information (`color`, `colorwallmounted` or `colorfacedir`).
2903 * `minetest.strip_param2_color(param2, paramtype2)`
2904 * Removes everything but the color information from the
2905 given `param2` value.
2906 * Returns `nil` if the given `paramtype2` does not contain color information
2907 * `minetest.get_node_drops(nodename, toolname)`
2908 * Returns list of item names.
2909 * **Note**: This will be removed or modified in a future version.
2910 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2911 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2912 * `input.width` = for example `3`
2913 * `input.items` = for example
2914 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2915 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2916 * `output.time` = a number, if unsuccessful: `0`
2917 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2918 `decremented_input.items`
2919 * `decremented_input` = like `input`
2920 * `minetest.get_craft_recipe(output)`: returns input
2921 * returns last registered recipe for output item (node)
2922 * `output` is a node or item type such as `"default:torch"`
2923 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2924 * `input.width` = for example `3`
2925 * `input.items` = for example
2926 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2927 * `input.items` = `nil` if no recipe found
2928 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2929 * returns indexed table with all registered recipes for query item (node)
2930 or `nil` if no recipe was found
2931 * recipe entry table:
2934 method = 'normal' or 'cooking' or 'fuel'
2935 width = 0-3, 0 means shapeless recipe
2936 items = indexed [1-9] table with recipe items
2937 output = string with item name and quantity
2939 * Example query for `"default:gold_ingot"` will return table:
2942 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
2943 items = {1 = "default:gold_lump"}},
2944 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
2945 items = {1 = "default:goldblock"}}
2947 * `minetest.handle_node_drops(pos, drops, digger)`
2948 * `drops`: list of itemstrings
2949 * Handles drops from nodes after digging: Default action is to put them into
2951 * Can be overridden to get different functionality (e.g. dropping items on
2953 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item string
2954 * Creates an item string which contains palette index information
2955 for hardware colorization. You can use the returned string
2956 as an output in a craft recipe.
2957 * `item`: the item stack which becomes colored. Can be in string,
2958 table and native form.
2959 * `palette_index`: this index is added to the item stack
2960 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
2961 * Creates an item string which contains static color information
2962 for hardware colorization. Use this method if you wish to colorize
2963 an item that does not own a palette. You can use the returned string
2964 as an output in a craft recipe.
2965 * `item`: the item stack which becomes colored. Can be in string,
2966 table and native form.
2967 * `colorstring`: the new color of the item stack
2970 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2971 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2972 * Find who has done something to a node, or near a node
2973 * `actor`: `"player:<name>"`, also `"liquid"`.
2974 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2975 * Revert latest actions of someone
2976 * `actor`: `"player:<name>"`, also `"liquid"`.
2978 ### Defaults for the `on_*` item definition functions
2979 These functions return the leftover itemstack.
2981 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2982 * Place item as a node
2983 * `param2` overrides `facedir` and wallmounted `param2`
2984 * returns `itemstack, success`
2985 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2987 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2988 * Use one of the above based on what the item is.
2989 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2990 * **Note**: is not called when wielded item overrides `on_place`
2991 * `param2` overrides `facedir` and wallmounted `param2`
2992 * returns `itemstack, success`
2993 * `minetest.item_drop(itemstack, dropper, pos)`
2995 * `minetest.item_eat(hp_change, replace_with_item)`
2997 * `replace_with_item` is the itemstring which is added to the inventory.
2998 If the player is eating a stack, then replace_with_item goes to a
2999 different spot. Can be `nil`
3000 * See `minetest.do_item_eat`
3002 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
3003 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
3004 * Calls functions registered by `minetest.register_on_punchnode()`
3005 * `minetest.node_dig(pos, node, digger)`
3006 * Checks if node can be dug, puts item into inventory, removes node
3007 * Calls functions registered by `minetest.registered_on_dignodes()`
3010 * `minetest.sound_play(spec, parameters)`: returns a handle
3011 * `spec` is a `SimpleSoundSpec`
3012 * `parameters` is a sound parameter table
3013 * `minetest.sound_stop(handle)`
3014 * `minetest.sound_fade(handle, step, gain)`
3015 * `handle` is a handle returned by `minetest.sound_play`
3016 * `step` determines how fast a sound will fade.
3017 Negative step will lower the sound volume, positive step will increase the sound volume
3018 * `gain` the target gain for the fade.
3021 * `minetest.after(time, func, ...)`
3022 * Call the function `func` after `time` seconds, may be fractional
3023 * Optional: Variable number of arguments that are passed to `func`
3026 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients,
3027 `reconnect` == true displays a reconnect button,
3028 `delay` adds an optional delay (in seconds) before shutdown
3029 negative delay cancels the current active shutdown
3030 zero delay triggers an immediate shutdown.
3031 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
3032 * `minetest.get_server_status()`: returns server status string
3033 * `minetest.get_server_uptime()`: returns the server uptime in seconds
3034 * `minetest.remove_player(name)`: remove player from database (if he is not connected).
3035 * Does not remove player authentication data, minetest.player_exists will continue to return true.
3036 * Returns a code (0: successful, 1: no such player, 2: player is connected)
3039 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
3040 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
3041 * `minetest.ban_player(name)`: ban a player
3042 * `minetest.unban_player_or_ip(name)`: unban player or IP address
3043 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
3046 * `minetest.add_particle(particle definition)`
3047 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
3048 size, collisiondetection, texture, playername)`
3050 * `minetest.add_particlespawner(particlespawner definition)`
3051 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
3052 * Returns an `id`, and -1 if adding didn't succeed
3053 * `Deprecated: minetest.add_particlespawner(amount, time,
3057 minexptime, maxexptime,
3059 collisiondetection, texture, playername)`
3061 * `minetest.delete_particlespawner(id, player)`
3062 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
3063 * If playername is specified, only deletes on the player's client,
3064 * otherwise on all clients
3067 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
3068 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
3069 * Apply the specified probability and per-node force-place to the specified nodes
3070 according to the `probability_list`.
3071 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
3072 * `pos` is the 3D vector specifying the absolute coordinates of the
3073 node being modified,
3074 * `prob` is an integer value from `0` to `255` that encodes probability and
3075 per-node force-place. Probability has levels 0-127, then 128 is added to
3076 encode per-node force-place.
3077 For probability stated as 0-255, divide by 2 and round down to get values
3078 0-127, then add 128 to apply per-node force-place.
3079 * If there are two or more entries with the same pos value, the
3081 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
3082 * If `probability_list` equals `nil`, no probabilities are applied.
3083 * Apply the specified probability to the specified horizontal slices according to the
3085 * `slice_prob_list` is an array of tables containing two fields, `ypos` and `prob`.
3086 * `ypos` indicates the y position of the slice with a probability applied,
3087 the lowest slice being `ypos = 0`.
3088 * If slice probability list equals `nil`, no slice probabilities are applied.
3089 * Saves schematic in the Minetest Schematic format to filename.
3091 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
3092 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
3093 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
3094 * If the `rotation` parameter is omitted, the schematic is not rotated.
3095 * `replacements` = `{["old_name"] = "convert_to", ...}`
3096 * `force_placement` is a boolean indicating whether nodes other than `air` and
3097 `ignore` are replaced by the schematic
3098 * Returns nil if the schematic could not be loaded.
3100 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
3101 * This function is analagous to minetest.place_schematic, but places a schematic onto the
3102 specified VoxelManip object `vmanip` instead of the whole map.
3103 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
3104 containing the full area required, and true if the whole schematic was able to fit.
3105 * Returns nil if the schematic could not be loaded.
3106 * After execution, any external copies of the VoxelManip contents are invalidated.
3108 * `minetest.serialize_schematic(schematic, format, options)`
3109 * Return the serialized schematic specified by schematic (see: Schematic specifier)
3110 * in the `format` of either "mts" or "lua".
3111 * "mts" - a string containing the binary MTS data used in the MTS file format
3112 * "lua" - a string containing Lua code representing the schematic in table format
3113 * `options` is a table containing the following optional parameters:
3114 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
3115 * position comments for every X row generated in the schematic data for easier reading.
3116 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
3117 * will use that number of spaces as indentation instead of a tab character.
3120 * `minetest.request_http_api()`:
3121 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
3122 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
3123 otherwise returns `nil`.
3124 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
3126 * Only works at init time and must be called from the mod's main scope (not from a function).
3127 * Function only exists if minetest server was built with cURL support.
3128 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
3130 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
3131 * Performs given request asynchronously and calls callback upon completion
3132 * callback: `function(HTTPRequestResult res)`
3133 * Use this HTTP function if you are unsure, the others are for advanced use.
3134 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
3135 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
3136 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
3137 * Return response data for given asynchronous HTTP request
3140 * `minetest.get_mod_storage()`:
3141 * returns reference to mod private `StorageRef`
3142 * must be called during mod load time
3145 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
3146 * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
3147 * `minetest.hud_replace_builtin(name, hud_definition)`
3148 * Replaces definition of a builtin hud element
3149 * `name`: `"breath"` or `"health"`
3150 * `hud_definition`: definition to replace builtin definition
3151 * `minetest.send_join_message(player_name)`
3152 * This function can be overridden by mods to change the join message.
3153 * `minetest.send_leave_message(player_name, timed_out)`
3154 * This function can be overridden by mods to change the leave message.
3155 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
3156 * `pos`: table {x=number, y=number, z=number},
3157 * Gives a unique hash number for a node position (16+16+16=48bit)
3158 * `minetest.get_position_from_hash(hash)`: returns a position
3159 * Inverse transform of `minetest.hash_node_position`
3160 * `minetest.get_item_group(name, group)`: returns a rating
3161 * Get rating of a group of an item. (`0` means: not in group)
3162 * `minetest.get_node_group(name, group)`: returns a rating
3163 * Deprecated: An alias for the former.
3164 * `minetest.raillike_group(name)`: returns a rating
3165 * Returns rating of the connect_to_raillike group corresponding to name
3166 * If name is not yet the name of a connect_to_raillike group, a new group id
3167 * is created, with that name
3168 * `minetest.get_content_id(name)`: returns an integer
3169 * Gets the internal content ID of `name`
3170 * `minetest.get_name_from_content_id(content_id)`: returns a string
3171 * Gets the name of the content with that content ID
3172 * `minetest.parse_json(string[, nullvalue])`: returns something
3173 * Convert a string containing JSON data into the Lua equivalent
3174 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
3175 * On success returns a table, a string, a number, a boolean or `nullvalue`
3176 * On failure outputs an error message and returns `nil`
3177 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
3178 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
3179 * Convert a Lua table into a JSON string
3180 * styled: Outputs in a human-readable format if this is set, defaults to false
3181 * Unserializable things like functions and userdata will cause an error.
3182 * **Warning**: JSON is more strict than the Lua table format.
3183 1. You can only use strings and positive integers of at least one as keys.
3184 2. You can not mix string and integer keys.
3185 This is due to the fact that JSON has two distinct array and object values.
3186 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
3187 * `minetest.serialize(table)`: returns a string
3188 * Convert a table containing tables, strings, numbers, booleans and `nil`s
3189 into string form readable by `minetest.deserialize`
3190 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
3191 * `minetest.deserialize(string)`: returns a table
3192 * Convert a string returned by `minetest.deserialize` into a table
3193 * `string` is loaded in an empty sandbox environment.
3194 * Will load functions, but they cannot access the global environment.
3195 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
3196 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
3197 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
3198 * `minetest.compress(data, method, ...)`: returns `compressed_data`
3199 * Compress a string of data.
3200 * `method` is a string identifying the compression method to be used.
3201 * Supported compression methods:
3202 * Deflate (zlib): `"deflate"`
3203 * `...` indicates method-specific arguments. Currently defined arguments are:
3204 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
3205 * `minetest.decompress(compressed_data, method, ...)`: returns data
3206 * Decompress a string of data (using ZLib).
3207 * See documentation on `minetest.compress()` for supported compression methods.
3208 * currently supported.
3209 * `...` indicates method-specific arguments. Currently, no methods use this.
3210 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
3211 * Each argument is a 8 Bit unsigned integer
3212 * Returns the ColorString from rgb or rgba values
3213 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
3214 * `minetest.encode_base64(string)`: returns string encoded in base64
3215 * Encodes a string in base64.
3216 * `minetest.decode_base64(string)`: returns string
3217 * Decodes a string encoded in base64.
3218 * `minetest.is_protected(pos, name)`: returns boolean
3219 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
3220 actions, defineable by mods, due to some mod-defined ownership-like concept.
3221 Returns false or nil, if the player is allowed to do such actions.
3222 * This function should be overridden by protection mods and should be used to
3223 check if a player can interact at a position.
3224 * This function should call the old version of itself if the position is not
3225 protected by the mod.
3228 local old_is_protected = minetest.is_protected
3229 function minetest.is_protected(pos, name)
3230 if mymod:position_protected_from(pos, name) then
3233 return old_is_protected(pos, name)
3235 * `minetest.record_protection_violation(pos, name)`
3236 * This function calls functions registered with
3237 `minetest.register_on_protection_violation`.
3238 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
3239 * Attempt to predict the desired orientation of the facedir-capable node
3240 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
3241 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
3242 field is false or omitted (else, the itemstack is not changed). `orient_flags`
3243 is an optional table containing extra tweaks to the placement code:
3244 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
3245 orientation on the wall.
3246 * `force_wall` : if `true`, always place the node in wall orientation.
3247 * `force_ceiling`: if `true`, always place on the ceiling.
3248 * `force_floor`: if `true`, always place the node on the floor.
3249 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
3250 the floor or ceiling
3251 * The first four options are mutually-exclusive; the last in the list takes
3252 precedence over the first.
3253 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
3254 * calls `rotate_and_place()` with infinitestacks set according to the state of
3255 the creative mode setting, and checks for "sneak" to set the `invert_wall`
3258 * `minetest.forceload_block(pos[, transient])`
3259 * forceloads the position `pos`.
3260 * returns `true` if area could be forceloaded
3261 * If `transient` is `false` or absent, the forceload will be persistent
3262 (saved between server runs). If `true`, the forceload will be transient
3263 (not saved between server runs).
3265 * `minetest.forceload_free_block(pos[, transient])`
3266 * stops forceloading the position `pos`
3267 * If `transient` is `false` or absent, frees a persistent forceload.
3268 If `true`, frees a transient forceload.
3270 * `minetest.request_insecure_environment()`: returns an environment containing
3271 insecure functions if the calling mod has been listed as trusted in the
3272 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
3273 * Only works at init time and must be called from the mod's main scope (not from a function).
3274 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
3277 * `minetest.global_exists(name)`
3278 * Checks if a global variable has been set, without triggering a warning.
3281 * `minetest.env`: `EnvRef` of the server environment and world.
3282 * Any function in the minetest namespace can be called using the syntax
3283 `minetest.env:somefunction(somearguments)`
3284 instead of `minetest.somefunction(somearguments)`
3285 * Deprecated, but support is not to be dropped soon
3288 * `minetest.registered_items`
3289 * Map of registered items, indexed by name
3290 * `minetest.registered_nodes`
3291 * Map of registered node definitions, indexed by name
3292 * `minetest.registered_craftitems`
3293 * Map of registered craft item definitions, indexed by name
3294 * `minetest.registered_tools`
3295 * Map of registered tool definitions, indexed by name
3296 * `minetest.registered_entities`
3297 * Map of registered entity prototypes, indexed by name
3298 * `minetest.object_refs`
3299 * Map of object references, indexed by active object id
3300 * `minetest.luaentities`
3301 * Map of Lua entities, indexed by active object id
3302 * `minetest.registered_chatcommands`
3303 * Map of registered chat command definitions, indexed by name
3304 * `minetest.registered_ores`
3305 * List of registered ore definitions.
3306 * `minetest.registered_biomes`
3307 * List of registered biome definitions.
3308 * `minetest.registered_decorations`
3309 * List of registered decoration definitions.
3316 An interface to use mod channels on client and server
3319 * `leave()`: leave the mod channel.
3320 * Server leaves channel `channel_name`.
3321 * No more incoming or outgoing messages can be sent to this channel from server mods.
3322 * This invalidate all future object usage
3323 * Ensure your set mod_channel to nil after that to free Lua resources
3324 * `is_writeable()`: returns true if channel is writeable and mod can send over it.
3325 * `send_all(message)`: Send `message` though the mod channel.
3326 * If mod channel is not writeable or invalid, message will be dropped.
3327 * Message size is limited to 65535 characters by protocol.
3330 See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
3333 * `set_string(name, value)`
3334 * `get_string(name)`
3335 * `set_int(name, value)`
3337 * `set_float(name, value)`
3339 * `to_table()`: returns `nil` or a table with keys:
3340 * `fields`: key-value storage
3341 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
3342 * `from_table(nil or {})`
3343 * Any non-table value will clear the metadata
3344 * See "Node Metadata" for an example
3345 * returns `true` on success
3347 * returns `true` if this metadata has the same key-value pairs as `other`
3350 Node metadata: reference extra data and functionality stored in a node.
3351 Can be obtained via `minetest.get_meta(pos)`.
3354 * All methods in MetaDataRef
3355 * `get_inventory()`: returns `InvRef`
3356 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
3357 This will prevent them from being sent to the client. Note that the "private"
3358 status will only be remembered if an associated key-value pair exists, meaning
3359 it's best to call this when initializing all other meta (e.g. `on_construct`).
3361 ### `ItemStackMetaRef`
3362 ItemStack metadata: reference extra data and functionality stored in a stack.
3363 Can be obtained via `item:get_meta()`.
3366 * All methods in MetaDataRef
3369 Mod metadata: per mod metadata, saved automatically.
3370 Can be obtained via `minetest.get_mod_storage()` during load time.
3373 * All methods in MetaDataRef
3376 Node Timers: a high resolution persistent per-node timer.
3377 Can be gotten via `minetest.get_node_timer(pos)`.
3380 * `set(timeout,elapsed)`
3381 * set a timer's state
3382 * `timeout` is in seconds, and supports fractional values (0.1 etc)
3383 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
3384 * will trigger the node's `on_timer` function after `(timeout - elapsed)` seconds
3387 * equivalent to `set(timeout,0)`
3390 * `get_timeout()`: returns current timeout in seconds
3391 * if `timeout` equals `0`, timer is inactive
3392 * `get_elapsed()`: returns current elapsed time in seconds
3393 * the node's `on_timer` function will be called after `(timeout - elapsed)` seconds
3394 * `is_started()`: returns boolean state of timer
3395 * returns `true` if timer is started, otherwise `false`
3398 Moving things in the game are generally these.
3400 This is basically a reference to a C++ `ServerActiveObject`
3403 * `remove()`: remove object (after returning from Lua)
3404 * Note: Doesn't work on players, use `minetest.kick_player` instead
3405 * `get_pos()`: returns `{x=num, y=num, z=num}`
3406 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
3407 * `move_to(pos, continuous=false)`: interpolated move
3408 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
3409 * `puncher` = another `ObjectRef`,
3410 * `time_from_last_punch` = time since last punch action of the puncher
3411 * `direction`: can be `nil`
3412 * `right_click(clicker)`; `clicker` is another `ObjectRef`
3413 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
3414 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
3415 * `get_inventory()`: returns an `InvRef`
3416 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
3417 * `get_wield_index()`: returns the index of the wielded item
3418 * `get_wielded_item()`: returns an `ItemStack`
3419 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
3420 * `set_armor_groups({group1=rating, group2=rating, ...})`
3421 * `get_armor_groups()`: returns a table with the armor group ratings
3422 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
3423 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
3424 * `frame_speed`: number, default: `15.0`
3425 * `frame_blend`: number, default: `0.0`
3426 * `frame_loop`: boolean, default: `true`
3427 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`
3428 * `set_animation_frame_speed(frame_speed)`
3429 * `frame_speed`: number, default: `15.0`
3430 * `set_attach(parent, bone, position, rotation)`
3432 * `position`: `{x=num, y=num, z=num}` (relative)
3433 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
3434 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
3436 * `set_bone_position(bone, position, rotation)`
3438 * `position`: `{x=num, y=num, z=num}` (relative)
3439 * `rotation`: `{x=num, y=num, z=num}`
3440 * `get_bone_position(bone)`: returns position and rotation of the bone
3441 * `set_properties(object property table)`
3442 * `get_properties()`: returns object property table
3443 * `is_player()`: returns true for players, false otherwise
3444 * `get_nametag_attributes()`
3445 * returns a table with the attributes of the nametag of an object
3447 color = {a=0..255, r=0..255, g=0..255, b=0..255},
3450 * `set_nametag_attributes(attributes)`
3451 * sets the attributes of the nametag of an object
3455 text = "My Nametag",
3458 ##### LuaEntitySAO-only (no-op for other objects)
3459 * `set_velocity(vel)`
3460 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
3461 * `get_velocity()`: returns the velocity, a vector
3462 * `set_acceleration(acc)`
3464 * `get_acceleration()`: returns the acceleration, a vector
3465 * `set_yaw(radians)`
3466 * `get_yaw()`: returns number in radians
3467 * `set_texture_mod(mod)`
3468 * `get_texture_mod()` returns current texture modifier
3469 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
3470 * Select sprite from spritesheet with optional animation and Dungeon Master
3471 style texture selection based on yaw relative to camera
3472 * `p`: {x=number, y=number}, the coordinate of the first frame
3473 (x: column, y: row), default: `{x=0, y=0}`
3474 * `num_frames`: number, default: `1`
3475 * `framelength`: number, default: `0.2`
3476 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
3477 Master mob, default: `false`
3478 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
3481 ##### Player-only (no-op for other objects)
3482 * `get_player_name()`: returns `""` if is not a player
3483 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
3484 table {x, y, z} representing the player's instantaneous velocity in nodes/s
3485 * `get_look_dir()`: get camera direction as a unit vector
3486 * `get_look_vertical()`: pitch in radians
3487 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
3488 * `get_look_horizontal()`: yaw in radians
3489 * Angle is counter-clockwise from the +z direction.
3490 * `set_look_vertical(radians)`: sets look pitch
3491 * radians - Angle from looking forward, where positive is downwards.
3492 * `set_look_horizontal(radians)`: sets look yaw
3493 * radians - Angle from the +z direction, where positive is counter-clockwise.
3494 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use `get_look_vertical`.
3495 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
3496 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`.
3497 * Angle is counter-clockwise from the +x direction.
3498 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`.
3499 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`.
3500 * `get_breath()`: returns players breath
3501 * `set_breath(value)`: sets players breath
3503 * `0`: player is drowning
3504 * max: bubbles bar is not shown
3505 * See Object Properties for more information
3506 * `set_attribute(attribute, value)`:
3507 * Sets an extra attribute with value on player.
3508 * `value` must be a string.
3509 * If `value` is `nil`, remove attribute from player.
3510 * `get_attribute(attribute)`:
3511 * Returns value (a string) for extra attribute.
3512 * Returns `nil` if no attribute found.
3513 * `set_inventory_formspec(formspec)`
3514 * Redefine player's inventory form
3515 * Should usually be called in `on_joinplayer`
3516 * `get_inventory_formspec()`: returns a formspec string
3517 * `get_player_control()`: returns table with player pressed keys
3518 * The table consists of fields with boolean value representing the pressed
3519 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down and up
3520 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
3521 sneak=true, aux1=false, down=false, up=false}`
3522 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
3523 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
3525 * `set_physics_override(override_table)`
3526 * `override_table` is a table with the following fields:
3527 * `speed`: multiplier to default walking speed value (default: `1`)
3528 * `jump`: multiplier to default jump value (default: `1`)
3529 * `gravity`: multiplier to default gravity value (default: `1`)
3530 * `sneak`: whether player can sneak (default: `true`)
3531 * `sneak_glitch`: whether player can use the new move code replications
3532 of the old sneak side-effects: sneak ladders and 2 node sneak jump
3534 * `new_move`: use new move/sneak code. When `false` the exact old code
3535 is used for the specific old sneak behaviour (default: `true`)
3536 * `get_physics_override()`: returns the table given to `set_physics_override`
3537 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
3539 * `hud_remove(id)`: remove the HUD element of the specified id
3540 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
3541 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
3542 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
3543 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
3544 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `breathbar`,
3545 `minimap`, `minimap_radar`
3546 * pass a table containing a `true`/`false` value of each flag to be set or unset
3547 * if a flag equals `nil`, the flag is not modified
3548 * note that setting `minimap` modifies the client's permission to view the minimap -
3549 * the client may locally elect to not view the minimap
3550 * minimap `radar` is only usable when `minimap` is true
3551 * `hud_get_flags()`: returns a table containing status of hud flags
3552 * returns `{hotbar=true, healthbar=true, crosshair=true, wielditem=true,
3553 breathbar=true, minimap=true, minimap_radar=true}`
3554 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
3555 * `count`: number of items, must be between `1` and `23`
3556 * `hud_get_hotbar_itemcount`: returns number of visible items
3557 * `hud_set_hotbar_image(texturename)`
3558 * sets background image for hotbar
3559 * `hud_get_hotbar_image`: returns texturename
3560 * `hud_set_hotbar_selected_image(texturename)`
3561 * sets image for selected item of hotbar
3562 * `hud_get_hotbar_selected_image`: returns texturename
3563 * `set_sky(bgcolor, type, {texture names}, clouds)`
3564 * `bgcolor`: ColorSpec, defaults to white
3565 * `type`: Available types:
3566 * `"regular"`: Uses 0 textures, `bgcolor` ignored
3567 * `"skybox"`: Uses 6 textures, `bgcolor` used
3568 * `"plain"`: Uses 0 textures, `bgcolor` used
3569 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
3570 `"plain"` custom skyboxes (default: `true`)
3571 * `get_sky()`: returns bgcolor, type, table of textures, clouds
3572 * `set_clouds(parameters)`: set cloud parameters
3573 * `parameters` is a table with the following optional fields:
3574 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
3575 * `color`: basic cloud color with alpha channel, ColorSpec (default `#fff0f0e5`)
3576 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
3577 ColorSpec (alpha ignored, default `#000000`)
3578 * `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`)
3579 * `thickness`: cloud thickness in nodes (default `16`)
3580 * `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, z=-2}`)
3581 * `get_clouds()`: returns a table with the current cloud parameters as in `set_clouds`
3582 * `override_day_night_ratio(ratio or nil)`
3583 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
3584 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
3585 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
3586 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
3588 set animation for player model in third person view
3590 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
3591 {x=168, y=187}, -- < walk animation key frames
3592 {x=189, y=198}, -- < dig animation key frames
3593 {x=200, y=219}, -- < walk+dig animation key frames
3594 frame_speed=30): -- < animation frame speed
3595 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and `frame_speed`
3596 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
3597 * in first person view
3598 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
3599 * `get_eye_offset()`: returns `offset_first` and `offset_third`
3602 An `InvRef` is a reference to an inventory.
3605 * `is_empty(listname)`: return `true` if list is empty
3606 * `get_size(listname)`: get size of a list
3607 * `set_size(listname, size)`: set size of a list
3608 * returns `false` on error (e.g. invalid `listname` or `size`)
3609 * `get_width(listname)`: get width of a list
3610 * `set_width(listname, width)`: set width of list; currently used for crafting
3611 * `get_stack(listname, i)`: get a copy of stack index `i` in list
3612 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
3613 * `get_list(listname)`: return full list
3614 * `set_list(listname, list)`: set full list (size will not change)
3615 * `get_lists()`: returns list of inventory lists
3616 * `set_lists(lists)`: sets inventory lists (size will not change)
3617 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
3618 * `room_for_item(listname, stack):` returns `true` if the stack of items
3619 can be fully added to the list
3620 * `contains_item(listname, stack, [match_meta])`: returns `true` if
3621 the stack of items can be fully taken from the list.
3622 If `match_meta` is false, only the items' names are compared (default: `false`).
3623 * `remove_item(listname, stack)`: take as many items as specified from the list,
3624 returns the items that were actually removed (as an `ItemStack`) -- note that
3625 any item metadata is ignored, so attempting to remove a specific unique
3626 item this way will likely remove the wrong one -- to do that use `set_stack`
3627 with an empty `ItemStack`
3628 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
3629 * returns `{type="undefined"}` in case location is not known
3632 A fast access data structure to store areas, and find areas near a given position or area.
3633 Every area has a `data` string attribute to store additional information.
3634 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
3635 If you chose the parameter-less constructor, a fast implementation will be automatically
3639 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
3640 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3641 Returns nil if specified area id does not exist.
3642 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
3643 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
3645 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
3646 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
3647 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
3648 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3649 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
3650 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
3651 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
3652 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
3653 or insertions are likely to fail due to conflicts.
3654 * `reserve(count)`: reserves resources for at most `count` many contained areas.
3655 Only needed for efficiency, and only some implementations profit.
3656 * `remove_area(id)`: removes the area with the given id from the store, returns success.
3657 * `set_cache_params(params)`: sets params for the included prefiltering cache.
3658 Calling invalidates the cache, so that its elements have to be newly generated.
3661 enabled = boolean, -- whether to enable, default true
3662 block_radius = number, -- the radius (in nodes) of the areas the cache generates
3663 prefiltered lists for, minimum 16, default 64
3664 limit = number, -- the cache's size, minimum 20, default 1000
3666 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
3667 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
3668 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
3669 Returns success and, optionally, an error message.
3670 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
3673 An `ItemStack` is a stack of items.
3675 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
3676 an itemstring, a table or `nil`.
3679 * `is_empty()`: returns `true` if stack is empty.
3680 * `get_name()`: returns item name (e.g. `"default:stone"`).
3681 * `set_name(item_name)`: returns a boolean indicating whether the item was cleared
3682 * `get_count()`: Returns number of items on the stack.
3683 * `set_count(count)`: returns a boolean indicating whether the item was cleared
3684 * `count`: number, unsigned 16 bit integer
3685 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
3686 * `set_wear(wear)`: returns boolean indicating whether item was cleared
3687 * `wear`: number, unsigned 16 bit integer
3688 * `get_meta()`: returns ItemStackMetaRef. See section for more details
3689 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
3690 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
3691 * `clear()`: removes all items from the stack, making it empty.
3692 * `replace(item)`: replace the contents of this stack.
3693 * `item` can also be an itemstring or table.
3694 * `to_string()`: returns the stack in itemstring form.
3695 * `to_table()`: returns the stack in Lua table form.
3696 * `get_stack_max()`: returns the maximum size of the stack (depends on the item).
3697 * `get_free_space()`: returns `get_stack_max() - get_count()`.
3698 * `is_known()`: returns `true` if the item name refers to a defined item type.
3699 * `get_definition()`: returns the item definition table.
3700 * `get_tool_capabilities()`: returns the digging properties of the item,
3701 or those of the hand if none are defined for this item type
3702 * `add_wear(amount)`
3703 * Increases wear by `amount` if the item is a tool
3704 * `amount`: number, integer
3705 * `add_item(item)`: returns leftover `ItemStack`
3706 * Put some item or stack onto this stack
3707 * `item_fits(item)`: returns `true` if item or stack can be fully added to
3709 * `take_item(n)`: returns taken `ItemStack`
3710 * Take (and remove) up to `n` items from this stack
3711 * `n`: number, default: `1`
3712 * `peek_item(n)`: returns taken `ItemStack`
3713 * Copy (don't remove) up to `n` items from this stack
3714 * `n`: number, default: `1`
3717 A 16-bit pseudorandom number generator.
3718 Uses a well-known LCG algorithm introduced by K&R.
3720 It can be created via `PseudoRandom(seed)`.
3723 * `next()`: return next integer random number [`0`...`32767`]
3724 * `next(min, max)`: return next integer random number [`min`...`max`]
3725 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
3726 due to the simple implementation making bad distribution otherwise.
3729 A 32-bit pseudorandom number generator.
3730 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
3732 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
3735 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
3736 * `next(min, max)`: return next integer random number [`min`...`max`]
3737 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
3738 * This is only a rough approximation of a normal distribution with:
3739 * `mean = (max - min) / 2`, and
3740 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
3741 * Increasing `num_trials` improves accuracy of the approximation
3744 Interface for the operating system's crypto-secure PRNG.
3746 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3747 be found on the system.
3750 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3753 A perlin noise generator.
3754 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3755 or `PerlinNoise(noiseparams)`.
3756 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3757 or `minetest.get_perlin(noiseparams)`.
3760 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3761 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3763 ### `PerlinNoiseMap`
3764 A fast, bulk perlin noise generator.
3766 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3767 `minetest.get_perlin_map(noiseparams, size)`.
3769 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
3770 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3773 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3774 nil, this table will be used to store the result instead of creating a new table.
3778 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3779 with values starting at `pos={x=,y=}`
3780 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3781 of 3D noise with values starting at `pos={x=,y=,z=}`
3782 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3783 with values starting at `pos={x=,y=}`
3784 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3785 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3786 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3787 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3788 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3789 takes a chunk of `slice_size`.
3790 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3791 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3792 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3793 the starting position of the most recently calculated noise.
3794 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3795 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3796 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3800 #### About VoxelManip
3801 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3802 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3803 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3804 to with other methods of setting nodes. For example, nodes will not have their construction and
3805 destruction callbacks run, and no rollback information is logged.
3807 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3808 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3809 of high level node placement features, perhaps `minetest.set_node()` is better suited for the job.
3811 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3812 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3813 setting a 5x5x5 node area, a `minetest.set_node()` loop may be more optimal. Always profile code
3814 using both methods of map manipulation to determine which is most appropriate for your usage.
3816 #### Using VoxelManip
3817 A VoxelManip object can be created any time using either:
3818 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3820 If the optional position parameters are present for either of these routines, the specified region
3821 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3822 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3824 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3825 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3826 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3827 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3829 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3830 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3831 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3833 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3834 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3835 `VoxelManip:get_light_data()` for node light levels, and
3836 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3838 See section 'Flat array format' for more details.
3840 It is very important to understand that the tables returned by any of the above three functions
3841 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3842 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3843 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3844 otherwise explicitly stated.
3846 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3847 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3848 `VoxelManip:set_light_data()` for node light levels, and
3849 `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3851 The parameter to each of the above three functions can use any table at all in the same flat array
3852 format as produced by `get_data()` et al. and is *not required* to be a table retrieved from `get_data()`.
3854 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3855 to the map by calling `VoxelManip:write_to_map()`.
3858 ##### Flat array format
3860 `Nx = p2.X - p1.X + 1`,
3861 `Ny = p2.Y - p1.Y + 1`, and
3862 `Nz = p2.Z - p1.Z + 1`.
3864 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3865 the expression `Nx * Ny * Nz`.
3867 Positions offset from p1 are present in the array with the format of:
3871 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3872 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3874 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3875 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3877 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3879 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3883 and the array index for a position p contained completely in p1..p2 is:
3885 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3887 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3888 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3889 for a single point in a flat VoxelManip array.
3892 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3893 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3894 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3895 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3896 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3897 Note that the node being queried needs to have already been been registered.
3899 The following builtin node types have their Content IDs defined as constants:
3901 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3902 * `minetest.CONTENT_AIR`: ID for "air" nodes
3903 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3905 ##### Mapgen VoxelManip objects
3906 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3907 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3908 but with a few differences:
3910 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3911 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3912 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3913 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3914 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3915 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3916 consistency with the current map state. For this reason, calling any of the following functions:
3917 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3918 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3919 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3920 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3922 ##### Other API functions operating on a VoxelManip
3923 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3924 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3925 written all buffered data back to the VoxelManip object, save for special situations where the modder
3926 desires to only have certain liquid nodes begin flowing.
3928 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3929 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3931 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3932 except instead of placing the specified schematic directly on the map at the specified position, it
3933 will place the schematic inside of the VoxelManip.
3936 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3937 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3938 `VoxelManip:get_node_at()`.
3939 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3940 filled with "ignore" nodes.
3941 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3942 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3943 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3944 object in the same callback it had been created.
3945 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3946 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3947 buffer the function can use to write map data to instead of returning a new table each call. This
3948 greatly enhances performance by avoiding unnecessary memory allocations.
3951 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3952 the region formed by `p1` and `p2`.
3953 * returns actual emerged `pmin`, actual emerged `pmax`
3954 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map.
3955 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3956 * if `light` is true, then lighting is automatically recalculated.
3957 The default value is true.
3958 If `light` is false, no light calculations happen, and you should correct
3959 all modified blocks with `minetest.fix_light()` as soon as possible.
3960 Keep in mind that modifying the map where light is incorrect can cause
3962 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3963 the `VoxelManip` at that position
3964 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3965 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3966 * returns raw node data in the form of an array of node content IDs
3967 * if the param `buffer` is present, this table will be used to store the result instead
3968 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3969 * `update_map()`: Does nothing, kept for compatibility.
3970 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3971 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3972 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3973 * (`p1`, `p2`) is the area in which lighting is set;
3974 defaults to the whole area if left out
3975 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3976 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3977 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3978 * `light = day + (night * 16)`
3979 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3981 * expects lighting data in the same format that `get_light_data()` returns
3982 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
3983 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3984 * If the param `buffer` is present, this table will be used to store the result instead
3985 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3986 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3987 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3988 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3990 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3991 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3992 * `update_liquids()`: Update liquid flow
3993 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3994 had been modified since the last read from map, due to a call to
3995 `minetest.set_data()` on the loaded area elsewhere
3996 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3999 A helper class for voxel areas.
4000 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
4001 The coordinates are *inclusive*, like most other things in Minetest.
4004 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4005 `MinEdge` and `MaxEdge`
4006 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
4007 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
4008 * useful for things like `VoxelManip`, raw Schematic specifiers,
4009 `PerlinNoiseMap:get2d`/`3dMap`, and so on
4010 * `indexp(p)`: same as above, except takes a vector
4011 * `position(i)`: returns the absolute position vector corresponding to index `i`
4012 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
4013 * `containsp(p)`: same as above, except takes a vector
4014 * `containsi(i)`: same as above, except takes an index `i`
4015 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
4016 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
4017 * `iterp(minp, maxp)`: same as above, except takes a vector
4020 An interface to read config files in the format of `minetest.conf`.
4022 It can be created via `Settings(filename)`.
4025 * `get(key)`: returns a value
4026 * `get_bool(key)`: returns a boolean
4028 * Setting names can't contain whitespace or any of `="{}#`.
4029 * Setting values can't contain the sequence `\n"""`.
4030 * Setting names starting with "secure." can't be set on the main settings object (`minetest.settings`).
4031 * `set_bool(key, value)`
4032 * See documentation for set() above.
4033 * `remove(key)`: returns a boolean (`true` for success)
4034 * `get_names()`: returns `{key1,...}`
4035 * `write()`: returns a boolean (`true` for success)
4036 * Writes changes to file.
4037 * `to_table()`: returns `{[key1]=value1,...}`
4040 A raycast on the map. It works with selection boxes.
4041 Can be used as an iterator in a for loop.
4043 The map is loaded as the ray advances. If the
4044 map is modified after the `Raycast` is created,
4045 the changes may or may not have an effect on
4048 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
4049 `minetest.raycast(pos1, pos2, objects, liquids)` where:
4050 * `pos1`: start of the ray
4051 * `pos2`: end of the ray
4052 * `objects` : if false, only nodes will be returned. Default is true.
4053 * `liquids' : if false, liquid nodes won't be returned. Default is false.
4056 * `next()`: returns a `pointed_thing`
4057 * Returns the next thing pointed by the ray or nil.
4061 A mapgen object is a construct used in map generation. Mapgen objects can be used
4062 by an `on_generate` callback to speed up operations by avoiding unnecessary
4063 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
4064 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
4065 was called outside of an `on_generate()` callback, `nil` is returned.
4067 The following Mapgen objects are currently available:
4070 This returns three values; the `VoxelManip` object to be used, minimum and maximum
4071 emerged position, in that order. All mapgens support this object.
4074 Returns an array containing the y coordinates of the ground levels of nodes in
4075 the most recently generated chunk by the current mapgen.
4078 Returns an array containing the biome IDs of nodes in the most recently
4079 generated chunk by the current mapgen.
4082 Returns an array containing the temperature values of nodes in the most
4083 recently generated chunk by the current mapgen.
4086 Returns an array containing the humidity values of nodes in the most recently
4087 generated chunk by the current mapgen.
4090 Returns a table mapping requested generation notification types to arrays of
4091 positions at which the corresponding generated structures are located at within
4092 the current chunk. To set the capture of positions of interest to be recorded
4093 on generate, use `minetest.set_gen_notify()`.
4095 Possible fields of the table returned are:
4101 * `large_cave_begin`
4105 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4106 numeric unique decoration ID.
4110 * Functions receive a "luaentity" as `self`:
4111 * It has the member `.name`, which is the registered name `("mod:thing")`
4112 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4113 * The original prototype stuff is visible directly via a metatable
4115 * `on_activate(self, staticdata, dtime_s)`
4116 * Called when the object is instantiated.
4117 * `dtime_s` is the time passed since the object was unloaded, which can
4118 be used for updating the entity state.
4119 * `on_step(self, dtime)`
4120 * Called on every server tick, after movement and collision processing.
4121 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4123 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
4124 * Called when somebody punches the object.
4125 * Note that you probably want to handle most punches using the
4126 automatic armor group system.
4127 * `puncher`: an `ObjectRef` (can be `nil`)
4128 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
4129 * `tool_capabilities`: capability table of used tool (can be `nil`)
4130 * `dir`: unit vector of direction of punch. Always defined. Points from
4131 the puncher to the punched.
4132 `on_death(self, killer)`
4133 * Called when the object dies.
4134 * `killer`: an `ObjectRef` (can be `nil`)
4135 * `on_rightclick(self, clicker)`
4136 * `get_staticdata(self)`
4137 * Should return a string that will be passed to `on_activate` when
4138 the object is instantiated the next time.
4143 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
4144 Often these bugs appear as subtle shadows in water.
4149 axiom, --string initial tree axiom
4150 rules_a, --string rules set A
4151 rules_b, --string rules set B
4152 rules_c, --string rules set C
4153 rules_d, --string rules set D
4154 trunk, --string trunk node name
4155 leaves, --string leaves node name
4156 leaves2, --string secondary leaves node name
4157 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4158 angle, --num angle in deg
4159 iterations, --num max # of iterations, usually 2 -5
4160 random_level, --num factor to lower nr of iterations, usually 0 - 3
4161 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4162 -- 2x2 nodes or 3x3 in cross shape
4163 thin_branches, --boolean true -> use thin (1 node) branches
4164 fruit, --string fruit node name
4165 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4166 seed, --num random seed; if no seed is provided, the engine will create one
4169 ### Key for Special L-System Symbols used in Axioms
4171 * `G`: move forward one unit with the pen up
4172 * `F`: move forward one unit with the pen down drawing trunks and branches
4173 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4174 * `T`: move forward one unit with the pen down drawing trunks only
4175 * `R`: move forward one unit with the pen down placing fruit
4176 * `A`: replace with rules set A
4177 * `B`: replace with rules set B
4178 * `C`: replace with rules set C
4179 * `D`: replace with rules set D
4180 * `a`: replace with rules set A, chance 90%
4181 * `b`: replace with rules set B, chance 80%
4182 * `c`: replace with rules set C, chance 70%
4183 * `d`: replace with rules set D, chance 60%
4184 * `+`: yaw the turtle right by `angle` parameter
4185 * `-`: yaw the turtle left by `angle` parameter
4186 * `&`: pitch the turtle down by `angle` parameter
4187 * `^`: pitch the turtle up by `angle` parameter
4188 * `/`: roll the turtle to the right by `angle` parameter
4189 * `*`: roll the turtle to the left by `angle` parameter
4190 * `[`: save in stack current state info
4191 * `]`: recover from stack state info
4194 Spawn a small apple tree:
4196 pos = {x=230,y=20,z=4}
4199 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4200 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4201 trunk="default:tree",
4202 leaves="default:leaves",
4206 trunk_type="single",
4209 fruit="default:apple"
4211 minetest.spawn_tree(pos,apple_tree)
4216 ### Object Properties
4220 -- ^ For players: Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`
4222 -- ^ For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`
4224 -- ^ For players only. Enables the zoom feature. Defaults to true
4226 collide_with_objects = true, -- collide with other objects if physical = true
4228 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4229 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4230 -- ^ Default, uses collision box dimensions when not set
4231 pointable = true, -- overrides selection box when false
4232 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
4233 visual_size = {x = 1, y = 1},
4235 textures = {}, -- number of required textures depends on visual
4236 colors = {}, -- number of required colors depends on visual
4237 spritediv = {x = 1, y = 1},
4238 initial_sprite_basepos = {x = 0, y = 0},
4240 makes_footstep_sound = false,
4241 automatic_rotate = false,
4243 automatic_face_movement_dir = 0.0,
4244 -- ^ Automatically set yaw to movement direction, offset in degrees,
4245 -- 'false' to disable.
4246 automatic_face_movement_max_rotation_per_sec = -1,
4247 -- ^ Limit automatic rotation to this value in degrees per second,
4248 -- value < 0 no limit.
4249 backface_culling = true, -- false to disable backface_culling for model
4251 -- ^ Add this much extra lighting when calculating texture color.
4252 value < 0 disables light's effect on texture color.
4253 For faking self-lighting, UI style entities, or programmatic coloring in mods.
4254 nametag = "", -- by default empty, for players their name is shown if empty
4255 nametag_color = <color>, -- sets color of nametag as ColorSpec
4256 infotext = "", -- by default empty, text to be shown when pointed at object
4258 -- ^ If false, never save this object statically. It will simply be deleted when the block gets unloaded.
4259 -- ^ The get_staticdata() callback is never called then.
4260 -- ^ Defaults to 'true'
4263 ### Entity definition (`register_entity`)
4266 -- Deprecated: Everything in object properties is read directly from here
4268 initial_properties = --[[<initial object properties>]],
4270 on_activate = function(self, staticdata, dtime_s),
4271 on_step = function(self, dtime),
4272 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
4273 on_rightclick = function(self, clicker),
4274 get_staticdata = function(self),
4275 -- ^ Called sometimes; the string returned is passed to on_activate when
4276 -- the entity is re-activated from static state
4278 -- Also you can define arbitrary member variables here (see item definition for
4280 _custom_field = whatever,
4283 ### ABM (ActiveBlockModifier) definition (`register_abm`)
4286 label = "Lava cooling",
4287 -- ^ Descriptive label for profiling purposes (optional).
4288 -- Definitions with identical labels will be listed as one.
4289 -- In the following two fields, also group:groupname will work.
4290 nodenames = {"default:lava_source"},
4291 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
4292 ^ If left out or empty, any neighbor will do ]]
4293 interval = 1.0, -- Operation interval in seconds
4294 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
4295 catch_up = true, -- If true, catch-up behaviour is enabled --[[
4296 ^ The chance value is temporarily reduced when returning to
4297 an area to simulate time lost by the area being unattended.
4298 ^ Note chance value can often be reduced to 1 ]]
4299 action = func(pos, node, active_object_count, active_object_count_wider),
4302 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
4305 label = "Upgrade legacy doors",
4306 -- ^ Descriptive label for profiling purposes (optional).
4307 -- Definitions with identical labels will be listed as one.
4308 name = "modname:replace_legacy_door",
4309 nodenames = {"default:lava_source"},
4310 -- ^ List of node names to trigger the LBM on.
4311 -- Also non-registered nodes will work.
4312 -- Groups (as of group:groupname) will work as well.
4313 run_at_every_load = false,
4314 -- ^ Whether to run the LBM's action every time a block gets loaded,
4315 -- and not just for blocks that were saved last time before LBMs were
4316 -- introduced to the world.
4317 action = func(pos, node),
4320 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
4323 description = "Steel Axe",
4324 groups = {}, -- key = name, value = rating; rating = 1..3.
4325 if rating not applicable, use 1.
4326 e.g. {wool = 1, fluffy = 3}
4327 {soil = 2, outerspace = 1, crumbly = 1}
4328 {bendy = 2, snappy = 1},
4329 {hard = 1, metal = 1, spikes = 1}
4330 inventory_image = "default_tool_steelaxe.png",
4331 inventory_overlay = "overlay.png", -- an overlay which does not get colorized
4336 ^ An image file containing the palette of a node.
4337 ^ You can set the currently used color as the
4338 ^ "palette_index" field of the item stack metadata.
4339 ^ The palette is always stretched to fit indices
4340 ^ between 0 and 255, to ensure compatibility with
4341 ^ "colorfacedir" and "colorwallmounted" nodes.
4343 color = "0xFFFFFFFF",
4345 ^ The color of the item. The palette overrides this.
4347 wield_scale = {x = 1, y = 1, z = 1},
4350 liquids_pointable = false,
4351 tool_capabilities = {
4352 full_punch_interval = 1.0,
4356 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
4358 damage_groups = {groupname = damage},
4360 node_placement_prediction = nil,
4362 ^ If nil and item is node, prediction is made automatically
4363 ^ If nil and item is not a node, no prediction is made
4364 ^ If "" and item is anything, no prediction is made
4365 ^ Otherwise should be name of node which the client immediately places
4366 on ground when the player places the item. Server will always update
4367 actual result to client in a short moment.
4369 node_dig_prediction = "air",
4371 ^ if "", no prediction is made
4372 ^ if "air", node is removed
4373 ^ Otherwise should be name of node which the client immediately places
4374 upon digging. Server will always update actual result shortly.
4377 breaks = "default_tool_break", -- tools only
4378 place = --[[<SimpleSoundSpec>]],
4381 on_place = func(itemstack, placer, pointed_thing),
4383 ^ Shall place item and return the leftover itemstack
4384 ^ The placer may be any ObjectRef or nil.
4385 ^ default: minetest.item_place ]]
4386 on_secondary_use = func(itemstack, user, pointed_thing),
4388 ^ Same as on_place but called when pointing at nothing.
4389 ^ The user may be any ObjectRef or nil.
4390 ^ pointed_thing : always { type = "nothing" }
4392 on_drop = func(itemstack, dropper, pos),
4394 ^ Shall drop item and return the leftover itemstack
4395 ^ The dropper may be any ObjectRef or nil.
4396 ^ default: minetest.item_drop ]]
4397 on_use = func(itemstack, user, pointed_thing),
4400 ^ Function must return either nil if no item shall be removed from
4401 inventory, or an itemstack to replace the original itemstack.
4402 e.g. itemstack:take_item(); return itemstack
4403 ^ Otherwise, the function is free to do what it wants.
4404 ^ The user may be any ObjectRef or nil.
4405 ^ The default functions handle regular use cases.
4407 after_use = func(itemstack, user, node, digparams),
4410 ^ If defined, should return an itemstack and will be called instead of
4411 wearing out the tool. If returns nil, does nothing.
4412 If after_use doesn't exist, it is the same as:
4413 function(itemstack, user, node, digparams)
4414 itemstack:add_wear(digparams.wear)
4417 ^ The user may be any ObjectRef or nil.
4419 _custom_field = whatever,
4421 ^ Add your own custom fields. By convention, all custom field names
4422 should start with `_` to avoid naming collisions with future engine
4429 * `{name="image.png", animation={Tile Animation definition}}`
4430 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
4431 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
4432 * backface culling enabled by default for most nodes
4433 * tileable flags are info for shaders, how they should treat texture
4434 when displacement mapping is used
4435 Directions are from the point of view of the tile texture,
4436 not the node it's on
4437 * align style determines whether the texture will be rotated with the node
4438 or kept aligned with its surroundings. "user" means that client
4439 setting will be used, similar to `glasslike_framed_optional`.
4440 Note: supported by solid nodes and nodeboxes only.
4441 * scale is used to make texture span several (exactly `scale`) nodes,
4442 instead of just one, in each direction. Works for world-aligned
4444 Note that as the effect is applied on per-mapblock basis, `16` should
4445 be equally divisible by `scale` or you may get wrong results.
4446 * `{name="image.png", color=ColorSpec}`
4447 * the texture's color will be multiplied with this color.
4448 * the tile's color overrides the owning node's color in all cases.
4449 * deprecated, yet still supported field names:
4452 ### Tile animation definition
4455 type = "vertical_frames",
4457 -- ^ specify width of a frame in pixels
4459 -- ^ specify height of a frame in pixels
4461 -- ^ specify full loop length
4467 -- ^ specify width in number of frames
4469 -- ^ specify height in number of frames
4471 -- ^ specify length of a single frame
4474 ### Node definition (`register_node`)
4477 -- <all fields allowed in item definitions>,
4479 drawtype = "normal", -- See "Node drawtypes"
4480 visual_scale = 1.0, --[[
4481 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
4482 ^ "firelike", "mesh".
4483 ^ For plantlike and firelike, the image will start at the bottom of the
4484 ^ node, for the other drawtypes the image will be centered on the node.
4485 ^ Note that positioning for "torchlike" may still change. ]]
4486 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4487 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
4488 ^ List can be shortened to needed length ]]
4489 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4490 ^ Same as `tiles`, but these textures are drawn on top of the
4491 ^ base tiles. You can use this to colorize only specific parts of
4492 ^ your texture. If the texture name is an empty string, that
4493 ^ overlay is not drawn. Since such tiles are drawn twice, it
4494 ^ is not recommended to use overlays on very common nodes. ]]
4495 special_tiles = {tile definition 1, Tile definition 2}, --[[
4496 ^ Special textures of node; used rarely (old field name: special_materials)
4497 ^ List can be shortened to needed length ]]
4498 color = ColorSpec, --[[
4499 ^ The node's original color will be multiplied with this color.
4500 ^ If the node has a palette, then this setting only has an effect
4501 ^ in the inventory and on the wield item. ]]
4502 use_texture_alpha = false, -- Use texture's alpha channel
4503 palette = "palette.png", --[[
4504 ^ The node's `param2` is used to select a pixel from the image
4505 ^ (pixels are arranged from left to right and from top to bottom).
4506 ^ The node's color will be multiplied with the selected pixel's
4507 ^ color. Tiles can override this behavior.
4508 ^ Only when `paramtype2` supports palettes. ]]
4509 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
4510 paramtype = "none", -- See "Nodes" --[[
4511 ^ paramtype = "light" allows light to propagate from or through the node with light value
4512 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
4513 paramtype2 = "none", -- See "Nodes"
4514 place_param2 = nil, -- Force value for param2 when player places node
4515 is_ground_content = true, -- If false, the cave generator will not carve through this
4516 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
4517 walkable = true, -- If true, objects collide with node
4518 pointable = true, -- If true, can be pointed at
4519 diggable = true, -- If false, can never be dug
4520 climbable = false, -- If true, can be climbed on (ladder)
4521 buildable_to = false, -- If true, placed nodes can replace this node
4522 floodable = false, --[[
4523 ^ If true, liquids flow into and replace this node.
4524 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4525 liquidtype = "none", -- "none"/"source"/"flowing"
4526 liquid_alternative_flowing = "", -- Flowing version of source liquid
4527 liquid_alternative_source = "", -- Source version of flowing liquid
4528 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
4529 liquid_renewable = true, --[[
4530 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
4532 ^ Only valid for "nodebox" drawtype with 'type = "leveled"'.
4533 ^ Allows defining the nodebox height without using param2.
4534 ^ The nodebox height is 'leveled' / 64 nodes.
4535 ^ The maximum value of 'leveled' is 127. ]]
4536 liquid_range = 8, -- number of flowing nodes around source (max. 8)
4537 drowning = 0, -- Player will take this amount of damage if no bubbles are left
4538 light_source = 0, --[[
4539 ^ Amount of light emitted by node.
4540 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
4541 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
4542 damage_per_second = 0, -- If player is inside node, this damage is caused
4543 node_box = {type="regular"}, -- See "Node boxes"
4544 connects_to = nodenames, --[[
4545 * Used for nodebox nodes with the type == "connected"
4546 * Specifies to what neighboring nodes connections will be drawn
4547 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
4548 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
4549 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
4551 selection_box = {type="regular"}, -- See "Node boxes" --[[
4552 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
4553 legacy_facedir_simple = false, -- Support maps made in and before January 2012
4554 legacy_wallmounted = false, -- Support maps made in and before January 2012
4555 waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
4556 ^ 1 - wave node like plants (top of node moves, bottom is fixed)
4557 ^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
4558 ^ caveats: not all models will properly wave
4559 ^ plantlike drawtype nodes can only wave like plants
4560 ^ allfaces_optional drawtype nodes can only wave like leaves --]]
4562 footstep = <SimpleSoundSpec>,
4563 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
4564 dug = <SimpleSoundSpec>,
4565 place = <SimpleSoundSpec>,
4566 place_failed = <SimpleSoundSpec>,
4568 drop = "", -- Name of dropped node when dug. Default is the node itself.
4571 max_items = 1, -- Maximum number of items to drop.
4572 items = { -- Choose max_items randomly from this list.
4574 items = {"foo:bar", "baz:frob"}, -- Items to drop.
4575 rarity = 1, -- Probability of dropping is 1 / rarity.
4576 inherit_color = true, -- To inherit palette color from the node
4581 on_construct = func(pos), --[[
4582 ^ Node constructor; called after adding node
4583 ^ Can set up metadata and stuff like that
4584 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4586 on_destruct = func(pos), --[[
4587 ^ Node destructor; called before removing node
4588 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4590 after_destruct = func(pos, oldnode), --[[
4591 ^ Node destructor; called after removing node
4592 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4594 on_flood = func(pos, oldnode, newnode), --[[
4595 ^ Called when a liquid (newnode) is about to flood oldnode, if
4596 ^ it has `floodable = true` in the nodedef. Not called for bulk
4597 ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
4598 ^ return true the node is not flooded, but on_flood callback will
4599 ^ most likely be called over and over again every liquid update
4600 ^ interval. Default: nil.
4601 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4603 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
4604 ^ Called after constructing node when node was placed using
4605 minetest.item_place_node / minetest.place_node
4606 ^ If return true no item is taken from itemstack
4608 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
4609 ^ oldmetadata is in table format
4610 ^ Called after destructing node when node was dug using
4611 minetest.node_dig / minetest.dig_node
4613 can_dig = function(pos, [player]) --[[
4614 ^ returns true if node can be dug, or false if not
4617 on_punch = func(pos, node, puncher, pointed_thing), --[[
4618 ^ default: minetest.node_punch
4619 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
4620 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
4622 ^ itemstack will hold clicker's wielded item
4623 ^ Shall return the leftover itemstack
4624 ^ Note: pointed_thing can be nil, if a mod calls this function
4625 This function does not get triggered by clients <=0.4.16 if the
4626 "formspec" node metadata field is set ]]
4628 on_dig = func(pos, node, digger), --[[
4629 ^ default: minetest.node_dig
4630 ^ By default: checks privileges, wears out tool and removes node ]]
4632 on_timer = function(pos,elapsed), --[[
4634 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
4635 ^ elapsed is the total time passed since the timer was started
4636 ^ return true to run the timer for another cycle with the same timeout value ]]
4638 on_receive_fields = func(pos, formname, fields, sender), --[[
4639 ^ fields = {name1 = value1, name2 = value2, ...}
4640 ^ Called when an UI form (e.g. sign text input) returns data
4643 allow_metadata_inventory_move = func(pos, from_list, from_index,
4644 to_list, to_index, count, player), --[[
4645 ^ Called when a player wants to move items inside the inventory
4646 ^ Return value: number of items allowed to move ]]
4648 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
4649 ^ Called when a player wants to put something into the inventory
4650 ^ Return value: number of items allowed to put
4651 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4653 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4654 ^ Called when a player wants to take something out of the inventory
4655 ^ Return value: number of items allowed to take
4656 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4658 on_metadata_inventory_move = func(pos, from_list, from_index,
4659 to_list, to_index, count, player),
4660 on_metadata_inventory_put = func(pos, listname, index, stack, player),
4661 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4662 ^ Called after the actual action has happened, according to what was allowed.
4663 ^ No return value ]]
4665 on_blast = func(pos, intensity), --[[
4666 ^ intensity: 1.0 = mid range of regular TNT
4667 ^ If defined, called when an explosion touches the node, instead of
4668 removing the node ]]
4671 ### Recipe for `register_craft` (shaped)
4674 output = 'default:pick_stone',
4676 {'default:cobble', 'default:cobble', 'default:cobble'},
4677 {'', 'default:stick', ''},
4678 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
4680 replacements = --[[<optional list of item pairs,
4681 replace one input item with another item on crafting>]]
4684 ### Recipe for `register_craft` (shapeless)
4688 output = 'mushrooms:mushroom_stew',
4691 "mushrooms:mushroom_brown",
4692 "mushrooms:mushroom_red",
4694 replacements = --[[<optional list of item pairs,
4695 replace one input item with another item on crafting>]]
4698 ### Recipe for `register_craft` (tool repair)
4701 type = "toolrepair",
4702 additional_wear = -0.02,
4705 ### Recipe for `register_craft` (cooking)
4709 output = "default:glass",
4710 recipe = "default:sand",
4714 ### Recipe for `register_craft` (furnace fuel)
4718 recipe = "default:leaves",
4722 ### Ore definition (`register_ore`)
4725 ore_type = "scatter", -- See "Ore types"
4726 ore = "default:stone_with_coal",
4728 -- ^ Facedir rotation. Default is 0 (unchanged rotation)
4729 wherein = "default:stone",
4730 -- ^ a list of nodenames is supported too
4731 clust_scarcity = 8*8*8,
4732 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
4733 -- ^ This value should be *MUCH* higher than your intuition might tell you!
4735 -- ^ Number of ores in a cluster
4737 -- ^ Size of the bounding box of the cluster
4738 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes
4742 -- ^ Lower and upper limits for ore.
4744 -- ^ Attributes for this ore generation
4745 noise_threshold = 0.5,
4746 -- ^ If noise is above this threshold, ore is placed. Not needed for a
4747 -- ^ uniform distribution.
4751 spread = {x = 100, y = 100, z = 100},
4756 -- ^ NoiseParams structure describing one of the perlin noises used for ore
4758 -- ^ Omit from "scatter" ore for a uniform ore distribution.
4759 -- ^ Omit from "stratum ore for a simple horizontal strata from y_min to y_max.
4760 random_factor = 1.0,
4761 -- ^ Multiplier of the randomness contribution to the noise value at any
4762 -- ^ given point to decide if ore should be placed. Set to 0 for solid veins.
4763 -- ^ This parameter is only valid for ore_type == "vein".
4764 biomes = {"desert", "rainforest"}
4765 -- ^ List of biomes in which this decoration occurs.
4766 -- ^ Occurs in all biomes if this is omitted, and ignored if the Mapgen being
4767 -- ^ used does not support biomes.
4768 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4771 ### Biome definition (`register_biome`)
4775 node_dust = "default:snow",
4776 -- ^ Node dropped onto upper surface after all else is generated.
4777 node_top = "default:dirt_with_snow",
4779 -- ^ Node forming surface layer of biome and thickness of this layer.
4780 node_filler = "default:permafrost",
4782 -- ^ Node forming lower layer of biome and thickness of this layer.
4783 node_stone = "default:bluestone",
4784 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
4785 node_water_top = "default:ice",
4786 depth_water_top = 10,
4787 -- ^ Node forming a surface layer in seawater with the defined thickness.
4789 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
4790 node_river_water = "default:ice",
4791 -- ^ Node that replaces river water in mapgens that use default:river_water.
4792 node_riverbed = "default:gravel",
4794 -- ^ Node placed under river water and thickness of this layer.
4797 -- ^ Lower and upper limits for biome.
4799 humidity_point = 50,
4800 -- ^ Characteristic average temperature and humidity for the biome.
4801 -- ^ These values create 'biome points' on a voronoi diagram that has heat
4802 -- ^ and humidity as axes. The resulting voronoi cells determine which
4803 -- ^ heat/humidity points belong to which biome, and therefore determine
4804 -- ^ the area and location of each biome in the world.
4805 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
4806 -- ^ diagram to result in roughly equal size biomes.
4807 -- ^ Heat and humidity have average values of 50, vary mostly between
4808 -- ^ 0 and 100 but also often exceed these values.
4809 -- ^ Heat is not in degrees celcius, both values are abstract.
4812 ### Decoration definition (`register_decoration`)
4815 deco_type = "simple", -- See "Decoration types"
4816 place_on = "default:dirt_with_grass",
4817 -- ^ Node (or list of nodes) that the decoration can be placed on
4819 -- ^ Size of divisions made in the chunk being generated.
4820 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
4822 -- ^ Ratio of the area to be uniformly filled by the decoration.
4823 -- ^ Used only if noise_params is not specified.
4824 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
4825 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
4826 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
4827 biomes = {"Oceanside", "Hills", "Plains"},
4828 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4829 -- ^ and ignored if the Mapgen being used does not support biomes.
4830 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4833 -- ^ Lower and upper limits for decoration.
4834 -- ^ These parameters refer to the Y co-ordinate of the 'place_on' node.
4835 spawn_by = "default:water",
4836 -- ^ Node (or list of nodes) that the decoration only spawns next to.
4837 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
4838 -- ^ one plane level with the 'place_on' node and a plane one node above that.
4840 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
4841 -- ^ If absent or -1, decorations occur next to any nodes.
4842 flags = "liquid_surface, force_placement",
4843 -- ^ Flags for all decoration types.
4844 -- ^ "liquid_surface": Instead of placement on the highest solid surface in
4845 -- ^ a mapchunk column, placement is on the highest liquid surface. Placement
4846 -- ^ is disabled if solid nodes are found above the liquid surface.
4847 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
4849 ----- Simple-type parameters
4850 decoration = "default:grass",
4851 -- ^ The node name used as the decoration.
4852 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
4854 -- ^ Decoration height in nodes.
4855 -- ^ If height_max is not 0, this is the lower limit of a randomly selected height.
4857 -- ^ Upper limit of the randomly selected height.
4858 -- ^ If absent, the parameter 'height' is used as a constant.
4860 -- ^ Param2 value of decoration nodes.
4861 -- ^ If param2_max is not 0, this is the lower limit of a randomly selected param2.
4863 -- ^ Upper limit of the randomly selected param2.
4864 -- ^ If absent, the parameter 'param2' is used as a constant.
4866 -- ^ Y offset of the decoration base node relative to the standard
4867 -- ^ base node position for simple decorations.
4868 -- ^ Can be positive or negative. Default is 0.
4869 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
4870 -- ^ to the 'place_on' node.
4872 ----- Schematic-type parameters
4873 schematic = "foobar.mts",
4874 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
4875 -- ^ specified Minetest schematic file.
4876 -- ^ - OR -, could be the ID of a previously registered schematic
4877 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
4878 -- ^ and an optional table yslice_prob:
4880 size = {x=4, y=6, z=4},
4882 {name="default:cobble", param1=255, param2=0},
4883 {name="default:dirt_with_grass", param1=255, param2=0},
4884 {name="ignore", param1=255, param2=0},
4885 {name="air", param1=255, param2=0},
4894 -- ^ See 'Schematic specifier' for details.
4895 replacements = {["oldname"] = "convert_to", ...},
4896 flags = "place_center_x, place_center_y, place_center_z",
4897 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
4898 rotation = "90" -- rotate schematic 90 degrees on placement
4899 -- ^ Rotation can be "0", "90", "180", "270", or "random".
4901 -- ^ Y offset of the schematic base node layer relative to the 'place_on'
4903 -- ^ Can be positive or negative. Default is 0.
4904 -- ^ If the flag 'place_center_y' is set this parameter is ignored.
4905 -- ^ If absent or 0 the schematic base node layer will be placed level
4906 -- ^ with the 'place_on' node.
4909 ### Chat command definition (`register_chatcommand`)
4912 params = "<name> <privilege>", -- Short parameter description
4913 description = "Remove privilege from player", -- Full description
4914 privs = {privs=true}, -- Require the "privs" privilege to run
4915 func = function(name, param), -- Called when command is run.
4916 -- Returns boolean success and text output.
4919 ### Detached inventory callbacks
4922 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4923 -- ^ Called when a player wants to move items inside the inventory
4924 -- ^ Return value: number of items allowed to move
4926 allow_put = func(inv, listname, index, stack, player),
4927 -- ^ Called when a player wants to put something into the inventory
4928 -- ^ Return value: number of items allowed to put
4929 -- ^ Return value: -1: Allow and don't modify item count in inventory
4931 allow_take = func(inv, listname, index, stack, player),
4932 -- ^ Called when a player wants to take something out of the inventory
4933 -- ^ Return value: number of items allowed to take
4934 -- ^ Return value: -1: Allow and don't modify item count in inventory
4936 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4937 on_put = func(inv, listname, index, stack, player),
4938 on_take = func(inv, listname, index, stack, player),
4939 -- ^ Called after the actual action has happened, according to what was allowed.
4940 -- ^ No return value
4943 ### HUD Definition (`hud_add`, `hud_get`)
4946 hud_elem_type = "image", -- see HUD element types
4947 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
4948 position = {x=0.5, y=0.5},
4949 -- ^ Left corner position of element
4955 -- ^ Selected item in inventory. 0 for no item selected.
4957 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
4958 alignment = {x=0, y=0},
4959 -- ^ See "HUD Element Types"
4960 offset = {x=0, y=0},
4961 -- ^ See "HUD Element Types"
4962 size = { x=100, y=100 },
4963 -- ^ Size of element in pixels
4966 ### Particle definition (`add_particle`)
4969 pos = {x=0, y=0, z=0},
4970 velocity = {x=0, y=0, z=0},
4971 acceleration = {x=0, y=0, z=0},
4972 -- ^ Spawn particle at pos with velocity and acceleration
4974 -- ^ Disappears after expirationtime seconds
4976 collisiondetection = false,
4977 -- ^ collisiondetection: if true collides with physical objects
4978 collision_removal = false,
4979 -- ^ collision_removal: if true then particle is removed when it collides,
4980 -- ^ requires collisiondetection = true to have any effect
4982 -- ^ vertical: if true faces player using y axis only
4983 texture = "image.png",
4984 -- ^ Uses texture (string)
4985 playername = "singleplayer",
4986 -- ^ optional, if specified spawns particle only on the player's client
4987 animation = {Tile Animation definition},
4988 -- ^ optional, specifies how to animate the particle texture
4990 -- ^ optional, specify particle self-luminescence in darkness
4994 ### `ParticleSpawner` definition (`add_particlespawner`)
4999 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
5000 minpos = {x=0, y=0, z=0},
5001 maxpos = {x=0, y=0, z=0},
5002 minvel = {x=0, y=0, z=0},
5003 maxvel = {x=0, y=0, z=0},
5004 minacc = {x=0, y=0, z=0},
5005 maxacc = {x=0, y=0, z=0},
5010 -- ^ The particle's properties are random values in between the bounds:
5011 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
5012 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
5013 collisiondetection = false,
5014 -- ^ collisiondetection: if true uses collision detection
5015 collision_removal = false,
5016 -- ^ collision_removal: if true then particle is removed when it collides,
5017 -- ^ requires collisiondetection = true to have any effect
5018 attached = ObjectRef,
5019 -- ^ attached: if defined, particle positions, velocities and accelerations
5020 -- ^ are relative to this object's position and yaw.
5022 -- ^ vertical: if true faces player using y axis only
5023 texture = "image.png",
5024 -- ^ Uses texture (string)
5025 playername = "singleplayer"
5026 -- ^ Playername is optional, if specified spawns particle only on the player's client
5029 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
5032 url = "http://example.org",
5034 -- ^ Timeout for connection in seconds. Default is 3 seconds.
5035 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
5036 -- ^ Optional, if specified a POST request with post_data is performed.
5037 -- ^ Accepts both a string and a table. If a table is specified, encodes table
5038 -- ^ as x-www-form-urlencoded key-value pairs.
5039 -- ^ If post_data ist not specified, a GET request is performed instead.
5040 user_agent = "ExampleUserAgent",
5041 -- ^ Optional, if specified replaces the default minetest user agent with given string
5042 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
5043 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
5044 -- ^ that the header strings follow HTTP specification ("Key: Value").
5046 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
5049 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
5053 -- ^ If true, the request has finished (either succeeded, failed or timed out)
5055 -- ^ If true, the request was succesful
5057 -- ^ If true, the request timed out
5059 -- ^ HTTP status code