1 Minetest Lua Modding API Reference 0.4.15
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
67 It can also contain a settingtypes.txt in the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be displayed
69 in the "Games" category in the settings tab.
73 Games can provide custom main menu images. They are put inside a `menu` directory
74 inside the game directory.
76 The images are named `$identifier.png`, where `$identifier` is
77 one of `overlay,background,footer,header`.
78 If you want to specify multiple images for one identifier, add additional images named
79 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
80 image will be chosen from the provided ones.
87 * `$path_share/games/gameid/mods/`
89 * `$path_user/games/gameid/mods/`
90 * `$path_user/mods/` (User-installed mods)
91 * `$worldpath/worldmods/`
93 In a run-in-place version (e.g. the distributed windows version):
95 * `minetest-0.4.x/games/gameid/mods/`
96 * `minetest-0.4.x/mods/` (User-installed mods)
97 * `minetest-0.4.x/worlds/worldname/worldmods/`
99 On an installed version on Linux:
101 * `/usr/share/minetest/games/gameid/mods/`
102 * `$HOME/.minetest/mods/` (User-installed mods)
103 * `$HOME/.minetest/worlds/worldname/worldmods`
105 Mod load path for world-specific games
106 --------------------------------------
107 It is possible to include a game in a world; in this case, no mods or
108 games are loaded or checked from anywhere else.
110 This is useful for e.g. adventure worlds.
112 This happens if the following directory exists:
116 Mods should be then be placed in:
122 Mods can be put in a subdirectory, if the parent directory, which otherwise
123 should be a mod, contains a file named `modpack.txt`. This file shall be
124 empty, except for lines starting with `#`, which are comments.
126 Mod directory structure
127 ------------------------
133 | |-- description.txt
134 | |-- settingtypes.txt
138 | | |-- modname_stuff.png
139 | | `-- modname_something_else.png
147 The location of this directory can be fetched by using
148 `minetest.get_modpath(modname)`.
151 List of mods that have to be loaded before loading this mod.
153 A single line contains a single modname.
155 Optional dependencies can be defined by appending a question mark
156 to a single modname. Their meaning is that if the specified mod
157 is missing, that does not prevent this mod from being loaded.
160 A screenshot shown in the mod manager within the main menu. It should
161 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
163 ### `description.txt`
164 A File containing description to be shown within mainmenu.
166 ### `settingtypes.txt`
167 A file in the same format as the one in builtin. It will be parsed by the
168 settings menu and the settings will be displayed in the "Mods" category.
171 The main Lua script. Running this script should register everything it
172 wants to register. Subsequent execution depends on minetest calling the
173 registered callbacks.
175 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
176 to read custom or existing settings at load time, if necessary.
179 Models for entities or meshnodes.
181 ### `textures`, `sounds`, `media`
182 Media files (textures, sounds, whatever) that will be transferred to the
183 client and will be available for use by the mod.
185 Naming convention for registered textual names
186 ----------------------------------------------
187 Registered names should generally be in this format:
189 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
191 This is to prevent conflicting names from corrupting maps and is
192 enforced by the mod loader.
195 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
196 So the name should be `experimental:tnt`.
198 Enforcement can be overridden by prefixing the name with `:`. This can
199 be used for overriding the registrations of some other mod.
201 Example: Any mod can redefine `experimental:tnt` by using the name
206 (also that mod is required to have `experimental` as a dependency)
208 The `:` prefix can also be used for maintaining backwards compatibility.
211 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
212 `minetest.register_alias_force(name, convert_to).
214 This will make Minetest to convert things called name to things called
217 The only difference between `minetest.register_alias` and
218 `minetest.register_alias_force` is that if an item called `name` exists,
219 `minetest.register_alias` will do nothing while
220 `minetest.register_alias_force` will unregister it.
222 This can be used for maintaining backwards compatibility.
224 This can be also used for setting quick access names for things, e.g. if
225 you have an item called `epiclylongmodname:stuff`, you could do
227 minetest.register_alias("stuff", "epiclylongmodname:stuff")
229 and be able to use `/giveme stuff`.
233 Mods should generally prefix their textures with `modname_`, e.g. given
234 the mod name `foomod`, a texture could be called:
238 Textures are referred to by their complete name, or alternatively by
239 stripping out the file extension:
241 * e.g. `foomod_foothing.png`
242 * e.g. `foomod_foothing`
246 There are various texture modifiers that can be used
247 to generate textures on-the-fly.
249 ### Texture overlaying
250 Textures can be overlaid by putting a `^` between them.
254 default_dirt.png^default_grass_side.png
256 `default_grass_side.png` is overlayed over `default_dirt.png`.
257 The texture with the lower resolution will be automatically upscaled to
258 the higher resolution texture.
261 Textures can be grouped together by enclosing them in `(` and `)`.
263 Example: `cobble.png^(thing1.png^thing2.png)`
265 A texture for `thing1.png^thing2.png` is created and the resulting
266 texture is overlaid on top of `cobble.png`.
269 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
270 passing complex texture names as arguments. Escaping is done with backslash and
271 is required for `^` and `:`.
273 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
275 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
276 on top of `cobble.png`.
278 ### Advanced texture modifiers
280 #### `[crack:<n>:<p>`
281 * `<n>` = animation frame count
282 * `<p>` = current animation frame
284 Draw a step of the crack animation on the texture.
288 default_cobble.png^[crack:10:1
290 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
295 * `<file>` = texture to combine
297 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
298 specified coordinates.
302 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
304 #### `[resize:<w>x<h>`
305 Resizes the texture to the given dimensions.
309 default_sandstone.png^[resize:16x16
312 Makes the base image transparent according to the given ratio.
313 r must be between 0 and 255.
314 0 means totally transparent.
315 255 means totally opaque.
319 default_sandstone.png^[opacity:127
321 #### `[invert:<mode>`
322 Inverts the given channels of the base image.
323 Mode may contain the characters "r", "g", "b", "a".
324 Only the channels that are mentioned in the mode string will be inverted.
328 default_apple.png^[invert:rgb
331 Brightens the texture.
335 tnt_tnt_side.png^[brighten
338 Makes the texture completely opaque.
342 default_leaves.png^[noalpha
344 #### `[makealpha:<r>,<g>,<b>`
345 Convert one color to transparency.
349 default_cobble.png^[makealpha:128,128,128
352 * `<t>` = transformation(s) to apply
354 Rotates and/or flips the image.
356 `<t>` can be a number (between 0 and 7) or a transform name.
357 Rotations are counter-clockwise.
360 1 R90 rotate by 90 degrees
361 2 R180 rotate by 180 degrees
362 3 R270 rotate by 270 degrees
364 5 FXR90 flip X then rotate by 90 degrees
366 7 FYR90 flip Y then rotate by 90 degrees
370 default_stone.png^[transformFXR90
372 #### `[inventorycube{<top>{<left>{<right>`
373 Escaping does not apply here and `^` is replaced by `&` in texture names instead.
375 Create an inventory cube texture using the side textures.
379 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
381 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
382 `dirt.png^grass_side.png` textures
384 #### `[lowpart:<percent>:<file>`
385 Blit the lower `<percent>`% part of `<file>` on the texture.
389 base.png^[lowpart:25:overlay.png
391 #### `[verticalframe:<t>:<n>`
392 * `<t>` = animation frame count
393 * `<n>` = current animation frame
395 Crops the texture to a frame of a vertical animation.
399 default_torch_animated.png^[verticalframe:16:8
402 Apply a mask to the base image.
404 The mask is applied using binary AND.
406 #### `[sheet:<w>x<h>:<x>,<y>`
407 Retrieves a tile at position x,y from the base image
408 which it assumes to be a tilesheet with dimensions w,h.
411 #### `[colorize:<color>:<ratio>`
412 Colorize the textures with the given color.
413 `<color>` is specified as a `ColorString`.
414 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
415 it is an int, then it specifies how far to interpolate between the
416 colors where 0 is only the texture color and 255 is only `<color>`. If
417 omitted, the alpha of `<color>` will be used as the ratio. If it is
418 the word "`alpha`", then each texture pixel will contain the RGB of
419 `<color>` and the alpha of `<color>` multiplied by the alpha of the
422 #### `[multiply:<color>`
423 Multiplies texture colors with the given color.
424 `<color>` is specified as a `ColorString`.
425 Result is more like what you'd expect if you put a color on top of another
426 color. Meaning white surfaces get a lot of your new color while black parts don't
431 Only Ogg Vorbis files are supported.
433 For positional playing of sounds, only single-channel (mono) files are
434 supported. Otherwise OpenAL will play them non-positionally.
436 Mods should generally prefix their sounds with `modname_`, e.g. given
437 the mod name "`foomod`", a sound could be called:
441 Sounds are referred to by their name with a dot, a single digit and the
442 file extension stripped out. When a sound is played, the actual sound file
443 is chosen randomly from the matching sounds.
445 When playing the sound `foomod_foosound`, the sound is chosen randomly
446 from the available ones of the following files:
448 * `foomod_foosound.ogg`
449 * `foomod_foosound.0.ogg`
450 * `foomod_foosound.1.ogg`
452 * `foomod_foosound.9.ogg`
454 Examples of sound parameter tables:
456 -- Play locationless on all clients
458 gain = 1.0, -- default
460 -- Play locationless to one player
463 gain = 1.0, -- default
465 -- Play locationless to one player, looped
468 gain = 1.0, -- default
471 -- Play in a location
473 pos = {x = 1, y = 2, z = 3},
474 gain = 1.0, -- default
475 max_hear_distance = 32, -- default, uses an euclidean metric
477 -- Play connected to an object, looped
479 object = <an ObjectRef>,
480 gain = 1.0, -- default
481 max_hear_distance = 32, -- default, uses an euclidean metric
485 Looped sounds must either be connected to an object or played locationless to
486 one player using `to_player = name,`
488 ### `SimpleSoundSpec`
490 * e.g. `"default_place_node"`
492 * e.g. `{name = "default_place_node"}`
493 * e.g. `{name = "default_place_node", gain = 1.0}`
495 Registered definitions of stuff
496 -------------------------------
497 Anything added using certain `minetest.register_*` functions get added to
498 the global `minetest.registered_*` tables.
500 * `minetest.register_entity(name, prototype table)`
501 * added to `minetest.registered_entities[name]`
503 * `minetest.register_node(name, node definition)`
504 * added to `minetest.registered_items[name]`
505 * added to `minetest.registered_nodes[name]`
507 * `minetest.register_tool(name, item definition)`
508 * added to `minetest.registered_items[name]`
510 * `minetest.register_craftitem(name, item definition)`
511 * added to `minetest.registered_items[name]`
513 * `minetest.unregister_item(name)`
514 * Unregisters the item name from engine, and deletes the entry with key
515 * `name` from `minetest.registered_items` and from the associated item
516 * table according to its nature: minetest.registered_nodes[] etc
518 * `minetest.register_biome(biome definition)`
519 * returns an integer uniquely identifying the registered biome
520 * added to `minetest.registered_biome` with the key of `biome.name`
521 * if `biome.name` is nil, the key is the returned ID
523 * `minetest.register_ore(ore definition)`
524 * returns an integer uniquely identifying the registered ore
525 * added to `minetest.registered_ores` with the key of `ore.name`
526 * if `ore.name` is nil, the key is the returned ID
528 * `minetest.register_decoration(decoration definition)`
529 * returns an integer uniquely identifying the registered decoration
530 * added to `minetest.registered_decorations` with the key of `decoration.name`
531 * if `decoration.name` is nil, the key is the returned ID
533 * `minetest.register_schematic(schematic definition)`
534 * returns an integer uniquely identifying the registered schematic
535 * added to `minetest.registered_schematic` with the key of `schematic.name`
536 * if `schematic.name` is nil, the key is the returned ID
537 * if the schematic is loaded from a file, schematic.name is set to the filename
538 * if the function is called when loading the mod, and schematic.name is a relative
539 path, then the current mod path will be prepended to the schematic filename
541 * `minetest.clear_registered_biomes()`
542 * clears all biomes currently registered
544 * `minetest.clear_registered_ores()`
545 * clears all ores currently registered
547 * `minetest.clear_registered_decorations()`
548 * clears all decorations currently registered
550 * `minetest.clear_registered_schematics()`
551 * clears all schematics currently registered
553 Note that in some cases you will stumble upon things that are not contained
554 in these tables (e.g. when a mod has been removed). Always check for
555 existence before trying to access the fields.
557 Example: If you want to check the drawtype of a node, you could do:
559 local function get_nodedef_field(nodename, fieldname)
560 if not minetest.registered_nodes[nodename] then
563 return minetest.registered_nodes[nodename][fieldname]
565 local drawtype = get_nodedef_field(nodename, "drawtype")
567 Example: `minetest.get_item_group(name, group)` has been implemented as:
569 function minetest.get_item_group(name, group)
570 if not minetest.registered_items[name] or not
571 minetest.registered_items[name].groups[group] then
574 return minetest.registered_items[name].groups[group]
579 Nodes are the bulk data of the world: cubes and other things that take the
580 space of a cube. Huge amounts of them are handled efficiently, but they
583 The definition of a node is stored and can be accessed by name in
585 minetest.registered_nodes[node.name]
587 See "Registered definitions of stuff".
589 Nodes are passed by value between Lua and the engine.
590 They are represented by a table:
592 {name="name", param1=num, param2=num}
594 `param1` and `param2` are 8-bit integers. The engine uses them for certain
595 automated functions. If you don't use these functions, you can use them to
596 store arbitrary values.
598 The functions of `param1` and `param2` are determined by certain fields in the
601 `param1` is reserved for the engine when `paramtype != "none"`:
604 ^ The value stores light with and without sun in its upper and lower 4 bits
605 respectively. Allows light to propagate from or through the node with
606 light value falling by 1 per node. This is essential for a light source
607 node to spread its light.
609 `param2` is reserved for the engine when any of these are used:
611 liquidtype == "flowing"
612 ^ The level and some flags of the liquid is stored in param2
613 drawtype == "flowingliquid"
614 ^ The drawn liquid level is read from param2
615 drawtype == "torchlike"
616 drawtype == "signlike"
617 paramtype2 == "wallmounted"
618 ^ The rotation of the node is stored in param2. You can make this value
619 by using minetest.dir_to_wallmounted().
620 paramtype2 == "facedir"
621 ^ The rotation of the node is stored in param2. Furnaces and chests are
622 rotated this way. Can be made by using minetest.dir_to_facedir().
624 facedir / 4 = axis direction:
625 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
626 facedir modulo 4 = rotation around that axis
627 paramtype2 == "leveled"
628 paramtype2 == "degrotate"
629 ^ The rotation of this node is stored in param2. Plants are rotated this way.
630 Values range 0 - 179. The value stored in param2 is multiplied by two to
631 get the actual rotation of the node.
632 paramtype2 == "meshoptions"
633 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
634 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
635 a mesh selector. Currently the following meshes are choosable:
636 0 = a "x" shaped plant (ordinary plant)
637 1 = a "+" shaped plant (just rotated 45 degrees)
638 2 = a "*" shaped plant with 3 faces instead of 2
639 3 = a "#" shaped plant with 4 faces instead of 2
640 4 = a "#" shaped plant with 4 faces that lean outwards
641 5-7 are unused and reserved for future meshes.
642 Bits 3 through 7 are optional flags that can be combined and give these
644 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
645 bit 4 (0x10) - Makes the plant mesh 1.4x larger
646 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
647 bits 6-7 are reserved for future use.
648 paramtype2 == "color"
649 ^ `param2` tells which color is picked from the palette.
650 The palette should have 256 pixels.
651 paramtype2 == "colorfacedir"
652 ^ Same as `facedir`, but with colors.
653 The first three bits of `param2` tells which color
654 is picked from the palette.
655 The palette should have 8 pixels.
656 paramtype2 == "colorwallmounted"
657 ^ Same as `wallmounted`, but with colors.
658 The first five bits of `param2` tells which color
659 is picked from the palette.
660 The palette should have 32 pixels.
664 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
667 ^ defines list of collision boxes for the node. If empty, collision boxes
668 will be the same as nodeboxes, in case of any other nodes will be full cube
669 as in the example above.
671 Nodes can also contain extra data. See "Node Metadata".
675 There are a bunch of different looking node types.
677 Look for examples in `games/minimal` or `games/minetest_game`.
685 * `glasslike_framed_optional`
687 * `allfaces_optional`
694 * `nodebox` -- See below. (**Experimental!**)
695 * `mesh` -- use models for nodes
697 `*_optional` drawtypes need less rendering time if deactivated (always client side).
701 Node selection boxes are defined using "node boxes"
703 The `nodebox` node drawtype allows defining visual of nodes consisting of
704 arbitrary number of boxes. It allows defining stuff like stairs. Only the
705 `fixed` and `leveled` box type is supported for these.
707 Please note that this is still experimental, and may be incompatibly
708 changed in the future.
710 A nodebox is defined as any of:
713 -- A normal cube; the default in most things
717 -- A fixed box (facedir param2 is used, if applicable)
719 fixed = box OR {box1, box2, ...}
722 -- A box like the selection box for torches
723 -- (wallmounted param2 is used, if applicable)
724 type = "wallmounted",
730 -- A node that has optional boxes depending on neighbouring nodes'
731 -- presence and type. See also `connects_to`.
733 fixed = box OR {box1, box2, ...}
734 connect_top = box OR {box1, box2, ...}
735 connect_bottom = box OR {box1, box2, ...}
736 connect_front = box OR {box1, box2, ...}
737 connect_left = box OR {box1, box2, ...}
738 connect_back = box OR {box1, box2, ...}
739 connect_right = box OR {box1, box2, ...}
742 A `box` is defined as:
744 {x1, y1, z1, x2, y2, z2}
746 A box of a regular node would look like:
748 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
750 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
751 set to level from `param2`.
756 If drawtype `mesh` is used, tiles should hold model materials textures.
757 Only static meshes are implemented.
758 For supported model formats see Irrlicht engine documentation.
763 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
767 Offset that the noise is translated by (i.e. added) after calculation.
770 Factor that the noise is scaled by (i.e. multiplied) after calculation.
773 Vector containing values by which each coordinate is divided by before calculation.
774 Higher spread values result in larger noise features.
776 A value of `{x=250, y=250, z=250}` is common.
779 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
780 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
783 Number of times the noise gradient is accumulated into the noise.
785 Increase this number to increase the amount of detail in the resulting noise.
787 A value of `6` is common.
790 Factor by which the effect of the noise gradient function changes with each successive octave.
792 Values less than `1` make the details of successive octaves' noise diminish, while values
793 greater than `1` make successive octaves stronger.
795 A value of `0.6` is common.
798 Factor by which the noise feature sizes change with each successive octave.
800 A value of `2.0` is common.
803 Leave this field unset for no special handling.
805 Currently supported are `defaults`, `eased` and `absvalue`.
808 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
812 Maps noise gradient values onto a quintic S-curve before performing interpolation.
813 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
814 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
817 Accumulates the absolute value of each noise gradient result.
819 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
823 spread = {x=500, y=500, z=500},
828 flags = "defaults, absvalue"
830 ^ A single noise parameter table can be used to get 2D or 3D noise,
831 when getting 2D noise spread.z is ignored.
836 These tell in what manner the ore is generated.
838 All default ores are of the uniformly-distributed scatter type.
841 Randomly chooses a location and generates a cluster of ore.
843 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
844 that point is greater than the `noise_threshold`, giving the ability to create
845 a non-equal distribution of ore.
848 Creates a sheet of ore in a blob shape according to the 2D perlin noise
849 described by `noise_params` and `noise_threshold`. This is essentially an
850 improved version of the so-called "stratus" ore seen in some unofficial mods.
852 This sheet consists of vertical columns of uniform randomly distributed height,
853 varying between the inclusive range `column_height_min` and `column_height_max`.
854 If `column_height_min` is not specified, this parameter defaults to 1.
855 If `column_height_max` is not specified, this parameter defaults to `clust_size`
856 for reverse compatibility. New code should prefer `column_height_max`.
858 The `column_midpoint_factor` parameter controls the position of the column at which
859 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
860 columns grow equally starting from each direction. `column_midpoint_factor` is a
861 decimal number ranging in value from 0 to 1. If this parameter is not specified,
864 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
867 Creates a sheet of ore in a cloud-like puff shape.
869 As with the `sheet` ore type, the size and shape of puffs are described by
870 `noise_params` and `noise_threshold` and are placed at random vertical positions
871 within the currently generated chunk.
873 The vertical top and bottom displacement of each puff are determined by the noise
874 parameters `np_puff_top` and `np_puff_bottom`, respectively.
878 Creates a deformed sphere of ore according to 3d perlin noise described by
879 `noise_params`. The maximum size of the blob is `clust_size`, and
880 `clust_scarcity` has the same meaning as with the `scatter` type.
883 Creates veins of ore varying in density by according to the intersection of two
884 instances of 3d perlin noise with diffferent seeds, both described by
885 `noise_params`. `random_factor` varies the influence random chance has on
886 placement of an ore inside the vein, which is `1` by default. Note that
887 modifying this parameter may require adjusting `noise_threshold`.
888 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
889 by this ore type. This ore type is difficult to control since it is sensitive
890 to small changes. The following is a decent set of parameters to work from:
895 spread = {x=200, y=200, z=200},
901 noise_threshold = 1.6
903 WARNING: Use this ore type *very* sparingly since it is ~200x more
904 computationally expensive than any other ore.
908 See section "Flag Specifier Format".
910 Currently supported flags: `absheight`
913 Also produce this same ore between the height range of `-y_max` and `-y_min`.
915 Useful for having ore in sky realms without having to duplicate ore entries.
918 If set, puff ore generation will not taper down large differences in displacement
919 when approaching the edge of a puff. This flag has no effect for ore types other
922 ### `puff_additive_composition`
923 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
924 negative displacement, the sub-column at that point is not generated. With this
925 attribute set, puff ore generation will instead generate the absolute difference in
926 noise displacement values. This flag has no effect for ore types other than `puff`.
930 The varying types of decorations that can be placed.
933 Creates a 1 times `H` times 1 column of a specified node (or a random node from
934 a list, if a decoration list is specified). Can specify a certain node it must
935 spawn next to, such as water or lava, for example. Can also generate a
936 decoration of random height between a specified lower and upper bound.
937 This type of decoration is intended for placement of grass, flowers, cacti,
938 papyri, waterlilies and so on.
941 Copies a box of `MapNodes` from a specified schematic file (or raw description).
942 Can specify a probability of a node randomly appearing when placed.
943 This decoration type is intended to be used for multi-node sized discrete
944 structures, such as trees, cave spikes, rocks, and so on.
949 A schematic specifier identifies a schematic by either a filename to a
950 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
951 in the form of a table. This table specifies the following fields:
953 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
954 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
955 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
956 * The `data` field is a flat table of MapNode tables making up the schematic,
957 in the order of `[z [y [x]]]`. (required)
958 Each MapNode table contains:
959 * `name`: the name of the map node to place (required)
960 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
961 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
962 * `force_place`: boolean representing if the node should forcibly overwrite any
963 previous contents (default: false)
965 About probability values:
966 * A probability value of `0` or `1` means that node will never appear (0% chance).
967 * A probability value of `254` or `255` means the node will always appear (100% chance).
968 * If the probability value `p` is greater than `1`, then there is a
969 `(p / 256 * 100)` percent chance that node will appear when the schematic is
975 See section "Flag Specifier Format".
977 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
980 * `place_center_x`: Placement of this decoration is centered along the X axis.
981 * `place_center_y`: Placement of this decoration is centered along the Y axis.
982 * `place_center_z`: Placement of this decoration is centered along the Z axis.
983 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
988 The position field is used for all element types.
990 To account for differing resolutions, the position coordinates are the percentage
991 of the screen, ranging in value from `0` to `1`.
993 The name field is not yet used, but should contain a description of what the
994 HUD element represents. The direction field is the direction in which something
997 `0` draws from left to right, `1` draws from right to left, `2` draws from
998 top to bottom, and `3` draws from bottom to top.
1000 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1001 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1002 Fractional values can be used.
1004 The `offset` field specifies a pixel offset from the position. Contrary to position,
1005 the offset is not scaled to screen size. This allows for some precisely-positioned
1008 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1010 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1012 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1013 in the experimental stages.
1016 Displays an image on the HUD.
1018 * `scale`: The scale of the image, with 1 being the original texture size.
1019 Only the X coordinate scale is used (positive values).
1020 Negative values represent that percentage of the screen it
1021 should take; e.g. `x=-100` means 100% (width).
1022 * `text`: The name of the texture that is displayed.
1023 * `alignment`: The alignment of the image.
1024 * `offset`: offset in pixels from position.
1027 Displays text on the HUD.
1029 * `scale`: Defines the bounding rectangle of the text.
1030 A value such as `{x=100, y=100}` should work.
1031 * `text`: The text to be displayed in the HUD element.
1032 * `number`: An integer containing the RGB value of the color used to draw the text.
1033 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1034 * `alignment`: The alignment of the text.
1035 * `offset`: offset in pixels from position.
1038 Displays a horizontal bar made up of half-images.
1040 * `text`: The name of the texture that is used.
1041 * `number`: The number of half-textures that are displayed.
1042 If odd, will end with a vertically center-split texture.
1044 * `offset`: offset in pixels from position.
1045 * `size`: If used, will force full-image size to this value (override texture pack image size)
1048 * `text`: The name of the inventory list to be displayed.
1049 * `number`: Number of items in the inventory to be displayed.
1050 * `item`: Position of item that is selected.
1052 * `offset`: offset in pixels from position.
1055 Displays distance to selected world position.
1057 * `name`: The name of the waypoint.
1058 * `text`: Distance suffix. Can be blank.
1059 * `number:` An integer containing the RGB value of the color used to draw the text.
1060 * `world_pos`: World position of the waypoint.
1062 Representations of simple things
1063 --------------------------------
1067 {x=num, y=num, z=num}
1069 For helper functions see "Vector helpers".
1072 * `{type="nothing"}`
1073 * `{type="node", under=pos, above=pos}`
1074 * `{type="object", ref=ObjectRef}`
1076 Flag Specifier Format
1077 ---------------------
1078 Flags using the standardized flag specifier format can be specified in either of
1079 two ways, by string or table.
1081 The string format is a comma-delimited set of flag names; whitespace and
1082 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1083 flag, and specifying a flag prefixed by the string `"no"` explicitly
1084 clears the flag from whatever the default may be.
1086 In addition to the standard string flag format, the schematic flags field can
1087 also be a table of flag names to boolean values representing whether or not the
1088 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1089 is present, mapped to a boolean of any value, the specified flag is unset.
1091 E.g. A flag field of value
1093 {place_center_x = true, place_center_y=false, place_center_z=true}
1097 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1099 which is equivalent to
1101 "place_center_x, noplace_center_y, place_center_z"
1105 "place_center_x, place_center_z"
1107 since, by default, no schematic attributes are set.
1113 There are three kinds of items: nodes, tools and craftitems.
1115 * Node (`register_node`): A node from the world.
1116 * Tool (`register_tool`): A tool/weapon that can dig and damage
1117 things according to `tool_capabilities`.
1118 * Craftitem (`register_craftitem`): A miscellaneous item.
1121 Items and item stacks can exist in three formats: Serializes, table format
1125 This is called "stackstring" or "itemstring":
1127 * e.g. `'default:dirt 5'`
1128 * e.g. `'default:pick_wood 21323'`
1129 * e.g. `'default:apple'`
1136 {name="default:dirt", count=5, wear=0, metadata=""}
1138 A wooden pick about 1/3 worn out:
1140 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1144 {name="default:apple", count=1, wear=0, metadata=""}
1147 A native C++ format with many helper methods. Useful for converting
1148 between formats. See the Class reference section for details.
1150 When an item must be passed to a function, it can usually be in any of
1156 In a number of places, there is a group table. Groups define the
1157 properties of a thing (item, node, armor of entity, capabilities of
1158 tool) in such a way that the engine and other mods can can interact with
1159 the thing without actually knowing what the thing is.
1162 Groups are stored in a table, having the group names with keys and the
1163 group ratings as values. For example:
1165 groups = {crumbly=3, soil=1}
1168 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1169 -- ^ A more special dirt-kind of thing
1171 Groups always have a rating associated with them. If there is no
1172 useful meaning for a rating for an enabled group, it shall be `1`.
1174 When not defined, the rating of a group defaults to `0`. Thus when you
1175 read groups, you must interpret `nil` and `0` as the same value, `0`.
1177 You can read the rating of a group for an item or a node by using
1179 minetest.get_item_group(itemname, groupname)
1182 Groups of items can define what kind of an item it is (e.g. wool).
1185 In addition to the general item things, groups are used to define whether
1186 a node is destroyable and how long it takes to destroy by a tool.
1188 ### Groups of entities
1189 For entities, groups are, as of now, used only for calculating damage.
1190 The rating is the percentage of damage caused by tools with this damage group.
1191 See "Entity damage mechanism".
1193 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1194 object.set_armor_groups({fleshy=30, cracky=80})
1197 Groups in tools define which groups of nodes and entities they are
1200 ### Groups in crafting recipes
1201 An example: Make meat soup from any meat, any water and any bowl:
1204 output = 'food:meat_soup_raw',
1210 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1213 Another example: Make red wool from white wool and red dye:
1217 output = 'wool:red',
1218 recipe = {'wool:white', 'group:dye,basecolor_red'},
1222 * `immortal`: Disables the group damage system for an entity
1223 * `level`: Can be used to give an additional sense of progression in the game.
1224 * A larger level will cause e.g. a weapon of a lower level make much less
1225 damage, and get worn out much faster, or not be able to get drops
1226 from destroyed nodes.
1227 * `0` is something that is directly accessible at the start of gameplay
1228 * There is no upper limit
1229 * `dig_immediate`: (player can always pick up node without tool wear)
1230 * `2`: node is removed without tool wear after 0.5 seconds or so
1232 * `3`: node is removed without tool wear immediately (torch)
1233 * `disable_jump`: Player (and possibly other things) cannot jump from node
1234 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1235 * `bouncy`: value is bounce speed in percent
1236 * `falling_node`: if there is no walkable block under the node it will fall
1237 * `attached_node`: if the node under it is not a walkable block the node will be
1238 dropped as an item. If the node is wallmounted the wallmounted direction is
1240 * `soil`: saplings will grow on nodes in this group
1241 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1242 connect to each other
1244 ### Known damage and digging time defining groups
1245 * `crumbly`: dirt, sand
1246 * `cracky`: tough but crackable stuff like stone.
1247 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1248 plants, wire, sheets of metal
1249 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1250 * `fleshy`: Living things like animals and the player. This could imply
1251 some blood effects when hitting.
1252 * `explody`: Especially prone to explosions
1253 * `oddly_breakable_by_hand`:
1254 Can be added to nodes that shouldn't logically be breakable by the
1255 hand but are. Somewhat similar to `dig_immediate`, but times are more
1256 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1257 speed of a tool if the tool can dig at a faster speed than this
1258 suggests for the hand.
1260 ### Examples of custom groups
1261 Item groups are often used for defining, well, _groups of items_.
1262 * `meat`: any meat-kind of a thing (rating might define the size or healing
1263 ability or be irrelevant -- it is not defined as of yet)
1264 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1266 * `flammable`: can be set on fire. Rating might define the intensity of the
1267 fire, affecting e.g. the speed of the spreading of an open fire.
1268 * `wool`: any wool (any origin, any color)
1269 * `metal`: any metal
1270 * `weapon`: any weapon
1271 * `heavy`: anything considerably heavy
1273 ### Digging time calculation specifics
1274 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1275 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1276 faster digging time.
1278 The `level` group is used to limit the toughness of nodes a tool can dig
1279 and to scale the digging times / damage to a greater extent.
1281 **Please do understand this**, otherwise you cannot use the system to it's
1284 Tools define their properties by a list of parameters for groups. They
1285 cannot dig other groups; thus it is important to use a standard bunch of
1286 groups to enable interaction with tools.
1288 #### Tools definition
1291 * Full punch interval
1292 * Maximum drop level
1293 * For an arbitrary list of groups:
1294 * Uses (until the tool breaks)
1295 * Maximum level (usually `0`, `1`, `2` or `3`)
1299 #### Full punch interval
1300 When used as a weapon, the tool will do full damage if this time is spent
1301 between punches. If e.g. half the time is spent, the tool will do half
1304 #### Maximum drop level
1305 Suggests the maximum level of node, when dug with the tool, that will drop
1306 it's useful item. (e.g. iron ore to drop a lump of iron).
1308 This is not automated; it is the responsibility of the node definition
1312 Determines how many uses the tool has when it is used for digging a node,
1313 of this group, of the maximum level. For lower leveled nodes, the use count
1314 is multiplied by `3^leveldiff`.
1316 * `uses=10, leveldiff=0`: actual uses: 10
1317 * `uses=10, leveldiff=1`: actual uses: 30
1318 * `uses=10, leveldiff=2`: actual uses: 90
1321 Tells what is the maximum level of a node of this group that the tool will
1325 List of digging times for different ratings of the group, for nodes of the
1328 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1329 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1330 for this group, and unable to dig the rating `1`, which is the toughest.
1331 Unless there is a matching group that enables digging otherwise.
1334 List of damage for groups of entities. See "Entity damage mechanism".
1336 #### Example definition of the capabilities of a tool
1338 tool_capabilities = {
1339 full_punch_interval=1.5,
1342 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1344 damage_groups = {fleshy=2},
1347 This makes the tool be able to dig nodes that fulfil both of these:
1349 * Have the `crumbly` group
1350 * Have a `level` group less or equal to `2`
1352 Table of resulting digging times:
1354 crumbly 0 1 2 3 4 <- level
1356 1 0.80 1.60 1.60 - -
1357 2 0.60 1.20 1.20 - -
1358 3 0.40 0.80 0.80 - -
1360 level diff: 2 1 0 -1 -2
1362 Table of resulting tool uses:
1371 * At `crumbly==0`, the node is not diggable.
1372 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1373 easy nodes to be quickly breakable.
1374 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1376 Entity damage mechanism
1377 -----------------------
1381 foreach group in cap.damage_groups:
1382 damage += cap.damage_groups[group] * limit(actual_interval /
1383 cap.full_punch_interval, 0.0, 1.0)
1384 * (object.armor_groups[group] / 100.0)
1385 -- Where object.armor_groups[group] is 0 for inexistent values
1388 Client predicts damage based on damage groups. Because of this, it is able to
1389 give an immediate response when an entity is damaged or dies; the response is
1390 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1392 Currently a smoke puff will appear when an entity dies.
1394 The group `immortal` completely disables normal damage.
1396 Entities can define a special armor group, which is `punch_operable`. This
1397 group disables the regular damage mechanism for players punching it by hand or
1398 a non-tool item, so that it can do something else than take damage.
1400 On the Lua side, every punch calls:
1402 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1404 This should never be called directly, because damage is usually not handled by
1407 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1408 accessed unless absolutely required, to encourage interoperability.
1409 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1410 * `tool_capabilities` can be `nil`.
1411 * `direction` is a unit vector, pointing from the source of the punch to
1413 * `damage` damage that will be done to entity
1414 Return value of this function will determin if damage is done by this function
1415 (retval true) or shall be done by engine (retval false)
1417 To punch an entity/object in Lua, call:
1419 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1421 * Return value is tool wear.
1422 * Parameters are equal to the above callback.
1423 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1424 `direction` will be automatically filled in based on the location of `puncher`.
1428 The instance of a node in the world normally only contains the three values
1429 mentioned in "Nodes". However, it is possible to insert extra data into a
1430 node. It is called "node metadata"; See `NodeMetaRef`.
1432 Node metadata contains two things:
1437 Some of the values in the key-value store are handled specially:
1439 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1440 * `infotext`: Text shown on the screen when the node is pointed at
1444 local meta = minetest.get_meta(pos)
1445 meta:set_string("formspec",
1447 "list[context;main;0,0;8,4;]"..
1448 "list[current_player;main;0,5;8,4;]")
1449 meta:set_string("infotext", "Chest");
1450 local inv = meta:get_inventory()
1451 inv:set_size("main", 8*4)
1452 print(dump(meta:to_table()))
1455 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1456 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1457 [10] = "", [11] = "", [12] = "", [13] = "",
1458 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1459 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1460 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1461 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1465 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1472 Item stacks can store metadata too. See `ItemStackMetaRef`.
1474 Item metadata only contains a key-value store.
1476 Some of the values in the key-value store are handled specially:
1478 * `description`: Set the itemstack's description. Defaults to idef.description
1482 local meta = stack:get_meta()
1483 meta:set_string("key", "value")
1484 print(dump(meta:to_table()))
1488 Formspec defines a menu. Currently not much else than inventories are
1489 supported. It is a string, with a somewhat strange format.
1491 Spaces and newlines can be inserted between the blocks, as is used in the
1499 list[context;main;0,0;8,4;]
1500 list[current_player;main;0,5;8,4;]
1505 list[context;fuel;2,3;1,1;]
1506 list[context;src;2,1;1,1;]
1507 list[context;dst;5,1;2,2;]
1508 list[current_player;main;0,5;8,4;]
1510 #### Minecraft-like player inventory
1513 image[1,0.6;1,2;player.png]
1514 list[current_player;main;0,3.5;8,4;]
1515 list[current_player;craft;3,0;3,3;]
1516 list[current_player;craftpreview;7,1;1,1;]
1520 #### `size[<W>,<H>,<fixed_size>]`
1521 * Define the size of the menu in inventory slots
1522 * `fixed_size`: `true`/`false` (optional)
1523 * deprecated: `invsize[<W>,<H>;]`
1525 #### `container[<X>,<Y>]`
1526 * Start of a container block, moves all physical elements in the container by (X, Y)
1527 * Must have matching container_end
1528 * Containers can be nested, in which case the offsets are added
1529 (child containers are relative to parent containers)
1531 #### `container_end[]`
1532 * End of a container, following elements are no longer relative to this container
1534 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1535 * Show an inventory list
1537 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1538 * Show an inventory list
1540 #### `listring[<inventory location>;<list name>]`
1541 * Allows to create a ring of inventory lists
1542 * Shift-clicking on items in one element of the ring
1543 will send them to the next inventory list inside the ring
1544 * The first occurrence of an element inside the ring will
1545 determine the inventory where items will be sent to
1548 * Shorthand for doing `listring[<inventory location>;<list name>]`
1549 for the last two inventory lists added by list[...]
1551 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1552 * Sets background color of slots as `ColorString`
1553 * Sets background color of slots on mouse hovering
1555 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1556 * Sets background color of slots as `ColorString`
1557 * Sets background color of slots on mouse hovering
1558 * Sets color of slots border
1560 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1561 * Sets background color of slots as `ColorString`
1562 * Sets background color of slots on mouse hovering
1563 * Sets color of slots border
1564 * Sets default background color of tooltips
1565 * Sets default font color of tooltips
1567 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1568 * Adds tooltip for an element
1569 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1570 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1572 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1574 * Position and size units are inventory slots
1576 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1577 * Show an inventory image of registered item/node
1578 * Position and size units are inventory slots
1580 #### `bgcolor[<color>;<fullscreen>]`
1581 * Sets background color of formspec as `ColorString`
1582 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1584 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1585 * Use a background. Inventory rectangles are not drawn then.
1586 * Position and size units are inventory slots
1587 * Example for formspec 8x4 in 16x resolution: image shall be sized
1588 8 times 16px times 4 times 16px.
1590 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1591 * Use a background. Inventory rectangles are not drawn then.
1592 * Position and size units are inventory slots
1593 * Example for formspec 8x4 in 16x resolution:
1594 image shall be sized 8 times 16px times 4 times 16px
1595 * If `true` the background is clipped to formspec size
1596 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1598 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1599 * Textual password style field; will be sent to server when a button is clicked
1600 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1602 * `x` and `y` position the field relative to the top left of the menu
1603 * `w` and `h` are the size of the field
1604 * Fields are a set height, but will be vertically centred on `h`
1605 * Position and size units are inventory slots
1606 * `name` is the name of the field as returned in fields to `on_receive_fields`
1607 * `label`, if not blank, will be text printed on the top left above the field
1608 * See field_close_on_enter to stop enter closing the formspec
1610 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1611 * Textual field; will be sent to server when a button is clicked
1612 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1614 * `x` and `y` position the field relative to the top left of the menu
1615 * `w` and `h` are the size of the field
1616 * Fields are a set height, but will be vertically centred on `h`
1617 * Position and size units are inventory slots
1618 * `name` is the name of the field as returned in fields to `on_receive_fields`
1619 * `label`, if not blank, will be text printed on the top left above the field
1620 * `default` is the default value of the field
1621 * `default` may contain variable references such as `${text}'` which
1622 will fill the value from the metadata value `text`
1623 * **Note**: no extra text or more than a single variable is supported ATM.
1624 * See field_close_on_enter to stop enter closing the formspec
1626 #### `field[<name>;<label>;<default>]`
1627 * As above, but without position/size units
1628 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1630 * Special field for creating simple forms, such as sign text input
1631 * Must be used without a `size[]` element
1632 * A "Proceed" button will be added automatically
1633 * See field_close_on_enter to stop enter closing the formspec
1635 #### `field_close_on_enter[<name>;<close_on_enter>]`
1636 * <name> is the name of the field
1637 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
1638 * defaults to true when not specified (ie: no tag for a field)
1640 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1641 * Same as fields above, but with multi-line input
1643 #### `label[<X>,<Y>;<label>]`
1644 * `x` and `y` work as per field
1645 * `label` is the text on the label
1646 * Position and size units are inventory slots
1648 #### `vertlabel[<X>,<Y>;<label>]`
1649 * Textual label drawn vertically
1650 * `x` and `y` work as per field
1651 * `label` is the text on the label
1652 * Position and size units are inventory slots
1654 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1655 * Clickable button. When clicked, fields will be sent.
1656 * `x`, `y` and `name` work as per field
1657 * `w` and `h` are the size of the button
1658 * `label` is the text on the button
1659 * Position and size units are inventory slots
1661 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1662 * `x`, `y`, `w`, `h`, and `name` work as per button
1663 * `texture name` is the filename of an image
1664 * Position and size units are inventory slots
1666 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1667 * `x`, `y`, `w`, `h`, and `name` work as per button
1668 * `texture name` is the filename of an image
1669 * Position and size units are inventory slots
1670 * `noclip=true` means the image button doesn't need to be within specified formsize
1671 * `drawborder`: draw button border or not
1672 * `pressed texture name` is the filename of an image on pressed state
1674 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1675 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1676 * `item name` is the registered name of an item/node,
1677 tooltip will be made out of its description
1678 to override it use tooltip element
1679 * Position and size units are inventory slots
1681 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1682 * When clicked, fields will be sent and the form will quit.
1684 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1685 * When clicked, fields will be sent and the form will quit.
1687 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1688 * Scrollable item list showing arbitrary text elements
1689 * `x` and `y` position the itemlist relative to the top left of the menu
1690 * `w` and `h` are the size of the itemlist
1691 * `name` fieldname sent to server on doubleclick value is current selected element
1692 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1693 * if you want a listelement to start with "#" write "##".
1695 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1696 * Scrollable itemlist showing arbitrary text elements
1697 * `x` and `y` position the item list relative to the top left of the menu
1698 * `w` and `h` are the size of the item list
1699 * `name` fieldname sent to server on doubleclick value is current selected element
1700 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1701 * if you want a listelement to start with "#" write "##"
1702 * Index to be selected within textlist
1703 * `true`/`false`: draw transparent background
1704 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1706 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1707 * Show a tab**header** at specific position (ignores formsize)
1708 * `x` and `y` position the itemlist relative to the top left of the menu
1709 * `name` fieldname data is transferred to Lua
1710 * `caption 1`...: name shown on top of tab
1711 * `current_tab`: index of selected tab 1...
1712 * `transparent` (optional): show transparent
1713 * `draw_border` (optional): draw border
1715 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1716 * Simple colored semitransparent box
1717 * `x` and `y` position the box relative to the top left of the menu
1718 * `w` and `h` are the size of box
1719 * `color` is color specified as a `ColorString`
1721 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1722 * Show a dropdown field
1723 * **Important note**: There are two different operation modes:
1724 1. handle directly on change (only changed dropdown is submitted)
1725 2. read the value on pressing a button (all dropdown values are available)
1726 * `x` and `y` position of dropdown
1728 * Fieldname data is transferred to Lua
1729 * Items to be shown in dropdown
1730 * Index of currently selected dropdown item
1732 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
1734 * `x` and `y`: position of checkbox
1735 * `name` fieldname data is transferred to Lua
1736 * `label` to be shown left of checkbox
1737 * `selected` (optional): `true`/`false`
1739 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1741 * There are two ways to use it:
1742 1. handle the changed event (only changed scrollbar is available)
1743 2. read the value on pressing a button (all scrollbars are available)
1744 * `x` and `y`: position of trackbar
1745 * `w` and `h`: width and height
1746 * `orientation`: `vertical`/`horizontal`
1747 * Fieldname data is transferred to Lua
1748 * Value this trackbar is set to (`0`-`1000`)
1749 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1751 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1752 * Show scrollable table using options defined by the previous `tableoptions[]`
1753 * Displays cells as defined by the previous `tablecolumns[]`
1754 * `x` and `y`: position the itemlist relative to the top left of the menu
1755 * `w` and `h` are the size of the itemlist
1756 * `name`: fieldname sent to server on row select or doubleclick
1757 * `cell 1`...`cell n`: cell contents given in row-major order
1758 * `selected idx`: index of row to be selected within table (first row = `1`)
1759 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1761 #### `tableoptions[<opt 1>;<opt 2>;...]`
1762 * Sets options for `table[]`
1764 * default text color (`ColorString`), defaults to `#FFFFFF`
1765 * `background=#RRGGBB`
1766 * table background color (`ColorString`), defaults to `#000000`
1767 * `border=<true/false>`
1768 * should the table be drawn with a border? (default: `true`)
1769 * `highlight=#RRGGBB`
1770 * highlight background color (`ColorString`), defaults to `#466432`
1771 * `highlight_text=#RRGGBB`
1772 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1773 * `opendepth=<value>`
1774 * all subtrees up to `depth < value` are open (default value = `0`)
1775 * only useful when there is a column of type "tree"
1777 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1778 * Sets columns for `table[]`
1779 * Types: `text`, `image`, `color`, `indent`, `tree`
1780 * `text`: show cell contents as text
1781 * `image`: cell contents are an image index, use column options to define images
1782 * `color`: cell contents are a ColorString and define color of following cell
1783 * `indent`: cell contents are a number and define indentation of following cell
1784 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1787 * for `text` and `image`: content alignment within cells.
1788 Available values: `left` (default), `center`, `right`, `inline`
1790 * for `text` and `image`: minimum width in em (default: `0`)
1791 * for `indent` and `tree`: indent width in em (default: `1.5`)
1792 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1793 Exception: defaults to 0 for indent columns
1794 * `tooltip=<value>`: tooltip text (default: empty)
1795 * `image` column options:
1796 * `0=<value>` sets image for image index 0
1797 * `1=<value>` sets image for image index 1
1798 * `2=<value>` sets image for image index 2
1799 * and so on; defined indices need not be contiguous empty or
1800 non-numeric cells are treated as `0`.
1801 * `color` column options:
1802 * `span=<value>`: number of following columns to affect (default: infinite)
1804 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1805 pass key press events to formspec!
1809 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1810 * `"current_player"`: Player to whom the menu is shown
1811 * `"player:<name>"`: Any player
1812 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1813 * `"detached:<name>"`: A detached inventory
1815 Player Inventory lists
1816 ----------------------
1817 * `main`: list containing the default inventory
1818 * `craft`: list containing the craft input
1819 * `craftpreview`: list containing the craft output
1820 * `hand`: list containing an override for the empty hand
1824 `#RGB` defines a color in hexadecimal format.
1826 `#RGBA` defines a color in hexadecimal format and alpha channel.
1828 `#RRGGBB` defines a color in hexadecimal format.
1830 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1832 Named colors are also supported and are equivalent to
1833 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1834 To specify the value of the alpha channel, append `#AA` to the end of the color name
1835 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1836 value must (always) be two hexadecimal digits.
1840 A ColorSpec specifies a 32-bit color. It can be written in either:
1841 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
1842 `colorspec = {a=255, r=0, g=255, b=0}`
1843 numerical form, the raw integer value of an ARGB8 quad:
1844 `colorspec = 0xFF00FF00`
1845 or string form, a ColorString (defined above):
1846 `colorspec = "green"`
1850 Most text can contain escape sequences, that can for example color the text.
1851 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
1852 The following functions provide escape sequences:
1853 * `core.get_color_escape_sequence(color)`:
1854 * `color` is a ColorString
1855 * The escape sequence sets the text color to `color`
1856 * `core.colorize(color, message)`:
1858 `core.get_color_escape_sequence(color) ..
1860 core.get_color_escape_sequence("#ffffff")`
1861 * `color.get_background_escape_sequence(color)`
1862 * `color` is a ColorString
1863 * The escape sequence sets the background of the whole text element to
1864 `color`. Only defined for item descriptions and tooltips.
1868 * `vector.new(a[, b, c])`: returns a vector:
1869 * A copy of `a` if `a` is a vector.
1870 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
1871 * `vector.direction(p1, p2)`: returns a vector
1872 * `vector.distance(p1, p2)`: returns a number
1873 * `vector.length(v)`: returns a number
1874 * `vector.normalize(v)`: returns a vector
1875 * `vector.floor(v)`: returns a vector, each dimension rounded down
1876 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
1877 * `vector.apply(v, func)`: returns a vector
1878 * `vector.equals(v1, v2)`: returns a boolean
1879 * `vector.sort(v1, v2)`: returns minp, maxp vectors of the cuboid defined by v1 and v2
1881 For the following functions `x` can be either a vector or a number:
1883 * `vector.add(v, x)`: returns a vector
1884 * `vector.subtract(v, x)`: returns a vector
1885 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
1886 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
1890 * `dump2(obj, name="_", dumped={})`
1891 * Return object serialized as a string, handles reference loops
1892 * `dump(obj, dumped={})`
1893 * Return object serialized as a string
1894 * `math.hypot(x, y)`
1895 * Get the hypotenuse of a triangle with legs x and y.
1896 Useful for distance calculation.
1897 * `math.sign(x, tolerance)`
1898 * Get the sign of a number.
1899 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1900 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1901 * sep_is_pattern=false)`
1902 * If `max_splits` is negative, do not limit splits.
1903 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1904 * e.g. `string:split("a,b", ",") == {"a","b"}`
1906 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1907 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns `"(X,Y,Z)"`
1908 * Convert position to a printable string
1909 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
1910 * `minetest.string_to_pos(string)`: returns a position
1911 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1912 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
1913 * Converts a string representing an area box into two positions
1914 * `minetest.formspec_escape(string)`: returns a string
1915 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1916 * `minetest.is_yes(arg)`
1917 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
1918 * `minetest.get_us_time()`
1919 * returns time with microsecond precision. May not return wall time.
1920 * `table.copy(table)`: returns a table
1921 * returns a deep copy of `table`
1923 `minetest` namespace reference
1924 ------------------------------
1928 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
1929 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1930 * Useful for loading additional `.lua` modules or static data from mod
1931 * `minetest.get_modnames()`: returns a list of installed mods
1932 * Return a list of installed mods, sorted alphabetically
1933 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1934 * Useful for storing custom data
1935 * `minetest.is_singleplayer()`
1936 * `minetest.features`
1937 * Table containing API feature flags: `{foo=true, bar=true}`
1938 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1939 * `arg`: string or table in format `{foo=true, bar=true}`
1940 * `missing_features`: `{foo=true, bar=true}`
1941 * `minetest.get_player_information(player_name)`: returns a table containing
1942 information about player. Example return value:
1944 address = "127.0.0.1", -- IP address of client
1945 ip_version = 4, -- IPv4 / IPv6
1946 min_rtt = 0.01, -- minimum round trip time
1947 max_rtt = 0.2, -- maximum round trip time
1948 avg_rtt = 0.02, -- average round trip time
1949 min_jitter = 0.01, -- minimum packet time jitter
1950 max_jitter = 0.5, -- maximum packet time jitter
1951 avg_jitter = 0.03, -- average packet time jitter
1952 connection_uptime = 200, -- seconds since client connected
1954 -- following information is available on debug build only!!!
1955 -- DO NOT USE IN MODS
1956 --ser_vers = 26, -- serialization version used by client
1957 --prot_vers = 23, -- protocol version used by client
1958 --major = 0, -- major version number
1959 --minor = 4, -- minor version number
1960 --patch = 10, -- patch version number
1961 --vers_string = "0.4.9-git", -- full version string
1962 --state = "Active" -- current client state
1964 * `minetest.mkdir(path)`: returns success.
1965 * Creates a directory specified by `path`, creating parent directories
1966 if they don't exist.
1967 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
1969 * nil: return all entries,
1970 * true: return only subdirectory names, or
1971 * false: return only file names.
1972 * `minetest.get_version()`: returns a table containing components of the
1973 engine version. Components:
1974 * `project`: Name of the project, eg, "Minetest"
1975 * `string`: Simple version, eg, "1.2.3-dev"
1976 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
1977 Use this for informational purposes only. The information in the returned
1978 table does not represent the capabilities of the engine, nor is it
1979 reliable or verifyable. Compatible forks will have a different name and
1980 version entirely. To check for the presence of engine features, test
1981 whether the functions exported by the wanted features exist. For example:
1982 `if core.nodeupdate then ... end`.
1985 * `minetest.debug(...)`
1986 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
1987 * `minetest.log([level,] text)`
1988 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
1989 `"info"`, or `"verbose"`. Default is `"none"`.
1991 ### Registration functions
1992 Call these functions only at load time!
1994 * `minetest.register_entity(name, prototype table)`
1995 * `minetest.register_abm(abm definition)`
1996 * `minetest.register_lbm(lbm definition)`
1997 * `minetest.register_node(name, node definition)`
1998 * `minetest.register_tool(name, item definition)`
1999 * `minetest.register_craftitem(name, item definition)`
2000 * `minetest.unregister_item(name)`
2001 * `minetest.register_alias(name, convert_to)`
2002 * `minetest.register_alias_force(name, convert_to)`
2003 * `minetest.register_craft(recipe)`
2004 * Check recipe table syntax for different types below.
2005 * `minetest.clear_craft(recipe)`
2006 * Will erase existing craft based either on output item or on input recipe.
2007 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
2008 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
2009 * If no erase candidate could be found, Lua exception will be thrown.
2010 * Warning! The type field ("shaped","cooking" or any other) will be ignored if the recipe
2011 contains output. Erasing is then done independently from the crafting method.
2012 * `minetest.register_ore(ore definition)`
2013 * `minetest.register_biome(biome definition)`
2014 * `minetest.register_decoration(decoration definition)`
2015 * `minetest.override_item(name, redefinition)`
2016 * Overrides fields of an item registered with register_node/tool/craftitem.
2017 * Note: Item must already be defined, (opt)depend on the mod defining it.
2018 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2019 * `minetest.clear_registered_ores()`
2020 * `minetest.clear_registered_biomes()`
2021 * `minetest.clear_registered_decorations()`
2023 ### Global callback registration functions
2024 Call these functions only at load time!
2026 * `minetest.register_globalstep(func(dtime))`
2027 * Called every server step, usually interval of 0.1s
2028 * `minetest.register_on_shutdown(func())`
2029 * Called before server shutdown
2030 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
2031 callbacks **will likely not be run**. Data should be saved at
2032 semi-frequent intervals as well as on server shutdown.
2033 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2034 * Called when a node has been placed
2035 * If return `true` no item is taken from `itemstack`
2036 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
2038 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2039 * Called when a node has been dug.
2040 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
2042 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2043 * Called when a node is punched
2044 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2045 * Called after generating a piece of world. Modifying nodes inside the area
2046 is a bit faster than usually.
2047 * `minetest.register_on_newplayer(func(ObjectRef))`
2048 * Called after a new player has been created
2049 * `minetest.register_on_dieplayer(func(ObjectRef))`
2050 * Called when a player dies
2051 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2052 * Called when a player is punched
2053 * `player` - ObjectRef - Player that was punched
2054 * `hitter` - ObjectRef - Player that hit
2055 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
2056 * `tool_capabilities`: capability table of used tool (can be nil)
2057 * `dir`: unit vector of direction of punch. Always defined. Points from
2058 the puncher to the punched.
2059 * `damage` - number that represents the damage calculated by the engine
2060 * should return `true` to prevent the default damage mechanism
2061 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2062 * Called when the player gets damaged or healed
2063 * `player`: ObjectRef of the player
2064 * `hp_change`: the amount of change. Negative when it is damage.
2065 * `modifier`: when true, the function should return the actual hp_change.
2066 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2067 modifiers can return true as a second argument to stop the execution of further functions.
2068 Non-modifiers receive the final hp change calculated by the modifiers.
2069 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2070 * Called when player is to be respawned
2071 * Called _before_ repositioning of player occurs
2072 * return true in func to disable regular player placement
2073 * `minetest.register_on_prejoinplayer(func(name, ip))`
2074 * Called before a player joins the game
2075 * If it returns a string, the player is disconnected with that string as reason
2076 * `minetest.register_on_joinplayer(func(ObjectRef))`
2077 * Called when a player joins the game
2078 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2079 * Called when a player leaves the game
2080 * `timed_out`: True for timeout, false for other reasons.
2081 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2082 * Called when a player cheats
2083 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2085 * `interacted_too_far`
2086 * `interacted_while_dead`
2087 * `finished_unknown_dig`
2090 * `minetest.register_on_chat_message(func(name, message))`
2091 * Called always when a player says something
2092 * Return `true` to mark the message as handled, which means that it will not be sent to other players
2093 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2094 * Called when a button is pressed in player's inventory form
2095 * Newest functions are called first
2096 * If function returns `true`, remaining functions are not called
2097 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2098 * Called when `player` crafts something
2099 * `itemstack` is the output
2100 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2101 * `craft_inv` is the inventory with the crafting grid
2102 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2103 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2104 * The same as before, except that it is called before the player crafts, to make
2105 craft prediction, and it should not change anything.
2106 * `minetest.register_on_protection_violation(func(pos, name))`
2107 * Called by `builtin` and mods when a player violates protection at a position
2108 (eg, digs a node or punches a protected entity).
2109 * The registered functions can be called using `minetest.record_protection_violation`
2110 * The provided function should check that the position is protected by the mod
2111 calling this function before it prints a message, if it does, to allow for
2112 multiple protection mods.
2113 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2114 * Called when an item is eaten, by `minetest.item_eat`
2115 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2117 ### Other registration functions
2118 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2119 * Adds definition to minetest.registered_chatcommands
2120 * `minetest.override_chatcommand(name, redefinition)`
2121 * Overrides fields of a chatcommand registered with register_chatcommand.
2122 * `minetest.unregister_chatcommand(name)`
2123 * Unregisters a chatcommands registered with register_chatcommand.
2124 * `minetest.register_privilege(name, definition)`
2125 * `definition`: `"description text"`
2126 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2127 the default of `give_to_singleplayer` is true
2128 * To allow players with basic_privs to grant, see basic_privs minetest.conf setting.
2129 * `minetest.register_authentication_handler(handler)`
2130 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
2133 * `minetest.setting_set(name, value)`
2134 * Setting names can't contain whitespace or any of `="{}#`.
2135 * Setting values can't contain the sequence `\n"""`.
2136 * Setting names starting with "secure." can't be set.
2137 * `minetest.setting_get(name)`: returns string or `nil`
2138 * `minetest.setting_setbool(name, value)`
2139 * See documentation on `setting_set` for restrictions.
2140 * `minetest.setting_getbool(name)`: returns boolean or `nil`
2141 * `minetest.setting_get_pos(name)`: returns position or nil
2142 * `minetest.setting_save()`, returns `nil`, save all settings to config file
2145 * `minetest.notify_authentication_modified(name)`
2146 * Should be called by the authentication handler if privileges changes.
2147 * To report everybody, set `name=nil`.
2148 * `minetest.check_password_entry(name, entry, password)`
2149 * Returns true if the "db entry" for a player with name matches given
2150 * password, false otherwise.
2151 * The "db entry" is the usually player-individual value that is derived
2152 * from the player's chosen password and stored on the server in order to allow
2153 * authentication whenever the player desires to log in.
2154 * Only use this function for making it possible to log in via the password from
2155 * via protocols like IRC, other uses for inside the game are frowned upon.
2156 * `minetest.get_password_hash(name, raw_password)`
2157 * Convert a name-password pair to a password hash that Minetest can use.
2158 * The returned value alone is not a good basis for password checks based
2159 * on comparing the password hash in the database with the password hash
2160 * from the function, with an externally provided password, as the hash
2161 * in the db might use the new SRP verifier format.
2162 * For this purpose, use minetest.check_password_entry instead.
2163 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2164 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2165 * Convert between two privilege representations
2166 * `minetest.set_player_password(name, password_hash)`
2167 * `minetest.set_player_privs(name, {priv1=true,...})`
2168 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2169 * `minetest.auth_reload()`
2170 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2171 * A quickhand for checking privileges.
2172 * `player_or_name`: Either a Player object or the name of a player.
2173 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2174 a table, e.g. `{ priva = true, privb = true }`.
2175 * `minetest.get_player_ip(name)`: returns an IP address string
2177 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2178 and `minetest.auth_reload` call the authetification handler.
2181 * `minetest.chat_send_all(text)`
2182 * `minetest.chat_send_player(name, text)`
2184 ### Environment access
2185 * `minetest.set_node(pos, node)`
2186 * `minetest.add_node(pos, node): alias set_node(pos, node)`
2187 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
2188 * `minetest.swap_node(pos, node)`
2189 * Set node at position, but don't remove metadata
2190 * `minetest.remove_node(pos)`
2191 * Equivalent to `set_node(pos, "air")`
2192 * `minetest.get_node(pos)`
2193 * Returns the node at the given position as table in the format
2194 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2196 * `minetest.get_node_or_nil(pos)`
2197 * Same as `get_node` but returns `nil` for unloaded areas.
2198 * `minetest.get_node_light(pos, timeofday)`
2199 * Gets the light value at the given position. Note that the light value
2200 "inside" the node at the given position is returned, so you usually want
2201 to get the light value of a neighbor.
2202 * `pos`: The position where to measure the light.
2203 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2204 * Returns a number between `0` and `15` or `nil`
2205 * `minetest.place_node(pos, node)`
2206 * Place node with the same effects that a player would cause
2207 * `minetest.dig_node(pos)`
2208 * Dig node with the same effects that a player would cause
2209 * Returns `true` if successful, `false` on failure (e.g. protected location)
2210 * `minetest.punch_node(pos)`
2211 * Punch node with the same effects that a player would cause
2213 * `minetest.find_nodes_with_meta(pos1, pos2)`
2214 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2215 * `minetest.get_meta(pos)`
2216 * Get a `NodeMetaRef` at that position
2217 * `minetest.get_node_timer(pos)`
2218 * Get `NodeTimerRef`
2220 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position
2221 * Returns `ObjectRef`, or `nil` if failed
2222 * `minetest.add_item(pos, item)`: Spawn item
2223 * Returns `ObjectRef`, or `nil` if failed
2224 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2225 * `minetest.get_objects_inside_radius(pos, radius)`
2226 * `radius`: using an euclidean metric
2227 * `minetest.set_timeofday(val)`
2228 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2229 * `minetest.get_timeofday()`
2230 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2231 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2232 * accounting for time changes.
2233 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
2234 * `radius`: using a maximum metric
2235 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2236 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
2237 * returns as second value a table with the count of the individual nodes found
2238 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2239 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
2240 * returned positions are nodes with a node air above
2241 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2242 * `minetest.get_perlin(noiseparams)`
2243 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2244 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2245 * `minetest.get_voxel_manip([pos1, pos2])`
2246 * Return voxel manipulator object.
2247 * Loads the manipulator from the map if positions are passed.
2248 * `minetest.set_gen_notify(flags, {deco_ids})`
2249 * Set the types of on-generate notifications that should be collected
2250 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2251 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2252 * The second parameter is a list of IDS of decorations which notification is requested for
2253 * `get_gen_notify()`: returns a flagstring and a table with the deco_ids
2254 * `minetest.get_mapgen_object(objectname)`
2255 * Return requested mapgen object if available (see "Mapgen objects")
2256 * `minetest.get_biome_id(biome_name)`
2257 * Returns the biome id, as used in the biomemap Mapgen object, for a
2258 given biome_name string.
2259 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2260 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2261 * Deprecated: use minetest.get_mapgen_setting(name) instead
2262 * `minetest.set_mapgen_params(MapgenParams)`
2263 * Deprecated: use minetest.set_mapgen_setting(name, value, override) instead
2264 * Set map generation parameters
2265 * Function cannot be called after the registration period; only initialization
2266 and `on_mapgen_init`
2267 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2269 * Leave field unset to leave that parameter unchanged
2270 * `flags` contains a comma-delimited string of flags to set,
2271 or if the prefix `"no"` is attached, clears instead.
2272 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2273 * `minetest.get_mapgen_setting(name)`
2274 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2275 order of precedence:
2276 1) Settings loaded from map_meta.txt or overrides set during mod execution
2277 2) Settings set by mods without a metafile override
2278 3) Settings explicitly set in the user config file, minetest.conf
2279 4) Settings set as the user config default
2280 * `minetest.get_mapgen_setting_noiseparams(name)`
2281 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2282 and is a valid NoiseParams
2283 * `minetest.set_mapgen_setting(name, value, [override_meta])`
2284 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2285 is not already present in map_meta.txt.
2286 * `override_meta` is an optional boolean (default: `false`). If this is set to true,
2287 the setting will become the active setting regardless of the map metafile contents.
2288 * Note: to set the seed, use "seed", not "fixed_map_seed"
2289 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
2290 * Same as above, except value is a NoiseParams table.
2291 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2292 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2293 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2294 should be applied to the default config or current active config
2295 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2296 * `minetest.generate_ores(vm, pos1, pos2)`
2297 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2298 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2299 * `minetest.generate_decorations(vm, pos1, pos2)`
2300 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2301 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2302 * `minetest.clear_objects([options])`
2303 * Clear all objects in the environment
2304 * Takes an optional table as an argument with the field `mode`.
2305 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2306 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2307 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2308 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2309 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2310 * fetched from memory, loaded from disk, or if inexistent, generates them.
2311 * If `callback` is a valid Lua function, this will be called for each block emerged.
2312 * The function signature of callback is:
2313 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2314 * - `blockpos` is the *block* coordinates of the block that had been emerged
2315 * - `action` could be one of the following constant values:
2316 * `core.EMERGE_CANCELLED`, `core.EMERGE_ERRORED`, `core.EMERGE_FROM_MEMORY`,
2317 * `core.EMERGE_FROM_DISK`, `core.EMERGE_GENERATED`
2318 * - `calls_remaining` is the number of callbacks to be expected after this one
2319 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2320 * parameter was absent)
2321 * `minetest.delete_area(pos1, pos2)`
2322 * delete all mapblocks in the area from pos1 to pos2, inclusive
2323 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2324 * Check if there is a direct line of sight between `pos1` and `pos2`
2325 * Returns the position of the blocking node when `false`
2326 * `pos1`: First position
2327 * `pos2`: Second position
2328 * `stepsize`: smaller gives more accurate results but requires more computing
2329 time. Default is `1`.
2330 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2331 * returns table containing path
2332 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2333 * `pos1`: start position
2334 * `pos2`: end position
2335 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2336 * `max_jump`: maximum height difference to consider walkable
2337 * `max_drop`: maximum height difference to consider droppable
2338 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2339 * `minetest.spawn_tree (pos, {treedef})`
2340 * spawns L-system tree at given `pos` with definition in `treedef` table
2341 * Warning: L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
2342 Often these bugs appear as subtle shadows in water.
2343 * `minetest.transforming_liquid_add(pos)`
2344 * add node to liquid update queue
2345 * `minetest.get_node_max_level(pos)`
2346 * get max available level for leveled node
2347 * `minetest.get_node_level(pos)`
2348 * get level of leveled node (water, snow)
2349 * `minetest.set_node_level(pos, level)`
2350 * set level of leveled node, default `level` equals `1`
2351 * if `totallevel > maxlevel`, returns rest (`total-max`).
2352 * `minetest.add_node_level(pos, level)`
2353 * increase level of leveled node by level, default `level` equals `1`
2354 * if `totallevel > maxlevel`, returns rest (`total-max`)
2355 * can be negative for decreasing
2356 * `core.check_single_for_falling(pos)`
2357 * causes an unsupported `group:falling_node` node to fall and causes an
2358 unattached `group:attached_node` node to fall.
2359 * does not spread these updates to neighbours.
2360 * `core.check_for_falling(pos)`
2361 * causes an unsupported `group:falling_node` node to fall and causes an
2362 unattached `group:attached_node` node to fall.
2363 * spread these updates to neighbours and can cause a cascade
2367 `minetest.get_inventory(location)`: returns an `InvRef`
2370 * `{type="player", name="celeron55"}`
2371 * `{type="node", pos={x=, y=, z=}}`
2372 * `{type="detached", name="creative"}`
2373 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
2374 * callbacks: See "Detached inventory callbacks"
2375 * player_name: Make detached inventory available to one player exclusively,
2376 by default they will be sent to every player (even if not used).
2377 Note that this parameter is mostly just a workaround and will be removed in future releases.
2378 * Creates a detached inventory. If it already exists, it is cleared.
2379 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2380 returns left over ItemStack
2381 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2384 * `minetest.show_formspec(playername, formname, formspec)`
2385 * `playername`: name of player to show formspec
2386 * `formname`: name passed to `on_player_receive_fields` callbacks.
2387 It should follow the `"modname:<whatever>"` naming convention
2388 * `formspec`: formspec to display
2389 * `minetest.close_formspec(playername, formname)`
2390 * `playername`: name of player to close formspec
2391 * `formname`: has to exactly match the one given in show_formspec, or the formspec will
2393 * calling show_formspec(playername, formname, "") is equal to this expression
2394 * to close a formspec regardless of the formname, call
2395 minetest.close_formspec(playername, ""). USE THIS ONLY WHEN ABSOLUTELY NECESSARY!
2396 * `minetest.formspec_escape(string)`: returns a string
2397 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2398 * `minetest.explode_table_event(string)`: returns a table
2399 * returns e.g. `{type="CHG", row=1, column=2}`
2401 * `"INV"`: no row selected)
2402 * `"CHG"`: selected)
2403 * `"DCL"`: double-click
2404 * `minetest.explode_textlist_event(string)`: returns a table
2405 * returns e.g. `{type="CHG", index=1}`
2407 * `"INV"`: no row selected)
2408 * `"CHG"`: selected)
2409 * `"DCL"`: double-click
2410 * `minetest.explode_scrollbar_event(string)`: returns a table
2411 * returns e.g. `{type="CHG", value=500}`
2413 * `"INV"`: something failed
2414 * `"CHG"`: has been changed
2415 * `"VAL"`: not changed
2418 * `minetest.inventorycube(img1, img2, img3)`
2419 * Returns a string for making an image of a cube (useful as an item image)
2420 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2421 * Get position of a `pointed_thing` (that you can get from somewhere)
2422 * `minetest.dir_to_facedir(dir, is6d)`
2423 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2424 * passing something non-`nil`/`false` for the optional second parameter causes it to
2425 take the y component into account
2426 * `minetest.facedir_to_dir(facedir)`
2427 * Convert a facedir back into a vector aimed directly out the "back" of a node
2428 * `minetest.dir_to_wallmounted(dir)`
2429 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2430 * `minetest.wallmounted_to_dir(wallmounted)`
2431 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2432 * `minetest.dir_to_yaw(dir)`
2433 * Convert a vector into a yaw (angle)
2434 * `minetest.yaw_to_dir(yaw)`
2435 * Convert yaw (angle) to a vector
2436 * `minetest.get_node_drops(nodename, toolname)`
2437 * Returns list of item names.
2438 * **Note**: This will be removed or modified in a future version.
2439 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2440 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2441 * `input.width` = for example `3`
2442 * `input.items` = for example
2443 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2444 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2445 * `output.time` = a number, if unsuccessful: `0`
2446 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2447 `decremented_input.items`
2448 * `decremented_input` = like `input`
2449 * `minetest.get_craft_recipe(output)`: returns input
2450 * returns last registered recipe for output item (node)
2451 * `output` is a node or item type such as `"default:torch"`
2452 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2453 * `input.width` = for example `3`
2454 * `input.items` = for example
2455 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2456 * `input.items` = `nil` if no recipe found
2457 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2458 * returns indexed table with all registered recipes for query item (node)
2459 or `nil` if no recipe was found
2460 * recipe entry table:
2462 method = 'normal' or 'cooking' or 'fuel'
2463 width = 0-3, 0 means shapeless recipe
2464 items = indexed [1-9] table with recipe items
2465 output = string with item name and quantity
2467 * Example query for `"default:gold_ingot"` will return table:
2469 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2470 items = {1 = "default:gold_lump"}},
2471 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2472 items = {1 = "default:goldblock"}}
2474 * `minetest.handle_node_drops(pos, drops, digger)`
2475 * `drops`: list of itemstrings
2476 * Handles drops from nodes after digging: Default action is to put them into
2478 * Can be overridden to get different functionality (e.g. dropping items on
2482 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2483 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2484 * Find who has done something to a node, or near a node
2485 * `actor`: `"player:<name>"`, also `"liquid"`.
2486 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2487 * Revert latest actions of someone
2488 * `actor`: `"player:<name>"`, also `"liquid"`.
2490 ### Defaults for the `on_*` item definition functions
2491 These functions return the leftover itemstack.
2493 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2494 * Place item as a node
2495 * `param2` overrides `facedir` and wallmounted `param2`
2496 * returns `itemstack, success`
2497 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2499 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2500 * Use one of the above based on what the item is.
2501 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2502 * **Note**: is not called when wielded item overrides `on_place`
2503 * `param2` overrides `facedir` and wallmounted `param2`
2504 * returns `itemstack, success`
2505 * `minetest.item_drop(itemstack, dropper, pos)`
2507 * `minetest.item_eat(hp_change, replace_with_item)`
2509 * `replace_with_item` is the itemstring which is added to the inventory.
2510 If the player is eating a stack, then replace_with_item goes to a
2511 different spot. Can be `nil`
2512 * See `minetest.do_item_eat`
2514 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2515 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2516 * Calls functions registered by `minetest.register_on_punchnode()`
2517 * `minetest.node_dig(pos, node, digger)`
2518 * Checks if node can be dug, puts item into inventory, removes node
2519 * Calls functions registered by `minetest.registered_on_dignodes()`
2522 * `minetest.sound_play(spec, parameters)`: returns a handle
2523 * `spec` is a `SimpleSoundSpec`
2524 * `parameters` is a sound parameter table
2525 * `minetest.sound_stop(handle)`
2528 * `minetest.after(time, func, ...)`
2529 * Call the function `func` after `time` seconds, may be fractional
2530 * Optional: Variable number of arguments that are passed to `func`
2533 * `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
2534 and `reconnect` == true displays a reconnect button.
2535 * `minetest.get_server_status()`: returns server status string
2536 * `minetest.get_server_uptime()`: returns the server uptime in seconds
2539 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2540 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2541 * `minetest.ban_player(name)`: ban a player
2542 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2543 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2546 * `minetest.add_particle(particle definition)`
2547 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2548 size, collisiondetection, texture, playername)`
2550 * `minetest.add_particlespawner(particlespawner definition)`
2551 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2552 * Returns an `id`, and -1 if adding didn't succeed
2553 * `Deprecated: minetest.add_particlespawner(amount, time,
2557 minexptime, maxexptime,
2559 collisiondetection, texture, playername)`
2561 * `minetest.delete_particlespawner(id, player)``
2562 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2563 * If playername is specified, only deletes on the player's client,
2564 * otherwise on all clients
2567 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2568 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2569 * Apply the specified probability values to the specified nodes in `probability_list`.
2570 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2571 * `pos` is the 3D vector specifying the absolute coordinates of the
2572 node being modified,
2573 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2574 * If there are two or more entries with the same pos value, the
2576 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2577 * If `probability_list` equals `nil`, no probabilities are applied.
2578 * Slice probability works in the same manner, except takes a field
2579 called `ypos` instead which
2580 indicates the y position of the slice with a probability applied.
2581 * If slice probability list equals `nil`, no slice probabilities are applied.
2582 * Saves schematic in the Minetest Schematic format to filename.
2584 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2585 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2586 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2587 * If the `rotation` parameter is omitted, the schematic is not rotated.
2588 * `replacements` = `{["old_name"] = "convert_to", ...}`
2589 * `force_placement` is a boolean indicating whether nodes other than `air` and
2590 `ignore` are replaced by the schematic
2591 * Returns nil if the schematic could not be loaded.
2593 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2594 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2595 specified VoxelManip object `vmanip` instead of the whole map.
2596 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
2597 containing the full area required, and true if the whole schematic was able to fit.
2598 * Returns nil if the schematic could not be loaded.
2599 * After execution, any external copies of the VoxelManip contents are invalidated.
2601 * `minetest.serialize_schematic(schematic, format, options)`
2602 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2603 * in the `format` of either "mts" or "lua".
2604 * "mts" - a string containing the binary MTS data used in the MTS file format
2605 * "lua" - a string containing Lua code representing the schematic in table format
2606 * `options` is a table containing the following optional parameters:
2607 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2608 * position comments for every X row generated in the schematic data for easier reading.
2609 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2610 * will use that number of spaces as indentation instead of a tab character.
2613 * `minetest.request_http_api()`:
2614 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
2615 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
2616 otherwise returns `nil`.
2617 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
2619 * Only works at init time and must be called from the mod's main scope (not from a function).
2620 * Function only exists if minetest server was built with cURL support.
2621 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
2623 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
2624 * Performs given request asynchronously and calls callback upon completion
2625 * callback: `function(HTTPRequestResult res)`
2626 * Use this HTTP function if you are unsure, the others are for advanced use.
2627 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
2628 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
2629 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
2630 * Return response data for given asynchronous HTTP request
2633 * `minetest.get_mod_storage()`:
2634 * returns reference to mod private `StorageRef`
2635 * must be called during mod load time
2638 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2639 * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
2640 * `minetest.hud_replace_builtin(name, hud_definition)`
2641 * Replaces definition of a builtin hud element
2642 * `name`: `"breath"` or `"health"`
2643 * `hud_definition`: definition to replace builtin definition
2644 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2645 * Gives a unique hash number for a node position (16+16+16=48bit)
2646 * `minetest.get_position_from_hash(hash)`: returns a position
2647 * Inverse transform of `minetest.hash_node_position`
2648 * `minetest.get_item_group(name, group)`: returns a rating
2649 * Get rating of a group of an item. (`0` means: not in group)
2650 * `minetest.get_node_group(name, group)`: returns a rating
2651 * Deprecated: An alias for the former.
2652 * `minetest.raillike_group(name)`: returns a rating
2653 * Returns rating of the connect_to_raillike group corresponding to name
2654 * If name is not yet the name of a connect_to_raillike group, a new group id
2655 * is created, with that name
2656 * `minetest.get_content_id(name)`: returns an integer
2657 * Gets the internal content ID of `name`
2658 * `minetest.get_name_from_content_id(content_id)`: returns a string
2659 * Gets the name of the content with that content ID
2660 * `minetest.parse_json(string[, nullvalue])`: returns something
2661 * Convert a string containing JSON data into the Lua equivalent
2662 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2663 * On success returns a table, a string, a number, a boolean or `nullvalue`
2664 * On failure outputs an error message and returns `nil`
2665 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2666 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2667 * Convert a Lua table into a JSON string
2668 * styled: Outputs in a human-readable format if this is set, defaults to false
2669 * Unserializable things like functions and userdata are saved as null.
2670 * **Warning**: JSON is more strict than the Lua table format.
2671 1. You can only use strings and positive integers of at least one as keys.
2672 2. You can not mix string and integer keys.
2673 This is due to the fact that JSON has two distinct array and object values.
2674 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2675 * `minetest.serialize(table)`: returns a string
2676 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2677 into string form readable by `minetest.deserialize`
2678 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2679 * `minetest.deserialize(string)`: returns a table
2680 * Convert a string returned by `minetest.deserialize` into a table
2681 * `string` is loaded in an empty sandbox environment.
2682 * Will load functions, but they cannot access the global environment.
2683 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2684 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2685 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2686 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2687 * Compress a string of data.
2688 * `method` is a string identifying the compression method to be used.
2689 * Supported compression methods:
2690 * Deflate (zlib): `"deflate"`
2691 * `...` indicates method-specific arguments. Currently defined arguments are:
2692 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2693 * `minetest.decompress(compressed_data, method, ...)`: returns data
2694 * Decompress a string of data (using ZLib).
2695 * See documentation on `minetest.compress()` for supported compression methods.
2696 * currently supported.
2697 * `...` indicates method-specific arguments. Currently, no methods use this.
2698 * `minetest.encode_base64(string)`: returns string encoded in base64
2699 * Encodes a string in base64.
2700 * `minetest.decode_base64(string)`: returns string
2701 * Decodes a string encoded in base64.
2702 * `minetest.is_protected(pos, name)`: returns boolean
2703 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2704 actions, defineable by mods, due to some mod-defined ownership-like concept.
2705 Returns false or nil, if the player is allowed to do such actions.
2706 * This function should be overridden by protection mods and should be used to
2707 check if a player can interact at a position.
2708 * This function should call the old version of itself if the position is not
2709 protected by the mod.
2712 local old_is_protected = minetest.is_protected
2713 function minetest.is_protected(pos, name)
2714 if mymod:position_protected_from(pos, name) then
2717 return old_is_protected(pos, name)
2719 * `minetest.record_protection_violation(pos, name)`
2720 * This function calls functions registered with
2721 `minetest.register_on_protection_violation`.
2722 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2723 * Attempt to predict the desired orientation of the facedir-capable node
2724 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2725 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2726 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2727 is an optional table containing extra tweaks to the placement code:
2728 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2729 orientation on the wall.
2730 * `force_wall` : if `true`, always place the node in wall orientation.
2731 * `force_ceiling`: if `true`, always place on the ceiling.
2732 * `force_floor`: if `true`, always place the node on the floor.
2733 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2734 the floor or ceiling
2735 * The first four options are mutually-exclusive; the last in the list takes
2736 precedence over the first.
2737 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2738 * calls `rotate_and_place()` with infinitestacks set according to the state of
2739 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2742 * `minetest.forceload_block(pos[, transient])`
2743 * forceloads the position `pos`.
2744 * returns `true` if area could be forceloaded
2745 * If `transient` is `false` or absent, the forceload will be persistent
2746 (saved between server runs). If `true`, the forceload will be transient
2747 (not saved between server runs).
2749 * `minetest.forceload_free_block(pos[, transient])`
2750 * stops forceloading the position `pos`
2751 * If `transient` is `false` or absent, frees a persistent forceload.
2752 If `true`, frees a transient forceload.
2754 * `minetest.request_insecure_environment()`: returns an environment containing
2755 insecure functions if the calling mod has been listed as trusted in the
2756 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
2757 * Only works at init time and must be called from the mod's main scope (not from a function).
2758 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
2761 * `minetest.global_exists(name)`
2762 * Checks if a global variable has been set, without triggering a warning.
2765 * `minetest.env`: `EnvRef` of the server environment and world.
2766 * Any function in the minetest namespace can be called using the syntax
2767 `minetest.env:somefunction(somearguments)`
2768 instead of `minetest.somefunction(somearguments)`
2769 * Deprecated, but support is not to be dropped soon
2772 * `minetest.registered_items`
2773 * Map of registered items, indexed by name
2774 * `minetest.registered_nodes`
2775 * Map of registered node definitions, indexed by name
2776 * `minetest.registered_craftitems`
2777 * Map of registered craft item definitions, indexed by name
2778 * `minetest.registered_tools`
2779 * Map of registered tool definitions, indexed by name
2780 * `minetest.registered_entities`
2781 * Map of registered entity prototypes, indexed by name
2782 * `minetest.object_refs`
2783 * Map of object references, indexed by active object id
2784 * `minetest.luaentities`
2785 * Map of Lua entities, indexed by active object id
2786 * `minetest.registered_chatcommands`
2787 * Map of registered chat command definitions, indexed by name
2788 * `minetest.registered_ores`
2789 * List of registered ore definitions.
2790 * `minetest.registered_biomes`
2791 * List of registered biome definitions.
2792 * `minetest.registered_decorations`
2793 * List of registered decoration definitions.
2799 See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
2802 * `set_string(name, value)`
2803 * `get_string(name)`
2804 * `set_int(name, value)`
2806 * `set_float(name, value)`
2808 * `to_table()`: returns `nil` or a table with keys:
2809 * `fields`: key-value storage
2810 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
2811 * `from_table(nil or {})`
2812 * Any non-table value will clear the metadata
2813 * See "Node Metadata" for an example
2814 * returns `true` on success
2817 Node metadata: reference extra data and functionality stored in a node.
2818 Can be obtained via `minetest.get_meta(pos)`.
2821 * All methods in MetaDataRef
2822 * `get_inventory()`: returns `InvRef`
2824 ### `ItemStackMetaRef`
2825 ItemStack metadata: reference extra data and functionality stored in a stack.
2826 Can be obtained via `item:get_meta()`.
2829 * All methods in MetaDataRef
2832 Mod metadata: per mod metadata, saved automatically.
2833 Can be obtained via `minetest.get_mod_storage()` during load time.
2836 * All methods in MetaDataRef
2839 Node Timers: a high resolution persistent per-node timer.
2840 Can be gotten via `minetest.get_node_timer(pos)`.
2843 * `set(timeout,elapsed)`
2844 * set a timer's state
2845 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2846 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2847 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2850 * equivalent to `set(timeout,0)`
2853 * `get_timeout()`: returns current timeout in seconds
2854 * if `timeout` equals `0`, timer is inactive
2855 * `get_elapsed()`: returns current elapsed time in seconds
2856 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2857 * `is_started()`: returns boolean state of timer
2858 * returns `true` if timer is started, otherwise `false`
2861 Moving things in the game are generally these.
2863 This is basically a reference to a C++ `ServerActiveObject`
2866 * `remove()`: remove object (after returning from Lua)
2867 * Note: Doesn't work on players, use minetest.kick_player instead
2868 * `get_pos()`: returns `{x=num, y=num, z=num}`
2869 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
2870 * `move_to(pos, continuous=false)`: interpolated move
2871 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2872 * `puncher` = another `ObjectRef`,
2873 * `time_from_last_punch` = time since last punch action of the puncher
2874 * `direction`: can be `nil`
2875 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2876 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2877 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2878 * `get_inventory()`: returns an `InvRef`
2879 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2880 * `get_wield_index()`: returns the index of the wielded item
2881 * `get_wielded_item()`: returns an `ItemStack`
2882 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2883 * `set_armor_groups({group1=rating, group2=rating, ...})`
2884 * `get_armor_groups()`: returns a table with the armor group ratings
2885 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
2886 * `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
2887 * `set_attach(parent, bone, position, rotation)`
2889 * `position`: `{x=num, y=num, z=num}` (relative)
2890 * `rotation`: `{x=num, y=num, z=num}`
2891 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
2893 * `set_bone_position(bone, position, rotation)`
2895 * `position`: `{x=num, y=num, z=num}` (relative)
2896 * `rotation`: `{x=num, y=num, z=num}`
2897 * `get_bone_position(bone)`: returns position and rotation of the bone
2898 * `set_properties(object property table)`
2899 * `get_properties()`: returns object property table
2900 * `is_player()`: returns true for players, false otherwise
2901 * `get_nametag_attributes()`
2902 * returns a table with the attributes of the nametag of an object
2904 color = {a=0..255, r=0..255, g=0..255, b=0..255},
2907 * `set_nametag_attributes(attributes)`
2908 * sets the attributes of the nametag of an object
2912 text = "My Nametag",
2915 ##### LuaEntitySAO-only (no-op for other objects)
2916 * `set_velocity({x=num, y=num, z=num})`
2917 * `get_velocity()`: returns `{x=num, y=num, z=num}`
2918 * `set_acceleration({x=num, y=num, z=num})`
2919 * `get_acceleration()`: returns `{x=num, y=num, z=num}`
2920 * `set_yaw(radians)`
2921 * `get_yaw()`: returns number in radians
2922 * `set_texture_mod(mod)`
2923 * `get_texture_mod()` returns current texture modifier
2924 * `set_sprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2925 select_horiz_by_yawpitch=false)`
2926 * Select sprite from spritesheet with optional animation and DM-style
2927 texture selection based on yaw relative to camera
2928 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2931 ##### Player-only (no-op for other objects)
2932 * `get_player_name()`: returns `""` if is not a player
2933 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
2934 table {x, y, z} representing the player's instantaneous velocity in nodes/s
2935 * `get_look_dir()`: get camera direction as a unit vector
2936 * `get_look_vertical()`: pitch in radians
2937 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
2938 * `get_look_horizontal()`: yaw in radians
2939 * Angle is counter-clockwise from the +z direction.
2940 * `set_look_vertical(radians)`: sets look pitch
2941 * radians - Angle from looking forward, where positive is downwards.
2942 * `set_look_horizontal(radians)`: sets look yaw
2943 * radians - Angle from the +z direction, where positive is counter-clockwise.
2944 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use get_look_vertical.
2945 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
2946 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use get_look_horizontal.
2947 * Angle is counter-clockwise from the +x direction.
2948 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use set_look_vertical.
2949 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use set_look_horizontal.
2950 * `get_breath()`: returns players breath
2951 * `set_breath(value)`: sets players breath
2953 * `0`: player is drowning,
2954 * `1`-`10`: remaining number of bubbles
2955 * `11`: bubbles bar is not shown
2956 * `set_attribute(attribute, value)`: sets an extra attribute with value on player
2957 * `get_attribute(attribute)`: returns value for extra attribute. Returns nil if no attribute found.
2958 * `set_inventory_formspec(formspec)`
2959 * Redefine player's inventory form
2960 * Should usually be called in on_joinplayer
2961 * `get_inventory_formspec()`: returns a formspec string
2962 * `get_player_control()`: returns table with player pressed keys
2963 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2964 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2965 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2966 * `set_physics_override(override_table)`
2967 * `override_table` is a table with the following fields:
2968 * `speed`: multiplier to default walking speed value (default: `1`)
2969 * `jump`: multiplier to default jump value (default: `1`)
2970 * `gravity`: multiplier to default gravity value (default: `1`)
2971 * `sneak`: whether player can sneak (default: `true`)
2972 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2973 * `get_physics_override()`: returns the table given to set_physics_override
2974 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
2976 * `hud_remove(id)`: remove the HUD element of the specified id
2977 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2978 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2979 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2980 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2981 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
2982 * pass a table containing a `true`/`false` value of each flag to be set or unset
2983 * if a flag equals `nil`, the flag is not modified
2984 * note that setting `minimap` modifies the client's permission to view the minimap -
2985 * the client may locally elect to not view the minimap
2986 * `hud_get_flags()`: returns a table containing status of hud flags
2987 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
2988 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2989 * `count`: number of items, must be between `1` and `23`
2990 * `hud_get_hotbar_itemcount`: returns number of visible items
2991 * `hud_set_hotbar_image(texturename)`
2992 * sets background image for hotbar
2993 * `hud_get_hotbar_image`: returns texturename
2994 * `hud_set_hotbar_selected_image(texturename)`
2995 * sets image for selected item of hotbar
2996 * `hud_get_hotbar_selected_image`: returns texturename
2997 * `set_sky(bgcolor, type, {texture names})`
2998 * `bgcolor`: ColorSpec, defaults to white
3000 * `"regular"`: Uses 0 textures, `bgcolor` ignored
3001 * `"skybox"`: Uses 6 textures, `bgcolor` used
3002 * `"plain"`: Uses 0 textures, `bgcolor` used
3003 * `get_sky()`: returns bgcolor, type and a table with the textures
3004 * `override_day_night_ratio(ratio or nil)`
3005 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
3006 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
3007 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
3008 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
3010 set animation for player model in third person view
3012 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
3013 {x=168, y=187}, -- < walk animation key frames
3014 {x=189, y=198}, -- < dig animation key frames
3015 {x=200, y=219}, -- < walk+dig animation key frames
3016 frame_speed=30): -- < animation frame speed
3017 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
3018 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
3019 * in first person view
3020 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
3021 * `get_eye_offset()`: returns offset_first and offset_third
3024 An `InvRef` is a reference to an inventory.
3027 * `is_empty(listname)`: return `true` if list is empty
3028 * `get_size(listname)`: get size of a list
3029 * `set_size(listname, size)`: set size of a list
3030 * returns `false` on error (e.g. invalid `listname` or `size`)
3031 * `get_width(listname)`: get width of a list
3032 * `set_width(listname, width)`: set width of list; currently used for crafting
3033 * `get_stack(listname, i)`: get a copy of stack index `i` in list
3034 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
3035 * `get_list(listname)`: return full list
3036 * `set_list(listname, list)`: set full list (size will not change)
3037 * `get_lists()`: returns list of inventory lists
3038 * `set_lists(lists)`: sets inventory lists (size will not change)
3039 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
3040 * `room_for_item(listname, stack):` returns `true` if the stack of items
3041 can be fully added to the list
3042 * `contains_item(listname, stack)`: returns `true` if the stack of items
3043 can be fully taken from the list
3044 * `remove_item(listname, stack)`: take as many items as specified from the list,
3045 returns the items that were actually removed (as an `ItemStack`) -- note that
3046 any item metadata is ignored, so attempting to remove a specific unique
3047 item this way will likely remove the wrong one -- to do that use `set_stack`
3048 with an empty `ItemStack`
3049 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
3050 * returns `{type="undefined"}` in case location is not known
3053 A fast access data structure to store areas, and find areas near a given position or area.
3054 Every area has a `data` string attribute to store additional information.
3055 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
3056 If you chose the parameter-less constructor, a fast implementation will be automatically
3060 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
3061 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3062 Returns nil if specified area id does not exist.
3063 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
3064 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
3066 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
3067 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
3068 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
3069 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3070 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
3071 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
3072 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
3073 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
3074 or insertions are likely to fail due to conflicts.
3075 * `reserve(count)`: reserves resources for at most `count` many contained areas.
3076 Only needed for efficiency, and only some implementations profit.
3077 * `remove_area(id)`: removes the area with the given id from the store, returns success.
3078 * `set_cache_params(params)`: sets params for the included prefiltering cache.
3079 Calling invalidates the cache, so that its elements have to be newly generated.
3082 enabled = boolean, -- whether to enable, default true
3083 block_radius = number, -- the radius (in nodes) of the areas the cache generates
3084 prefiltered lists for, minimum 16, default 64
3085 limit = number, -- the cache's size, minimum 20, default 1000
3087 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
3088 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
3089 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
3090 Returns success and, optionally, an error message.
3091 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
3094 An `ItemStack` is a stack of items.
3096 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
3097 an itemstring, a table or `nil`.
3100 * `is_empty()`: Returns `true` if stack is empty.
3101 * `get_name()`: Returns item name (e.g. `"default:stone"`).
3102 * `set_name(item_name)`: Returns boolean whether item was cleared
3103 * `get_count()`: Returns number of items on the stack.
3104 * `set_count(count)`: Returns boolean whether item was cleared
3105 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
3106 * `set_wear(wear)`: Returns boolean whether item was cleared
3107 * `get_meta()`: Returns ItemStackMetaRef. See section for more details
3108 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
3109 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
3110 * `clear()`: removes all items from the stack, making it empty.
3111 * `replace(item)`: replace the contents of this stack.
3112 * `item` can also be an itemstring or table.
3113 * `to_string()`: Returns the stack in itemstring form.
3114 * `to_table()`: Returns the stack in Lua table form.
3115 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
3116 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
3117 * `is_known()`: Returns `true` if the item name refers to a defined item type.
3118 * `get_definition()`: Returns the item definition table.
3119 * `get_tool_capabilities()`: Returns the digging properties of the item,
3120 or those of the hand if none are defined for this item type
3121 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
3122 * `add_item(item)`: Put some item or stack onto this stack.
3123 Returns leftover `ItemStack`.
3124 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
3126 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
3127 Returns taken `ItemStack`.
3128 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
3129 Returns taken `ItemStack`.
3132 A 16-bit pseudorandom number generator.
3133 Uses a well-known LCG algorithm introduced by K&R.
3135 It can be created via `PseudoRandom(seed)`.
3138 * `next()`: return next integer random number [`0`...`32767`]
3139 * `next(min, max)`: return next integer random number [`min`...`max`]
3140 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
3141 due to the simple implementation making bad distribution otherwise.
3144 A 32-bit pseudorandom number generator.
3145 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
3147 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
3150 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
3151 * `next(min, max)`: return next integer random number [`min`...`max`]
3152 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
3153 * This is only a rough approximation of a normal distribution with:
3154 * mean = (max - min) / 2, and
3155 * variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)
3156 * Increasing num_trials improves accuracy of the approximation
3159 Interface for the operating system's crypto-secure PRNG.
3161 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3162 be found on the system.
3165 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3168 A perlin noise generator.
3169 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3170 or `PerlinNoise(noiseparams)`.
3171 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3172 or `minetest.get_perlin(noiseparams)`.
3175 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3176 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3178 ### `PerlinNoiseMap`
3179 A fast, bulk perlin noise generator.
3181 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3182 `minetest.get_perlin_map(noiseparams, size)`.
3184 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
3185 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3188 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3189 nil, this table will be used to store the result instead of creating a new table.
3193 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3194 with values starting at `pos={x=,y=}`
3195 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3196 of 3D noise with values starting at `pos={x=,y=,z=}`
3197 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3198 with values starting at `pos={x=,y=}`
3199 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3200 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3201 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3202 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3203 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3204 takes a chunk of `slice_size`.
3205 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3206 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3207 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3208 the starting position of the most recently calculated noise.
3209 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3210 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3211 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3215 #### About VoxelManip
3216 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3217 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3218 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3219 to with other methods of setting nodes. For example, nodes will not have their construction and
3220 destruction callbacks run, and no rollback information is logged.
3222 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3223 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3224 of high level node placement features, perhaps minetest.set_node() is better suited for the job.
3226 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3227 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3228 setting a 5x5x5 node area, a minetest.set_node() loop may be more optimal. Always profile code
3229 using both methods of map manipulation to determine which is most appropriate for your usage.
3231 #### Using VoxelManip
3232 A VoxelManip object can be created any time using either:
3233 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3235 If the optional position parameters are present for either of these routines, the specified region
3236 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3237 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3239 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3240 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3241 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3242 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3244 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3245 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3246 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3248 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3249 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3250 `VoxelManip:get_light_data()` for node light levels, and
3251 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3253 See section 'Flat array format' for more details.
3255 It is very important to understand that the tables returned by any of the above three functions
3256 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3257 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3258 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3259 otherwise explicitly stated.
3261 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3262 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3263 `VoxelManip:set_light_data()` for node light levels, and
3264 `VoxelManip:set_param2_data()` for the node type-dependent "param2" values.
3266 The parameter to each of the above three functions can use any table at all in the same flat array
3267 format as produced by get_data() et al. and is *not required* to be a table retrieved from get_data().
3269 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3270 to the map by calling `VoxelManip:write_to_map()`.
3272 Finally, a call to `VoxelManip:update_map()` is required to re-calculate lighting and set the blocks
3273 as being modified so that connected clients are sent the updated parts of map.
3276 ##### Flat array format
3278 `Nx = p2.X - p1.X + 1`,
3279 `Ny = p2.Y - p1.Y + 1`, and
3280 `Nz = p2.Z - p1.Z + 1`.
3282 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3283 the expression `Nx * Ny * Nz`.
3285 Positions offset from p1 are present in the array with the format of:
3288 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3289 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3291 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3292 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3294 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3296 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3300 and the array index for a position p contained completely in p1..p2 is:
3302 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3304 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3305 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3306 for a single point in a flat VoxelManip array.
3309 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3310 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3311 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3312 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3313 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3314 Note that the node being queried needs to have already been been registered.
3316 The following builtin node types have their Content IDs defined as constants:
3318 core.CONTENT_UNKNOWN (ID for "unknown" nodes)
3319 core.CONTENT_AIR (ID for "air" nodes)
3320 core.CONTENT_IGNORE (ID for "ignore" nodes)
3323 ##### Mapgen VoxelManip objects
3324 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3325 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3326 but with a few differences:
3328 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3329 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3330 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3331 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3332 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3333 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3334 consistency with the current map state. For this reason, calling any of the following functions:
3335 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3336 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3337 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3338 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3339 * `VoxelManip:update_map()` does not need to be called after `write_to_map()`. The map update is performed
3340 automatically after all on_generated callbacks have been run for that generated block.
3342 ##### Other API functions operating on a VoxelManip
3343 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3344 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3345 written all buffered data back to the VoxelManip object, save for special situations where the modder
3346 desires to only have certain liquid nodes begin flowing.
3348 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3349 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3351 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3352 except instead of placing the specified schematic directly on the map at the specified position, it
3353 will place the schematic inside of the VoxelManip.
3356 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3357 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3358 `VoxelManip:get_node_at()`.
3359 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3360 filled with "ignore" nodes.
3361 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3362 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3363 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3364 object in the same callback it had been created.
3365 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3366 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3367 buffer the function can use to write map data to instead of returning a new table each call. This
3368 greatly enhances performance by avoiding unnecessary memory allocations.
3371 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3372 the region formed by `p1` and `p2`.
3373 * returns actual emerged `pmin`, actual emerged `pmax`
3374 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
3375 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3376 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3377 the `VoxelManip` at that position
3378 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3379 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3380 * returns raw node data in the form of an array of node content IDs
3381 * if the param `buffer` is present, this table will be used to store the result instead
3382 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3383 * `update_map()`: Update map after writing chunk back to map.
3384 * To be used only by `VoxelManip` objects created by the mod itself;
3385 not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
3386 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3387 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3388 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3389 * (`p1`, `p2`) is the area in which lighting is set;
3390 defaults to the whole area if left out
3391 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3392 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3393 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3394 * `light = day + (night * 16)`
3395 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3397 * expects lighting data in the same format that `get_light_data()` returns
3398 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
3399 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3400 * If the param `buffer` is present, this table will be used to store the result instead
3401 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3402 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3403 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3404 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3406 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3407 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3408 * `update_liquids()`: Update liquid flow
3409 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3410 had been modified since the last read from map, due to a call to
3411 `minetest.set_data()` on the loaded area elsewhere
3412 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3415 A helper class for voxel areas.
3416 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3417 The coordinates are *inclusive*, like most other things in Minetest.
3420 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3421 `MinEdge` and `MaxEdge`
3422 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3423 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3424 * useful for things like `VoxelManip`, raw Schematic specifiers,
3425 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3426 * `indexp(p)`: same as above, except takes a vector
3427 * `position(i)`: returns the absolute position vector corresponding to index `i`
3428 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3429 * `containsp(p)`: same as above, except takes a vector
3430 * `containsi(i)`: same as above, except takes an index `i`
3431 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3432 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3433 * `iterp(minp, maxp)`: same as above, except takes a vector
3436 An interface to read config files in the format of `minetest.conf`.
3438 It can be created via `Settings(filename)`.
3441 * `get(key)`: returns a value
3442 * `get_bool(key)`: returns a boolean
3444 * `remove(key)`: returns a boolean (`true` for success)
3445 * `get_names()`: returns `{key1,...}`
3446 * `write()`: returns a boolean (`true` for success)
3447 * write changes to file
3448 * `to_table()`: returns `{[key1]=value1,...}`
3452 A mapgen object is a construct used in map generation. Mapgen objects can be used
3453 by an `on_generate` callback to speed up operations by avoiding unnecessary
3454 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3455 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3456 was called outside of an `on_generate()` callback, `nil` is returned.
3458 The following Mapgen objects are currently available:
3461 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3462 emerged position, in that order. All mapgens support this object.
3465 Returns an array containing the y coordinates of the ground levels of nodes in
3466 the most recently generated chunk by the current mapgen.
3469 Returns an array containing the biome IDs of nodes in the most recently
3470 generated chunk by the current mapgen.
3473 Returns an array containing the temperature values of nodes in the most
3474 recently generated chunk by the current mapgen.
3477 Returns an array containing the humidity values of nodes in the most recently
3478 generated chunk by the current mapgen.
3481 Returns a table mapping requested generation notification types to arrays of
3482 positions at which the corresponding generated structures are located at within
3483 the current chunk. To set the capture of positions of interest to be recorded
3484 on generate, use `minetest.set_gen_notify()`.
3486 Possible fields of the table returned are:
3492 * `large_cave_begin`
3496 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3497 numeric unique decoration ID.
3501 * Functions receive a "luaentity" as `self`:
3502 * It has the member `.name`, which is the registered name `("mod:thing")`
3503 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3504 * The original prototype stuff is visible directly via a metatable
3506 * `on_activate(self, staticdata, dtime_s)`
3507 * Called when the object is instantiated.
3508 * `dtime_s` is the time passed since the object was unloaded, which can
3509 be used for updating the entity state.
3510 * `on_step(self, dtime)`
3511 * Called on every server tick, after movement and collision processing.
3512 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3514 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
3515 * Called when somebody punches the object.
3516 * Note that you probably want to handle most punches using the
3517 automatic armor group system.
3518 * `puncher`: an `ObjectRef` (can be `nil`)
3519 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3520 * `tool_capabilities`: capability table of used tool (can be `nil`)
3521 * `dir`: unit vector of direction of punch. Always defined. Points from
3522 the puncher to the punched.
3523 * `on_rightclick(self, clicker)`
3524 * `get_staticdata(self)`
3525 * Should return a string that will be passed to `on_activate` when
3526 the object is instantiated the next time.
3531 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
3532 Often these bugs appear as subtle shadows in water.
3537 axiom, --string initial tree axiom
3538 rules_a, --string rules set A
3539 rules_b, --string rules set B
3540 rules_c, --string rules set C
3541 rules_d, --string rules set D
3542 trunk, --string trunk node name
3543 leaves, --string leaves node name
3544 leaves2, --string secondary leaves node name
3545 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3546 angle, --num angle in deg
3547 iterations, --num max # of iterations, usually 2 -5
3548 random_level, --num factor to lower nr of iterations, usually 0 - 3
3549 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3550 -- 2x2 nodes or 3x3 in cross shape
3551 thin_branches, --boolean true -> use thin (1 node) branches
3552 fruit, --string fruit node name
3553 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3554 seed, --num random seed; if no seed is provided, the engine will create one
3557 ### Key for Special L-System Symbols used in Axioms
3559 * `G`: move forward one unit with the pen up
3560 * `F`: move forward one unit with the pen down drawing trunks and branches
3561 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3562 * `T`: move forward one unit with the pen down drawing trunks only
3563 * `R`: move forward one unit with the pen down placing fruit
3564 * `A`: replace with rules set A
3565 * `B`: replace with rules set B
3566 * `C`: replace with rules set C
3567 * `D`: replace with rules set D
3568 * `a`: replace with rules set A, chance 90%
3569 * `b`: replace with rules set B, chance 80%
3570 * `c`: replace with rules set C, chance 70%
3571 * `d`: replace with rules set D, chance 60%
3572 * `+`: yaw the turtle right by `angle` parameter
3573 * `-`: yaw the turtle left by `angle` parameter
3574 * `&`: pitch the turtle down by `angle` parameter
3575 * `^`: pitch the turtle up by `angle` parameter
3576 * `/`: roll the turtle to the right by `angle` parameter
3577 * `*`: roll the turtle to the left by `angle` parameter
3578 * `[`: save in stack current state info
3579 * `]`: recover from stack state info
3582 Spawn a small apple tree:
3584 pos = {x=230,y=20,z=4}
3587 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3588 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3589 trunk="default:tree",
3590 leaves="default:leaves",
3594 trunk_type="single",
3597 fruit="default:apple"
3599 minetest.spawn_tree(pos,apple_tree)
3604 ### Object Properties
3609 collide_with_objects = true, -- collide with other objects if physical=true
3611 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
3612 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
3613 visual_size = {x=1, y=1},
3615 textures = {}, -- number of required textures depends on visual
3616 colors = {}, -- number of required colors depends on visual
3617 spritediv = {x=1, y=1},
3618 initial_sprite_basepos = {x=0, y=0},
3620 makes_footstep_sound = false,
3621 automatic_rotate = false,
3623 automatic_face_movement_dir = 0.0,
3624 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
3625 automatic_face_movement_max_rotation_per_sec = -1,
3626 -- ^ limit automatic rotation to this value in degrees per second. values < 0 no limit
3627 backface_culling = true, -- false to disable backface_culling for model
3628 nametag = "", -- by default empty, for players their name is shown if empty
3629 nametag_color = <color>, -- sets color of nametag as ColorSpec
3630 infotext = "", -- by default empty, text to be shown when pointed at object
3633 ### Entity definition (`register_entity`)
3636 -- Deprecated: Everything in object properties is read directly from here
3638 initial_properties = --[[<initial object properties>]],
3640 on_activate = function(self, staticdata, dtime_s),
3641 on_step = function(self, dtime),
3642 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
3643 on_rightclick = function(self, clicker),
3644 get_staticdata = function(self),
3645 -- ^ Called sometimes; the string returned is passed to on_activate when
3646 -- the entity is re-activated from static state
3648 -- Also you can define arbitrary member variables here (see item definition for
3650 _custom_field = whatever,
3653 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3656 label = "Lava cooling",
3657 -- ^ Descriptive label for profiling purposes (optional).
3658 -- Definitions with identical labels will be listed as one.
3659 -- In the following two fields, also group:groupname will work.
3660 nodenames = {"default:lava_source"},
3661 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
3662 ^ If left out or empty, any neighbor will do ]]
3663 interval = 1.0, -- Operation interval in seconds
3664 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
3665 catch_up = true, -- If true, catch-up behaviour is enabled --[[
3666 ^ The chance value is temporarily reduced when returning to
3667 an area to simulate time lost by the area being unattended.
3668 ^ Note chance value can often be reduced to 1 ]]
3669 action = func(pos, node, active_object_count, active_object_count_wider),
3672 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
3675 label = "Upgrade legacy doors",
3676 -- ^ Descriptive label for profiling purposes (optional).
3677 -- Definitions with identical labels will be listed as one.
3678 name = "modname:replace_legacy_door",
3679 nodenames = {"default:lava_source"},
3680 -- ^ List of node names to trigger the LBM on.
3681 -- Also non-registered nodes will work.
3682 -- Groups (as of group:groupname) will work as well.
3683 run_at_every_load = false,
3684 -- ^ Whether to run the LBM's action every time a block gets loaded,
3685 -- and not just for blocks that were saved last time before LBMs were
3686 -- introduced to the world.
3687 action = func(pos, node),
3690 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
3693 description = "Steel Axe",
3694 groups = {}, -- key = name, value = rating; rating = 1..3.
3695 if rating not applicable, use 1.
3696 e.g. {wool = 1, fluffy = 3}
3697 {soil = 2, outerspace = 1, crumbly = 1}
3698 {bendy = 2, snappy = 1},
3699 {hard = 1, metal = 1, spikes = 1}
3700 inventory_image = "default_tool_steelaxe.png",
3702 wield_scale = {x = 1, y = 1, z = 1},
3705 liquids_pointable = false,
3706 tool_capabilities = {
3707 full_punch_interval = 1.0,
3711 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
3713 damage_groups = {groupname = damage},
3715 node_placement_prediction = nil,
3717 ^ If nil and item is node, prediction is made automatically
3718 ^ If nil and item is not a node, no prediction is made
3719 ^ If "" and item is anything, no prediction is made
3720 ^ Otherwise should be name of node which the client immediately places
3721 on ground when the player places the item. Server will always update
3722 actual result to client in a short moment.
3725 breaks = "default_tool_break", -- tools only
3726 place = --[[<SimpleSoundSpec>]],
3729 on_place = func(itemstack, placer, pointed_thing),
3731 ^ Shall place item and return the leftover itemstack
3732 ^ The placer may be any ObjectRef or nil.
3733 ^ default: minetest.item_place ]]
3734 on_secondary_use = func(itemstack, user, pointed_thing),
3736 ^ Same as on_place but called when pointing at nothing.
3737 ^ The user may be any ObjectRef or nil.
3738 ^ pointed_thing : always { type = "nothing" }
3740 on_drop = func(itemstack, dropper, pos),
3742 ^ Shall drop item and return the leftover itemstack
3743 ^ The dropper may be any ObjectRef or nil.
3744 ^ default: minetest.item_drop ]]
3745 on_use = func(itemstack, user, pointed_thing),
3748 ^ Function must return either nil if no item shall be removed from
3749 inventory, or an itemstack to replace the original itemstack.
3750 e.g. itemstack:take_item(); return itemstack
3751 ^ Otherwise, the function is free to do what it wants.
3752 ^ The user may be any ObjectRef or nil.
3753 ^ The default functions handle regular use cases.
3755 after_use = func(itemstack, user, node, digparams),
3758 ^ If defined, should return an itemstack and will be called instead of
3759 wearing out the tool. If returns nil, does nothing.
3760 If after_use doesn't exist, it is the same as:
3761 function(itemstack, user, node, digparams)
3762 itemstack:add_wear(digparams.wear)
3765 ^ The user may be any ObjectRef or nil.
3767 _custom_field = whatever,
3769 ^ Add your own custom fields. By convention, all custom field names
3770 should start with `_` to avoid naming collisions with future engine
3777 * `{name="image.png", animation={Tile Animation definition}}`
3778 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
3779 tileable_horizontal=bool}`
3780 * backface culling enabled by default for most nodes
3781 * tileable flags are info for shaders, how they should treat texture
3782 when displacement mapping is used
3783 Directions are from the point of view of the tile texture,
3784 not the node it's on
3785 * `{name="image.png", color=ColorSpec}`
3786 * the texture's color will be multiplied with this color.
3787 * the tile's color overrides the owning node's color in all cases.
3788 * deprecated, yet still supported field names:
3791 ### Tile animation definition
3794 type = "vertical_frames",
3796 -- ^ specify width of a frame in pixels
3798 -- ^ specify height of a frame in pixels
3800 -- ^ specify full loop length
3806 -- ^ specify width in number of frames
3808 -- ^ specify height in number of frames
3810 -- ^ specify length of a single frame
3813 ### Node definition (`register_node`)
3816 -- <all fields allowed in item definitions>,
3818 drawtype = "normal", -- See "Node drawtypes"
3819 visual_scale = 1.0, --[[
3820 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
3821 ^ For plantlike, the image will start at the bottom of the node; for the
3822 ^ other drawtypes, the image will be centered on the node.
3823 ^ Note that positioning for "torchlike" may still change. ]]
3824 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
3825 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
3826 ^ List can be shortened to needed length ]]
3827 special_tiles = {tile definition 1, Tile definition 2}, --[[
3828 ^ Special textures of node; used rarely (old field name: special_materials)
3829 ^ List can be shortened to needed length ]]
3830 color = ColorSpec, --[[
3831 ^ The node's original color will be multiplied with this color.
3832 ^ If the node has a palette, then this setting only has an effect
3833 ^ in the inventory and on the wield item. ]]
3834 use_texture_alpha = false, -- Use texture's alpha channel
3835 palette = "palette.png", --[[
3836 ^ The node's `param2` is used to select a pixel from the image
3837 ^ (pixels are arranged from left to right and from top to bottom).
3838 ^ The node's color will be multiplied with the selected pixel's
3839 ^ color. Tiles can override this behavior.
3840 ^ Only when `paramtype2` supports palettes. ]]
3841 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
3842 paramtype = "none", -- See "Nodes" --[[
3843 ^ paramtype = "light" allows light to propagate from or through the node with light value
3844 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
3845 paramtype2 = "none", -- See "Nodes"
3846 place_param2 = nil, -- Force value for param2 when player places node
3847 is_ground_content = true, -- If false, the cave generator will not carve through this
3848 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
3849 walkable = true, -- If true, objects collide with node
3850 pointable = true, -- If true, can be pointed at
3851 diggable = true, -- If false, can never be dug
3852 climbable = false, -- If true, can be climbed on (ladder)
3853 buildable_to = false, -- If true, placed nodes can replace this node
3854 floodable = false, -- If true, liquids flow into and replace this node
3855 liquidtype = "none", -- "none"/"source"/"flowing"
3856 liquid_alternative_flowing = "", -- Flowing version of source liquid
3857 liquid_alternative_source = "", -- Source version of flowing liquid
3858 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
3859 liquid_renewable = true, --[[
3860 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
3862 ^ Block contains level in param2. Value is default level, used for snow.
3863 ^ Don't forget to use "leveled" type nodebox. ]]
3864 liquid_range = 8, -- number of flowing nodes around source (max. 8)
3865 drowning = 0, -- Player will take this amount of damage if no bubbles are left
3866 light_source = 0, --[[
3867 ^ Amount of light emitted by node.
3868 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
3869 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
3870 damage_per_second = 0, -- If player is inside node, this damage is caused
3871 node_box = {type="regular"}, -- See "Node boxes"
3872 connects_to = nodenames, --[[
3873 * Used for nodebox nodes with the type == "connected"
3874 * Specifies to what neighboring nodes connections will be drawn
3875 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
3876 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
3877 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
3879 selection_box = {type="regular"}, -- See "Node boxes" --[[
3880 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
3881 legacy_facedir_simple = false, -- Support maps made in and before January 2012
3882 legacy_wallmounted = false, -- Support maps made in and before January 2012
3884 footstep = <SimpleSoundSpec>,
3885 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
3886 dug = <SimpleSoundSpec>,
3887 place = <SimpleSoundSpec>,
3888 place_failed = <SimpleSoundSpec>,
3890 drop = "", -- Name of dropped node when dug. Default is the node itself.
3893 max_items = 1, -- Maximum number of items to drop.
3894 items = { -- Choose max_items randomly from this list.
3896 items = {"foo:bar", "baz:frob"}, -- Items to drop.
3897 rarity = 1, -- Probability of dropping is 1 / rarity.
3902 on_construct = func(pos), --[[
3903 ^ Node constructor; called after adding node
3904 ^ Can set up metadata and stuff like that
3905 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3907 on_destruct = func(pos), --[[
3908 ^ Node destructor; called before removing node
3909 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3911 after_destruct = func(pos, oldnode), --[[
3912 ^ Node destructor; called after removing node
3913 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3916 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
3917 ^ Called after constructing node when node was placed using
3918 minetest.item_place_node / minetest.place_node
3919 ^ If return true no item is taken from itemstack
3921 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
3922 ^ oldmetadata is in table format
3923 ^ Called after destructing node when node was dug using
3924 minetest.node_dig / minetest.dig_node
3926 can_dig = function(pos, [player]) --[[
3927 ^ returns true if node can be dug, or false if not
3930 on_punch = func(pos, node, puncher, pointed_thing), --[[
3931 ^ default: minetest.node_punch
3932 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
3933 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
3935 ^ if defined, itemstack will hold clicker's wielded item
3936 ^ Shall return the leftover itemstack
3937 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
3939 on_dig = func(pos, node, digger), --[[
3940 ^ default: minetest.node_dig
3941 ^ By default: checks privileges, wears out tool and removes node ]]
3943 on_timer = function(pos,elapsed), --[[
3945 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
3946 ^ elapsed is the total time passed since the timer was started
3947 ^ return true to run the timer for another cycle with the same timeout value ]]
3949 on_receive_fields = func(pos, formname, fields, sender), --[[
3950 ^ fields = {name1 = value1, name2 = value2, ...}
3951 ^ Called when an UI form (e.g. sign text input) returns data
3954 allow_metadata_inventory_move = func(pos, from_list, from_index,
3955 to_list, to_index, count, player), --[[
3956 ^ Called when a player wants to move items inside the inventory
3957 ^ Return value: number of items allowed to move ]]
3959 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
3960 ^ Called when a player wants to put something into the inventory
3961 ^ Return value: number of items allowed to put
3962 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3964 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3965 ^ Called when a player wants to take something out of the inventory
3966 ^ Return value: number of items allowed to take
3967 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3969 on_metadata_inventory_move = func(pos, from_list, from_index,
3970 to_list, to_index, count, player),
3971 on_metadata_inventory_put = func(pos, listname, index, stack, player),
3972 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3973 ^ Called after the actual action has happened, according to what was allowed.
3974 ^ No return value ]]
3976 on_blast = func(pos, intensity), --[[
3977 ^ intensity: 1.0 = mid range of regular TNT
3978 ^ If defined, called when an explosion touches the node, instead of
3979 removing the node ]]
3982 ### Recipe for `register_craft` (shaped)
3985 output = 'default:pick_stone',
3987 {'default:cobble', 'default:cobble', 'default:cobble'},
3988 {'', 'default:stick', ''},
3989 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
3991 replacements = --[[<optional list of item pairs,
3992 replace one input item with another item on crafting>]]
3995 ### Recipe for `register_craft` (shapeless)
3999 output = 'mushrooms:mushroom_stew',
4002 "mushrooms:mushroom_brown",
4003 "mushrooms:mushroom_red",
4005 replacements = --[[<optional list of item pairs,
4006 replace one input item with another item on crafting>]]
4009 ### Recipe for `register_craft` (tool repair)
4012 type = "toolrepair",
4013 additional_wear = -0.02,
4016 ### Recipe for `register_craft` (cooking)
4020 output = "default:glass",
4021 recipe = "default:sand",
4025 ### Recipe for `register_craft` (furnace fuel)
4029 recipe = "default:leaves",
4033 ### Ore definition (`register_ore`)
4036 ore_type = "scatter", -- See "Ore types"
4037 ore = "default:stone_with_coal",
4038 wherein = "default:stone",
4039 -- ^ a list of nodenames is supported too
4040 clust_scarcity = 8*8*8,
4041 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
4042 -- ^ This value should be *MUCH* higher than your intuition might tell you!
4044 -- ^ Number of ores in a cluster
4046 -- ^ Size of the bounding box of the cluster
4047 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
4051 -- ^ Attributes for this ore generation
4052 noise_threshold = 0.5,
4053 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
4054 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
4055 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
4056 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
4057 random_factor = 1.0,
4058 -- ^ Multiplier of the randomness contribution to the noise value at any
4059 -- given point to decide if ore should be placed. Set to 0 for solid veins.
4060 -- ^ This parameter is only valid for ore_type == "vein".
4061 biomes = {"desert", "rainforest"}
4062 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4063 -- ^ and ignored if the Mapgen being used does not support biomes.
4064 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4067 ### Biome definition (`register_biome`)
4070 The Biome API is still in an experimental phase and subject to change.
4074 node_dust = "default:snow",
4075 -- ^ Node dropped onto upper surface after all else is generated.
4076 node_top = "default:dirt_with_snow",
4078 -- ^ Node forming surface layer of biome and thickness of this layer.
4079 node_filler = "default:permafrost",
4081 -- ^ Node forming lower layer of biome and thickness of this layer.
4082 node_stone = "default:bluestone",
4083 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
4084 node_water_top = "default:ice",
4085 depth_water_top = 10,
4086 -- ^ Node forming a surface layer in seawater with the defined thickness.
4088 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
4089 node_river_water = "default:ice",
4090 -- ^ Node that replaces river water in mapgens that use default:river_water.
4091 node_riverbed = "default:gravel",
4093 -- ^ Node placed under river water and thickness of this layer.
4096 -- ^ Lower and upper limits for biome.
4097 -- ^ Because biome is not recalculated for every node in a node column
4098 -- ^ some biome materials can exceed their limits, especially stone.
4099 -- ^ For each node column in a mapchunk, biome is only recalculated at column
4100 -- ^ top and at each of these surfaces:
4101 -- ^ Ground below air, water below air, ground below water.
4102 -- ^ The selected biome then stays in effect for all nodes below until
4103 -- ^ column base or the next biome recalculation.
4105 humidity_point = 50,
4106 -- ^ Characteristic average temperature and humidity for the biome.
4107 -- ^ These values create 'biome points' on a voronoi diagram that has heat
4108 -- ^ and humidity as axes. The resulting voronoi cells determine which
4109 -- ^ heat/humidity points belong to which biome, and therefore determine
4110 -- ^ the area and location of each biome in the world.
4111 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
4112 -- ^ diagram to result in roughly equal size biomes.
4113 -- ^ Heat and humidity have average values of 50, vary mostly between
4114 -- ^ 0 and 100 but also often exceed these values.
4115 -- ^ Heat is not in degrees celcius, both values are abstract.
4118 ### Decoration definition (`register_decoration`)
4121 deco_type = "simple", -- See "Decoration types"
4122 place_on = "default:dirt_with_grass",
4123 -- ^ Node (or list of nodes) that the decoration can be placed on
4125 -- ^ Size of divisions made in the chunk being generated.
4126 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
4128 -- ^ Ratio of the area to be uniformly filled by the decoration.
4129 -- ^ Used only if noise_params is not specified.
4130 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
4131 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
4132 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
4133 biomes = {"Oceanside", "Hills", "Plains"},
4134 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4135 -- ^ and ignored if the Mapgen being used does not support biomes.
4136 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4139 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
4140 -- ^ This parameter refers to the `y` position of the decoration base, so
4141 -- the actual maximum height would be `height_max + size.Y`.
4142 spawn_by = "default:water",
4143 -- ^ Node (or list of nodes) that the decoration only spawns next to.
4144 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
4145 -- ^ one plane at Y = surface and one plane at Y = surface = + 1.
4147 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
4148 -- ^ If absent or -1, decorations occur next to any nodes.
4149 flags = "liquid_surface, force_placement",
4150 -- ^ Flags for all decoration types.
4151 -- ^ "liquid_surface": Instead of placement on the highest solid surface
4152 -- ^ in a mapchunk column, placement is on the highest liquid surface.
4153 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
4154 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
4156 ----- Simple-type parameters
4157 decoration = "default:grass",
4158 -- ^ The node name used as the decoration.
4159 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
4161 -- ^ Number of nodes high the decoration is made.
4162 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
4164 -- ^ Number of nodes the decoration can be at maximum.
4165 -- ^ If absent, the parameter 'height' is used as a constant.
4167 -- ^ Param2 value of placed decoration node.
4169 ----- Schematic-type parameters
4170 schematic = "foobar.mts",
4171 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
4172 -- ^ specified Minetest schematic file.
4173 -- ^ - OR -, could be the ID of a previously registered schematic
4174 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
4175 -- ^ and an optional table yslice_prob:
4177 size = {x=4, y=6, z=4},
4179 {name="default:cobble", param1=255, param2=0},
4180 {name="default:dirt_with_grass", param1=255, param2=0},
4181 {name="ignore", param1=255, param2=0},
4182 {name="air", param1=255, param2=0},
4191 -- ^ See 'Schematic specifier' for details.
4192 replacements = {["oldname"] = "convert_to", ...},
4193 flags = "place_center_x, place_center_y, place_center_z",
4194 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
4195 rotation = "90" -- rotate schematic 90 degrees on placement
4196 -- ^ Rotation can be "0", "90", "180", "270", or "random".
4199 ### Chat command definition (`register_chatcommand`)
4202 params = "<name> <privilege>", -- Short parameter description
4203 description = "Remove privilege from player", -- Full description
4204 privs = {privs=true}, -- Require the "privs" privilege to run
4205 func = function(name, param), -- Called when command is run.
4206 -- Returns boolean success and text output.
4209 ### Detached inventory callbacks
4212 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4213 -- ^ Called when a player wants to move items inside the inventory
4214 -- ^ Return value: number of items allowed to move
4216 allow_put = func(inv, listname, index, stack, player),
4217 -- ^ Called when a player wants to put something into the inventory
4218 -- ^ Return value: number of items allowed to put
4219 -- ^ Return value: -1: Allow and don't modify item count in inventory
4221 allow_take = func(inv, listname, index, stack, player),
4222 -- ^ Called when a player wants to take something out of the inventory
4223 -- ^ Return value: number of items allowed to take
4224 -- ^ Return value: -1: Allow and don't modify item count in inventory
4226 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4227 on_put = func(inv, listname, index, stack, player),
4228 on_take = func(inv, listname, index, stack, player),
4229 -- ^ Called after the actual action has happened, according to what was allowed.
4230 -- ^ No return value
4233 ### HUD Definition (`hud_add`, `hud_get`)
4236 hud_elem_type = "image", -- see HUD element types
4237 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
4238 position = {x=0.5, y=0.5},
4239 -- ^ Left corner position of element
4245 -- ^ Selected item in inventory. 0 for no item selected.
4247 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
4248 alignment = {x=0, y=0},
4249 -- ^ See "HUD Element Types"
4250 offset = {x=0, y=0},
4251 -- ^ See "HUD Element Types"
4252 size = { x=100, y=100 },
4253 -- ^ Size of element in pixels
4256 ### Particle definition (`add_particle`)
4259 pos = {x=0, y=0, z=0},
4260 velocity = {x=0, y=0, z=0},
4261 acceleration = {x=0, y=0, z=0},
4262 -- ^ Spawn particle at pos with velocity and acceleration
4264 -- ^ Disappears after expirationtime seconds
4266 collisiondetection = false,
4267 -- ^ collisiondetection: if true collides with physical objects
4268 collision_removal = false,
4269 -- ^ collision_removal: if true then particle is removed when it collides,
4270 -- ^ requires collisiondetection = true to have any effect
4272 -- ^ vertical: if true faces player using y axis only
4273 texture = "image.png",
4274 -- ^ Uses texture (string)
4275 playername = "singleplayer",
4276 -- ^ optional, if specified spawns particle only on the player's client
4277 animation = {Tile Animation definition},
4278 -- ^ optional, specifies how to animate the particle texture
4280 -- ^ optional, specify particle self-luminescence in darkness
4284 ### `ParticleSpawner` definition (`add_particlespawner`)
4289 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
4290 minpos = {x=0, y=0, z=0},
4291 maxpos = {x=0, y=0, z=0},
4292 minvel = {x=0, y=0, z=0},
4293 maxvel = {x=0, y=0, z=0},
4294 minacc = {x=0, y=0, z=0},
4295 maxacc = {x=0, y=0, z=0},
4300 -- ^ The particle's properties are random values in between the bounds:
4301 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
4302 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
4303 collisiondetection = false,
4304 -- ^ collisiondetection: if true uses collision detection
4305 collision_removal = false,
4306 -- ^ collision_removal: if true then particle is removed when it collides,
4307 -- ^ requires collisiondetection = true to have any effect
4308 attached = ObjectRef,
4309 -- ^ attached: if defined, particle positions, velocities and accelerations
4310 -- ^ are relative to this object's position and yaw.
4312 -- ^ vertical: if true faces player using y axis only
4313 texture = "image.png",
4314 -- ^ Uses texture (string)
4315 playername = "singleplayer"
4316 -- ^ Playername is optional, if specified spawns particle only on the player's client
4319 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
4322 url = "http://example.org",
4324 -- ^ Timeout for connection in seconds. Default is 3 seconds.
4325 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
4326 -- ^ Optional, if specified a POST request with post_data is performed.
4327 -- ^ Accepts both a string and a table. If a table is specified, encodes table
4328 -- ^ as x-www-form-urlencoded key-value pairs.
4329 -- ^ If post_data ist not specified, a GET request is performed instead.
4330 user_agent = "ExampleUserAgent",
4331 -- ^ Optional, if specified replaces the default minetest user agent with given string
4332 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
4333 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
4334 -- ^ that the header strings follow HTTP specification ("Key: Value").
4336 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
4339 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
4343 -- ^ If true, the request has finished (either succeeded, failed or timed out)
4345 -- ^ If true, the request was succesful
4347 -- ^ If true, the request timed out
4349 -- ^ HTTP status code