1 Minetest Lua Modding API Reference
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 using Lua scripting
9 in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things, which 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, and to document it here.
22 If you have any difficulty in understanding this, please read
23 [Programming in Lua](http://www.lua.org/pil/).
27 Mods are loaded during server startup from the mod load paths by running
28 the `init.lua` scripts in a shared environment.
32 * `RUN_IN_PLACE=1` (Windows release, local build)
34 * Linux: `<build directory>`
35 * Windows: `<build directory>`
37 * Linux: `<build directory>`
38 * Windows: `<build directory>`
39 * `RUN_IN_PLACE=0`: (Linux release)
41 * Linux: `/usr/share/minetest`
42 * Windows: `<install directory>/minetest-0.4.x`
44 * Linux: `$HOME/.minetest`
45 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
49 Games are looked up from:
51 * `$path_share/games/gameid/`
52 * `$path_user/games/gameid/`
54 where `gameid` is unique to each game.
56 The game directory contains the file `game.conf`, which contains:
58 name = <Human-readable full name of the game>
64 Optionally, game.conf can also contain:
66 disallowed_mapgens = <comma-separated mapgens>
70 disallowed_mapgens = v5,v6,flat
72 These mapgens are removed from the list of mapgens for the game.
74 The game directory can contain the file minetest.conf, which will be used
75 to set default settings when running the particular game.
76 It can also contain a settingtypes.txt in the same format as the one in builtin.
77 This settingtypes.txt will be parsed by the menu and the settings will be displayed
78 in the "Games" category in the settings tab.
82 Games can provide custom main menu images. They are put inside a `menu` directory
83 inside the game directory.
85 The images are named `$identifier.png`, where `$identifier` is
86 one of `overlay,background,footer,header`.
87 If you want to specify multiple images for one identifier, add additional images named
88 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
89 image will be chosen from the provided ones.
96 * `$path_share/games/gameid/mods/`
98 * `$path_user/games/gameid/mods/`
99 * `$path_user/mods/` (User-installed mods)
100 * `$worldpath/worldmods/`
102 In a run-in-place version (e.g. the distributed windows version):
104 * `minetest-0.4.x/games/gameid/mods/`
105 * `minetest-0.4.x/mods/` (User-installed mods)
106 * `minetest-0.4.x/worlds/worldname/worldmods/`
108 On an installed version on Linux:
110 * `/usr/share/minetest/games/gameid/mods/`
111 * `$HOME/.minetest/mods/` (User-installed mods)
112 * `$HOME/.minetest/worlds/worldname/worldmods`
114 Mod load path for world-specific games
115 --------------------------------------
116 It is possible to include a game in a world; in this case, no mods or
117 games are loaded or checked from anywhere else.
119 This is useful for e.g. adventure worlds.
121 This happens if the following directory exists:
125 Mods should be then be placed in:
131 Mods can be put in a subdirectory, if the parent directory, which otherwise
132 should be a mod, contains a file named `modpack.txt`. This file shall be
133 empty, except for lines starting with `#`, which are comments.
135 Mod directory structure
136 ------------------------
142 | |-- description.txt
143 | |-- settingtypes.txt
147 | | |-- modname_stuff.png
148 | | `-- modname_something_else.png
157 The location of this directory can be fetched by using
158 `minetest.get_modpath(modname)`.
161 List of mods that have to be loaded before loading this mod.
163 A single line contains a single modname.
165 Optional dependencies can be defined by appending a question mark
166 to a single modname. This means that if the specified mod
167 is missing, it does not prevent this mod from being loaded.
170 A screenshot shown in the mod manager within the main menu. It should
171 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
173 ### `description.txt`
174 A file containing a description to be shown in the Mods tab of the mainmenu.
176 ### `settingtypes.txt`
177 A file in the same format as the one in builtin. It will be parsed by the
178 settings menu and the settings will be displayed in the "Mods" category.
181 The main Lua script. Running this script should register everything it
182 wants to register. Subsequent execution depends on minetest calling the
183 registered callbacks.
185 `minetest.settings` can be used to read custom or existing settings at load
186 time, if necessary. (See `Settings`)
189 Models for entities or meshnodes.
191 ### `textures`, `sounds`, `media`
192 Media files (textures, sounds, whatever) that will be transferred to the
193 client and will be available for use by the mod.
196 Translation files for the clients. (See `Translations`)
198 Naming convention for registered textual names
199 ----------------------------------------------
200 Registered names should generally be in this format:
204 `<whatever>` can have these characters:
208 This is to prevent conflicting names from corrupting maps and is
209 enforced by the mod loader.
212 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
213 So the name should be `experimental:tnt`.
215 Enforcement can be overridden by prefixing the name with `:`. This can
216 be used for overriding the registrations of some other mod.
218 Example: Any mod can redefine `experimental:tnt` by using the name
223 (also that mod is required to have `experimental` as a dependency)
225 The `:` prefix can also be used for maintaining backwards compatibility.
229 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
230 `minetest.register_alias_force(name, convert_to)`.
232 This converts anything called `name` to `convert_to`.
234 The only difference between `minetest.register_alias` and
235 `minetest.register_alias_force` is that if an item called `name` exists,
236 `minetest.register_alias` will do nothing while
237 `minetest.register_alias_force` will unregister it.
239 This can be used for maintaining backwards compatibility.
241 This can also set quick access names for things, e.g. if
242 you have an item called `epiclylongmodname:stuff`, you could do
244 minetest.register_alias("stuff", "epiclylongmodname:stuff")
246 and be able to use `/giveme stuff`.
250 In a game, a certain number of these must be set to tell core mapgens which
251 of the game's nodes are to be used by the core mapgens. For example:
253 minetest.register_alias("mapgen_stone", "default:stone")
255 ### Aliases needed for all mapgens except Mapgen v6
260 "mapgen_water_source"
261 "mapgen_river_water_source"
269 Only needed for registered biomes where 'node_stone' is stone:
271 "mapgen_stair_cobble"
273 Only needed for registered biomes where 'node_stone' is desert stone:
274 "mapgen_desert_stone"
275 "mapgen_stair_desert_stone"
276 Only needed for registered biomes where 'node_stone' is sandstone:
278 "mapgen_sandstonebrick"
279 "mapgen_stair_sandstone_block"
281 ### Aliases needed for Mapgen v6
286 "mapgen_water_source"
289 "mapgen_dirt_with_grass"
292 "mapgen_desert_stone"
294 "mapgen_dirt_with_snow"
305 "mapgen_jungleleaves"
308 "mapgen_pine_needles"
313 "mapgen_stair_cobble"
315 "mapgen_stair_desert_stone"
319 Mods should generally prefix their textures with `modname_`, e.g. given
320 the mod name `foomod`, a texture could be called:
324 Textures are referred to by their complete name, or alternatively by
325 stripping out the file extension:
327 * e.g. `foomod_foothing.png`
328 * e.g. `foomod_foothing`
332 There are various texture modifiers that can be used
333 to generate textures on-the-fly.
335 ### Texture overlaying
336 Textures can be overlaid by putting a `^` between them.
340 default_dirt.png^default_grass_side.png
342 `default_grass_side.png` is overlaid over `default_dirt.png`.
343 The texture with the lower resolution will be automatically upscaled to
344 the higher resolution texture.
347 Textures can be grouped together by enclosing them in `(` and `)`.
349 Example: `cobble.png^(thing1.png^thing2.png)`
351 A texture for `thing1.png^thing2.png` is created and the resulting
352 texture is overlaid on top of `cobble.png`.
355 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
356 passing complex texture names as arguments. Escaping is done with backslash and
357 is required for `^` and `:`.
359 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
361 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
362 on top of `cobble.png`.
364 ### Advanced texture modifiers
369 * `[crack:<t>:<n>:<p>`
370 * `[cracko:<t>:<n>:<p>`
373 * `<t>` = tile count (in each direction)
374 * `<n>` = animation frame count
375 * `<p>` = current animation frame
377 Draw a step of the crack animation on the texture.
378 `crack` draws it normally, while `cracko` lays it over, keeping transparent pixels intact.
382 default_cobble.png^[crack:10:1
384 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
389 * `<file>` = texture to combine
391 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
392 specified coordinates.
396 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
398 #### `[resize:<w>x<h>`
399 Resizes the texture to the given dimensions.
403 default_sandstone.png^[resize:16x16
406 Makes the base image transparent according to the given ratio.
408 `r` must be between 0 and 255.
409 0 means totally transparent. 255 means totally opaque.
413 default_sandstone.png^[opacity:127
415 #### `[invert:<mode>`
416 Inverts the given channels of the base image.
417 Mode may contain the characters "r", "g", "b", "a".
418 Only the channels that are mentioned in the mode string will be inverted.
422 default_apple.png^[invert:rgb
425 Brightens the texture.
429 tnt_tnt_side.png^[brighten
432 Makes the texture completely opaque.
436 default_leaves.png^[noalpha
438 #### `[makealpha:<r>,<g>,<b>`
439 Convert one color to transparency.
443 default_cobble.png^[makealpha:128,128,128
446 * `<t>` = transformation(s) to apply
448 Rotates and/or flips the image.
450 `<t>` can be a number (between 0 and 7) or a transform name.
451 Rotations are counter-clockwise.
454 1 R90 rotate by 90 degrees
455 2 R180 rotate by 180 degrees
456 3 R270 rotate by 270 degrees
458 5 FXR90 flip X then rotate by 90 degrees
460 7 FYR90 flip Y then rotate by 90 degrees
464 default_stone.png^[transformFXR90
466 #### `[inventorycube{<top>{<left>{<right>`
467 Escaping does not apply here and `^` is replaced by `&` in texture names instead.
469 Create an inventory cube texture using the side textures.
473 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
475 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
476 `dirt.png^grass_side.png` textures
478 #### `[lowpart:<percent>:<file>`
479 Blit the lower `<percent>`% part of `<file>` on the texture.
483 base.png^[lowpart:25:overlay.png
485 #### `[verticalframe:<t>:<n>`
486 * `<t>` = animation frame count
487 * `<n>` = current animation frame
489 Crops the texture to a frame of a vertical animation.
493 default_torch_animated.png^[verticalframe:16:8
496 Apply a mask to the base image.
498 The mask is applied using binary AND.
500 #### `[sheet:<w>x<h>:<x>,<y>`
501 Retrieves a tile at position x,y from the base image
502 which it assumes to be a tilesheet with dimensions w,h.
505 #### `[colorize:<color>:<ratio>`
506 Colorize the textures with the given color.
507 `<color>` is specified as a `ColorString`.
508 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
509 it is an int, then it specifies how far to interpolate between the
510 colors where 0 is only the texture color and 255 is only `<color>`. If
511 omitted, the alpha of `<color>` will be used as the ratio. If it is
512 the word "`alpha`", then each texture pixel will contain the RGB of
513 `<color>` and the alpha of `<color>` multiplied by the alpha of the
516 #### `[multiply:<color>`
517 Multiplies texture colors with the given color.
518 `<color>` is specified as a `ColorString`.
519 Result is more like what you'd expect if you put a color on top of another
520 color. Meaning white surfaces get a lot of your new color while black parts don't
525 The goal of hardware coloring is to simplify the creation of
526 colorful nodes. If your textures use the same pattern, and they only
527 differ in their color (like colored wool blocks), you can use hardware
528 coloring instead of creating and managing many texture files.
529 All of these methods use color multiplication (so a white-black texture
530 with red coloring will result in red-black color).
533 This method is useful if you wish to create nodes/items with
534 the same texture, in different colors, each in a new node/item definition.
537 When you register an item or node, set its `color` field (which accepts a
538 `ColorSpec`) to the desired color.
540 An `ItemStack`s static color can be overwritten by the `color` metadata
541 field. If you set that field to a `ColorString`, that color will be used.
544 Each tile may have an individual static color, which overwrites every
545 other coloring methods. To disable the coloring of a face,
546 set its color to white (because multiplying with white does nothing).
547 You can set the `color` property of the tiles in the node's definition
548 if the tile is in table format.
551 For nodes and items which can have many colors, a palette is more
552 suitable. A palette is a texture, which can contain up to 256 pixels.
553 Each pixel is one possible color for the node/item.
554 You can register one node/item, which can have up to 256 colors.
556 #### Palette indexing
557 When using palettes, you always provide a pixel index for the given
558 node or `ItemStack`. The palette is read from left to right and from
559 top to bottom. If the palette has less than 256 pixels, then it is
560 stretched to contain exactly 256 pixels (after arranging the pixels
561 to one line). The indexing starts from 0.
564 * 16x16 palette, index = 0: the top left corner
565 * 16x16 palette, index = 4: the fifth pixel in the first row
566 * 16x16 palette, index = 16: the pixel below the top left corner
567 * 16x16 palette, index = 255: the bottom right corner
568 * 2 (width)x4 (height) palette, index=31: the top left corner.
569 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
570 to ensure the total 256 pixels.
571 * 2x4 palette, index=32: the top right corner
572 * 2x4 palette, index=63: the top right corner
573 * 2x4 palette, index=64: the pixel below the top left corner
575 #### Using palettes with items
576 When registering an item, set the item definition's `palette` field to
577 a texture. You can also use texture modifiers.
579 The `ItemStack`'s color depends on the `palette_index` field of the
580 stack's metadata. `palette_index` is an integer, which specifies the
581 index of the pixel to use.
583 #### Linking palettes with nodes
584 When registering a node, set the item definition's `palette` field to
585 a texture. You can also use texture modifiers.
586 The node's color depends on its `param2`, so you also must set an
587 appropriate `drawtype`:
588 * `drawtype = "color"` for nodes which use their full `param2` for
589 palette indexing. These nodes can have 256 different colors.
590 The palette should contain 256 pixels.
591 * `drawtype = "colorwallmounted"` for nodes which use the first
592 five bits (most significant) of `param2` for palette indexing.
593 The remaining three bits are describing rotation, as in `wallmounted`
594 draw type. Division by 8 yields the palette index (without stretching the
595 palette). These nodes can have 32 different colors, and the palette
596 should contain 32 pixels.
598 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
599 pixel will be picked from the palette.
600 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
601 pixel will be picked from the palette.
602 * `drawtype = "colorfacedir"` for nodes which use the first
603 three bits of `param2` for palette indexing. The remaining
604 five bits are describing rotation, as in `facedir` draw type.
605 Division by 32 yields the palette index (without stretching the
606 palette). These nodes can have 8 different colors, and the
607 palette should contain 8 pixels.
609 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
610 first (= 0 + 1) pixel will be picked from the palette.
611 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
612 second (= 1 + 1) pixel will be picked from the palette.
614 To colorize a node on the map, set its `param2` value (according
615 to the node's draw type).
617 ### Conversion between nodes in the inventory and the on the map
618 Static coloring is the same for both cases, there is no need
621 If the `ItemStack`'s metadata contains the `color` field, it will be
622 lost on placement, because nodes on the map can only use palettes.
624 If the `ItemStack`'s metadata contains the `palette_index` field, it is
625 automatically transferred between node and item forms by the engine,
626 when a player digs or places a colored node.
627 You can disable this feature by setting the `drop` field of the node
628 to itself (without metadata).
629 To transfer the color to a special drop, you need a drop table.
632 minetest.register_node("mod:stone", {
633 description = "Stone",
634 tiles = {"default_stone.png"},
635 paramtype2 = "color",
636 palette = "palette.png",
639 -- assume that mod:cobblestone also has the same palette
640 {items = {"mod:cobblestone"}, inherit_color = true },
645 ### Colored items in craft recipes
646 Craft recipes only support item strings, but fortunately item strings
647 can also contain metadata. Example craft recipe registration:
649 minetest.register_craft({
650 output = minetest.itemstring_with_palette("wool:block", 3),
658 To set the `color` field, you can use `minetest.itemstring_with_color`.
660 Metadata field filtering in the `recipe` field are not supported yet,
661 so the craft output is independent of the color of the ingredients.
665 Sometimes hardware coloring is not enough, because it affects the
666 whole tile. Soft texture overlays were added to Minetest to allow
667 the dynamic coloring of only specific parts of the node's texture.
668 For example a grass block may have colored grass, while keeping the
671 These overlays are 'soft', because unlike texture modifiers, the layers
672 are not merged in the memory, but they are simply drawn on top of each
673 other. This allows different hardware coloring, but also means that
674 tiles with overlays are drawn slower. Using too much overlays might
677 For inventory and wield images you can specify overlays which
678 hardware coloring does not modify. You have to set `inventory_overlay`
679 and `wield_overlay` fields to an image name.
681 To define a node overlay, simply set the `overlay_tiles` field of the node
682 definition. These tiles are defined in the same way as plain tiles:
683 they can have a texture name, color etc.
684 To skip one face, set that overlay tile to an empty string.
686 Example (colored grass block):
688 minetest.register_node("default:dirt_with_grass", {
689 description = "Dirt with Grass",
690 -- Regular tiles, as usual
691 -- The dirt tile disables palette coloring
692 tiles = {{name = "default_grass.png"},
693 {name = "default_dirt.png", color = "white"}},
694 -- Overlay tiles: define them in the same style
695 -- The top and bottom tile does not have overlay
696 overlay_tiles = {"", "",
697 {name = "default_grass_side.png", tileable_vertical = false}},
698 -- Global color, used in inventory
700 -- Palette in the world
701 paramtype2 = "color",
702 palette = "default_foilage.png",
707 Only Ogg Vorbis files are supported.
709 For positional playing of sounds, only single-channel (mono) files are
710 supported. Otherwise OpenAL will play them non-positionally.
712 Mods should generally prefix their sounds with `modname_`, e.g. given
713 the mod name "`foomod`", a sound could be called:
717 Sounds are referred to by their name with a dot, a single digit and the
718 file extension stripped out. When a sound is played, the actual sound file
719 is chosen randomly from the matching sounds.
721 When playing the sound `foomod_foosound`, the sound is chosen randomly
722 from the available ones of the following files:
724 * `foomod_foosound.ogg`
725 * `foomod_foosound.0.ogg`
726 * `foomod_foosound.1.ogg`
728 * `foomod_foosound.9.ogg`
730 Examples of sound parameter tables:
732 -- Play locationless on all clients
734 gain = 1.0, -- default
735 fade = 0.0, -- default, change to a value > 0 to fade the sound in
736 pitch = 1.0, -- default
738 -- Play locationless to one player
741 gain = 1.0, -- default
742 fade = 0.0, -- default, change to a value > 0 to fade the sound in
743 pitch = 1.0, -- default
745 -- Play locationless to one player, looped
748 gain = 1.0, -- default
751 -- Play in a location
753 pos = {x = 1, y = 2, z = 3},
754 gain = 1.0, -- default
755 max_hear_distance = 32, -- default, uses an euclidean metric
757 -- Play connected to an object, looped
759 object = <an ObjectRef>,
760 gain = 1.0, -- default
761 max_hear_distance = 32, -- default, uses an euclidean metric
765 Looped sounds must either be connected to an object or played locationless to
766 one player using `to_player = name,`
768 ### `SimpleSoundSpec`
770 * e.g. `"default_place_node"`
772 * e.g. `{name = "default_place_node"}`
773 * e.g. `{name = "default_place_node", gain = 1.0}`
774 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
776 Registered definitions of stuff
777 -------------------------------
778 Anything added using certain `minetest.register_*` functions get added to
779 the global `minetest.registered_*` tables.
781 * `minetest.register_entity(name, prototype table)`
782 * added to `minetest.registered_entities[name]`
784 * `minetest.register_node(name, node definition)`
785 * added to `minetest.registered_items[name]`
786 * added to `minetest.registered_nodes[name]`
788 * `minetest.register_tool(name, item definition)`
789 * added to `minetest.registered_items[name]`
791 * `minetest.register_craftitem(name, item definition)`
792 * added to `minetest.registered_items[name]`
794 * `minetest.unregister_item(name)`
795 * Unregisters the item name from engine, and deletes the entry with key
796 * `name` from `minetest.registered_items` and from the associated item
797 * table according to its nature: `minetest.registered_nodes[]` etc
799 * `minetest.register_biome(biome definition)`
800 * returns an integer uniquely identifying the registered biome
801 * added to `minetest.registered_biome` with the key of `biome.name`
802 * if `biome.name` is nil, the key is the returned ID
804 * `minetest.unregister_biome(name)`
805 * Unregisters the biome name from engine, and deletes the entry with key
806 * `name` from `minetest.registered_biome`
808 * `minetest.register_ore(ore definition)`
809 * returns an integer uniquely identifying the registered ore
810 * added to `minetest.registered_ores` with the key of `ore.name`
811 * if `ore.name` is nil, the key is the returned ID
813 * `minetest.register_decoration(decoration definition)`
814 * returns an integer uniquely identifying the registered decoration
815 * added to `minetest.registered_decorations` with the key of `decoration.name`
816 * if `decoration.name` is nil, the key is the returned ID
818 * `minetest.register_schematic(schematic definition)`
819 * returns an integer uniquely identifying the registered schematic
820 * added to `minetest.registered_schematic` with the key of `schematic.name`
821 * if `schematic.name` is nil, the key is the returned ID
822 * if the schematic is loaded from a file, schematic.name is set to the filename
823 * if the function is called when loading the mod, and schematic.name is a relative
824 path, then the current mod path will be prepended to the schematic filename
826 * `minetest.clear_registered_biomes()`
827 * clears all biomes currently registered
829 * `minetest.clear_registered_ores()`
830 * clears all ores currently registered
832 * `minetest.clear_registered_decorations()`
833 * clears all decorations currently registered
835 * `minetest.clear_registered_schematics()`
836 * clears all schematics currently registered
838 Note that in some cases you will stumble upon things that are not contained
839 in these tables (e.g. when a mod has been removed). Always check for
840 existence before trying to access the fields.
842 Example: If you want to check the drawtype of a node, you could do:
844 local function get_nodedef_field(nodename, fieldname)
845 if not minetest.registered_nodes[nodename] then
848 return minetest.registered_nodes[nodename][fieldname]
850 local drawtype = get_nodedef_field(nodename, "drawtype")
852 Example: `minetest.get_item_group(name, group)` has been implemented as:
854 function minetest.get_item_group(name, group)
855 if not minetest.registered_items[name] or not
856 minetest.registered_items[name].groups[group] then
859 return minetest.registered_items[name].groups[group]
864 Nodes are the bulk data of the world: cubes and other things that take the
865 space of a cube. Huge amounts of them are handled efficiently, but they
868 The definition of a node is stored and can be accessed by name in
870 minetest.registered_nodes[node.name]
872 See "Registered definitions of stuff".
874 Nodes are passed by value between Lua and the engine.
875 They are represented by a table:
877 {name="name", param1=num, param2=num}
879 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
880 them for certain automated functions. If you don't use these functions, you can
881 use them to store arbitrary values.
883 The functions of `param1` and `param2` are determined by certain fields in the
886 `param1` is reserved for the engine when `paramtype != "none"`:
889 ^ The value stores light with and without sun in its upper and lower 4 bits
890 respectively. Allows light to propagate from or through the node with
891 light value falling by 1 per node. This is essential for a light source
892 node to spread its light.
894 `param2` is reserved for the engine when any of these are used:
896 liquidtype == "flowing"
897 ^ The level and some flags of the liquid is stored in param2
898 drawtype == "flowingliquid"
899 ^ The drawn liquid level is read from param2
900 drawtype == "torchlike"
901 drawtype == "signlike"
902 paramtype2 == "wallmounted"
903 ^ The rotation of the node is stored in param2. You can make this value
904 by using minetest.dir_to_wallmounted().
905 paramtype2 == "facedir"
906 ^ The rotation of the node is stored in param2. Furnaces and chests are
907 rotated this way. Can be made by using minetest.dir_to_facedir().
909 facedir / 4 = axis direction:
910 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
911 facedir modulo 4 = rotation around that axis
912 paramtype2 == "leveled"
913 ^ Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
915 The level of the top face of the nodebox is stored in param2.
916 The other faces are defined by 'fixed = {}' like 'type = "fixed"' nodeboxes.
917 The nodebox height is (param2 / 64) nodes.
918 The maximum accepted value of param2 is 127.
920 The height of the 'plantlike' section is stored in param2.
921 The height is (param2 / 16) nodes.
922 paramtype2 == "degrotate"
923 ^ The rotation of this node is stored in param2. Plants are rotated this way.
924 Values range 0 - 179. The value stored in param2 is multiplied by two to
925 get the actual rotation of the node.
926 paramtype2 == "meshoptions"
927 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
928 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
929 a mesh selector. Currently the following meshes are choosable:
930 0 = a "x" shaped plant (ordinary plant)
931 1 = a "+" shaped plant (just rotated 45 degrees)
932 2 = a "*" shaped plant with 3 faces instead of 2
933 3 = a "#" shaped plant with 4 faces instead of 2
934 4 = a "#" shaped plant with 4 faces that lean outwards
935 5-7 are unused and reserved for future meshes.
936 Bits 3 through 7 are optional flags that can be combined and give these
938 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
939 bit 4 (0x10) - Makes the plant mesh 1.4x larger
940 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
941 bits 6-7 are reserved for future use.
942 paramtype2 == "color"
943 ^ `param2` tells which color is picked from the palette.
944 The palette should have 256 pixels.
945 paramtype2 == "colorfacedir"
946 ^ Same as `facedir`, but with colors.
947 The first three bits of `param2` tells which color
948 is picked from the palette.
949 The palette should have 8 pixels.
950 paramtype2 == "colorwallmounted"
951 ^ Same as `wallmounted`, but with colors.
952 The first five bits of `param2` tells which color
953 is picked from the palette.
954 The palette should have 32 pixels.
955 paramtype2 == "glasslikeliquidlevel"
956 ^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
957 param2 values 0-63 define 64 levels of internal liquid, 0 being empty and
959 Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
961 Nodes can also contain extra data. See "Node Metadata".
965 There are a bunch of different looking node types.
967 Look for examples in `games/minimal` or `games/minetest_game`.
975 * `glasslike_framed_optional`
977 * `allfaces_optional`
984 * `nodebox` -- See below
985 * `mesh` -- Use models for nodes, see below
986 * `plantlike_rooted` -- See below
988 `*_optional` drawtypes need less rendering time if deactivated (always client side).
992 Node selection boxes are defined using "node boxes"
994 The `nodebox` node drawtype allows defining nodes consisting of an arbitrary
995 number of boxes. It allows defining stuff like stairs and slabs.
997 A nodebox is defined as any of:
1000 -- A normal cube; the default in most things
1004 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1006 fixed = box OR {box1, box2, ...}
1009 -- A variable height box (or boxes) with the top face position defined by
1010 -- the node parameter 'leveled = ', or if 'paramtype2 == "leveled"' by
1012 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1014 fixed = box OR {box1, box2, ...}
1017 -- A box like the selection box for torches
1018 -- (wallmounted param2 is used, if applicable)
1019 type = "wallmounted",
1025 -- A node that has optional boxes depending on neighbouring nodes'
1026 -- presence and type. See also `connects_to`.
1028 fixed = box OR {box1, box2, ...}
1029 connect_top = box OR {box1, box2, ...}
1030 connect_bottom = box OR {box1, box2, ...}
1031 connect_front = box OR {box1, box2, ...}
1032 connect_left = box OR {box1, box2, ...}
1033 connect_back = box OR {box1, box2, ...}
1034 connect_right = box OR {box1, box2, ...}
1035 -- The following `disconnected_*` boxes are the opposites of the
1036 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1037 -- on the respective side, the corresponding disconnected box is drawn.
1038 disconnected_top = box OR {box1, box2, ...}
1039 disconnected_bottom = box OR {box1, box2, ...}
1040 disconnected_front = box OR {box1, box2, ...}
1041 disconnected_left = box OR {box1, box2, ...}
1042 disconnected_back = box OR {box1, box2, ...}
1043 disconnected_right = box OR {box1, box2, ...}
1044 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1045 disconnected_sides = box OR {box1, box2, ...} -- when there are *no* neighbours to the sides
1048 A `box` is defined as:
1050 {x1, y1, z1, x2, y2, z2}
1052 A box of a regular node would look like:
1054 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1058 If drawtype `mesh` is used, tiles should hold model materials textures.
1059 Only static meshes are implemented.
1060 For supported model formats see Irrlicht engine documentation.
1062 Rooted plantlike drawtype
1063 -------------------------
1064 The `plantlike_rooted` drawtype was developed to enable underwater plants
1065 without air bubbles around the plants.
1066 It consists of a base cube at the co-ordinates of the node (the seabed /
1067 lakebed / riverbed node) plus a 'plantlike' extension above with a height
1068 defined by param2 (maximum height 16 nodes). This extension visually passes
1069 through any nodes above the base cube without affecting them.
1070 The node is dug by digging the base cube.
1071 The base cube texture tiles are defined as normal, the plantlike extension
1072 uses the defined 'special tile', for example:
1073 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1077 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
1081 Offset that the noise is translated by (i.e. added) after calculation.
1084 Factor that the noise is scaled by (i.e. multiplied) after calculation.
1087 Vector containing values by which each coordinate is divided by before calculation.
1088 Higher spread values result in larger noise features.
1090 A value of `{x=250, y=250, z=250}` is common.
1093 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
1094 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
1097 Number of times the noise gradient is accumulated into the noise.
1099 Increase this number to increase the amount of detail in the resulting noise.
1101 A value of `6` is common.
1104 Factor by which the effect of the noise gradient function changes with each successive octave.
1106 Values less than `1` make the details of successive octaves' noise diminish, while values
1107 greater than `1` make successive octaves stronger.
1109 A value of `0.6` is common.
1112 Factor by which the noise feature sizes change with each successive octave.
1114 A value of `2.0` is common.
1117 Leave this field unset for no special handling.
1119 Currently supported are `defaults`, `eased` and `absvalue`.
1122 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
1126 Maps noise gradient values onto a quintic S-curve before performing interpolation.
1127 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
1128 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
1131 Accumulates the absolute value of each noise gradient result.
1133 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
1138 spread = {x=500, y=500, z=500},
1143 flags = "defaults, absvalue"
1145 ^ A single noise parameter table can be used to get 2D or 3D noise,
1146 when getting 2D noise spread.z is ignored.
1151 These tell in what manner the ore is generated.
1153 All default ores are of the uniformly-distributed scatter type.
1156 Randomly chooses a location and generates a cluster of ore.
1158 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
1159 that point is greater than the `noise_threshold`, giving the ability to create
1160 a non-equal distribution of ore.
1163 Creates a sheet of ore in a blob shape according to the 2D perlin noise
1164 described by `noise_params` and `noise_threshold`. This is essentially an
1165 improved version of the so-called "stratus" ore seen in some unofficial mods.
1167 This sheet consists of vertical columns of uniform randomly distributed height,
1168 varying between the inclusive range `column_height_min` and `column_height_max`.
1169 If `column_height_min` is not specified, this parameter defaults to 1.
1170 If `column_height_max` is not specified, this parameter defaults to `clust_size`
1171 for reverse compatibility. New code should prefer `column_height_max`.
1173 The `column_midpoint_factor` parameter controls the position of the column at which
1174 ore emanates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
1175 columns grow equally starting from each direction. `column_midpoint_factor` is a
1176 decimal number ranging in value from 0 to 1. If this parameter is not specified,
1179 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
1182 Creates a sheet of ore in a cloud-like puff shape.
1184 As with the `sheet` ore type, the size and shape of puffs are described by
1185 `noise_params` and `noise_threshold` and are placed at random vertical positions
1186 within the currently generated chunk.
1188 The vertical top and bottom displacement of each puff are determined by the noise
1189 parameters `np_puff_top` and `np_puff_bottom`, respectively.
1192 Creates a deformed sphere of ore according to 3d perlin noise described by
1193 `noise_params`. The maximum size of the blob is `clust_size`, and
1194 `clust_scarcity` has the same meaning as with the `scatter` type.
1197 Creates veins of ore varying in density by according to the intersection of two
1198 instances of 3d perlin noise with different seeds, both described by
1201 `random_factor` varies the influence random chance has on placement of an ore
1202 inside the vein, which is `1` by default. Note that modifying this parameter may
1203 require adjusting `noise_threshold`.
1205 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
1208 This ore type is difficult to control since it is sensitive to small changes.
1209 The following is a decent set of parameters to work from:
1214 spread = {x=200, y=200, z=200},
1220 noise_threshold = 1.6
1222 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
1223 computationally expensive than any other ore.
1226 Creates a single undulating ore stratum that is continuous across mapchunk
1227 borders and horizontally spans the world.
1229 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of the
1230 stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
1231 defines the stratum's vertical thickness (in units of nodes). Due to being
1232 continuous across mapchunk borders the stratum's vertical thickness is
1235 If the noise parameter `noise_params` is omitted the ore will occur from y_min
1236 to y_max in a simple horizontal stratum.
1238 A parameter `stratum_thickness` can be provided instead of the noise parameter
1239 `np_stratum_thickness`, to create a constant thickness.
1241 Leaving out one or both noise parameters makes the ore generation less intensive,
1242 useful when adding multiple strata.
1244 `y_min` and `y_max` define the limits of the ore generation and for performance
1245 reasons should be set as close together as possible but without clipping the
1246 stratum's Y variation.
1248 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
1249 solid-ore stratum would require a `clust_scarcity` of 1.
1251 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
1252 `random_factor` are ignored by this ore type.
1256 See section "Flag Specifier Format".
1258 Currently supported flags:
1259 `puff_cliffs`, `puff_additive_composition`.
1262 If set, puff ore generation will not taper down large differences in displacement
1263 when approaching the edge of a puff. This flag has no effect for ore types other
1266 ### `puff_additive_composition`
1267 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
1268 negative displacement, the sub-column at that point is not generated. With this
1269 attribute set, puff ore generation will instead generate the absolute difference in
1270 noise displacement values. This flag has no effect for ore types other than `puff`.
1274 The varying types of decorations that can be placed.
1277 Creates a 1 times `H` times 1 column of a specified node (or a random node from
1278 a list, if a decoration list is specified). Can specify a certain node it must
1279 spawn next to, such as water or lava, for example. Can also generate a
1280 decoration of random height between a specified lower and upper bound.
1281 This type of decoration is intended for placement of grass, flowers, cacti,
1282 papyri, waterlilies and so on.
1285 Copies a box of `MapNodes` from a specified schematic file (or raw description).
1286 Can specify a probability of a node randomly appearing when placed.
1287 This decoration type is intended to be used for multi-node sized discrete
1288 structures, such as trees, cave spikes, rocks, and so on.
1292 --------------------
1293 A schematic specifier identifies a schematic by either a filename to a
1294 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
1295 in the form of a table. This table specifies the following fields:
1297 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
1298 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
1299 of the schematic to have a `prob / 256 * 100` chance of occurring. (default: 255)
1300 * The `data` field is a flat table of MapNode tables making up the schematic,
1301 in the order of `[z [y [x]]]`. (required)
1302 Each MapNode table contains:
1303 * `name`: the name of the map node to place (required)
1304 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
1305 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
1306 * `force_place`: boolean representing if the node should forcibly overwrite any
1307 previous contents (default: false)
1309 About probability values:
1311 * A probability value of `0` or `1` means that node will never appear (0% chance).
1312 * A probability value of `254` or `255` means the node will always appear (100% chance).
1313 * If the probability value `p` is greater than `1`, then there is a
1314 `(p / 256 * 100)` percent chance that node will appear when the schematic is
1318 Schematic attributes
1319 --------------------
1320 See section "Flag Specifier Format".
1322 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
1325 * `place_center_x`: Placement of this decoration is centered along the X axis.
1326 * `place_center_y`: Placement of this decoration is centered along the Y axis.
1327 * `place_center_z`: Placement of this decoration is centered along the Z axis.
1328 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
1333 The position field is used for all element types.
1335 To account for differing resolutions, the position coordinates are the percentage
1336 of the screen, ranging in value from `0` to `1`.
1338 The name field is not yet used, but should contain a description of what the
1339 HUD element represents. The direction field is the direction in which something
1342 `0` draws from left to right, `1` draws from right to left, `2` draws from
1343 top to bottom, and `3` draws from bottom to top.
1345 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1346 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1347 Fractional values can be used.
1349 The `offset` field specifies a pixel offset from the position. Contrary to position,
1350 the offset is not scaled to screen size. This allows for some precisely-positioned
1353 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1355 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1357 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1358 in the experimental stages.
1361 Displays an image on the HUD.
1363 * `scale`: The scale of the image, with 1 being the original texture size.
1364 Only the X coordinate scale is used (positive values).
1365 Negative values represent that percentage of the screen it
1366 should take; e.g. `x=-100` means 100% (width).
1367 * `text`: The name of the texture that is displayed.
1368 * `alignment`: The alignment of the image.
1369 * `offset`: offset in pixels from position.
1372 Displays text on the HUD.
1374 * `scale`: Defines the bounding rectangle of the text.
1375 A value such as `{x=100, y=100}` should work.
1376 * `text`: The text to be displayed in the HUD element.
1377 * `number`: An integer containing the RGB value of the color used to draw the text.
1378 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1379 * `alignment`: The alignment of the text.
1380 * `offset`: offset in pixels from position.
1383 Displays a horizontal bar made up of half-images.
1385 * `text`: The name of the texture that is used.
1386 * `number`: The number of half-textures that are displayed.
1387 If odd, will end with a vertically center-split texture.
1389 * `offset`: offset in pixels from position.
1390 * `size`: If used, will force full-image size to this value (override texture pack image size)
1393 * `text`: The name of the inventory list to be displayed.
1394 * `number`: Number of items in the inventory to be displayed.
1395 * `item`: Position of item that is selected.
1397 * `offset`: offset in pixels from position.
1400 Displays distance to selected world position.
1402 * `name`: The name of the waypoint.
1403 * `text`: Distance suffix. Can be blank.
1404 * `number:` An integer containing the RGB value of the color used to draw the text.
1405 * `world_pos`: World position of the waypoint.
1407 Representations of simple things
1408 --------------------------------
1412 {x=num, y=num, z=num}
1414 For helper functions see "Vector helpers".
1417 * `{type="nothing"}`
1418 * `{type="node", under=pos, above=pos}`
1419 * `{type="object", ref=ObjectRef}`
1421 Flag Specifier Format
1422 ---------------------
1423 Flags using the standardized flag specifier format can be specified in either of
1424 two ways, by string or table.
1426 The string format is a comma-delimited set of flag names; whitespace and
1427 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1428 flag, and specifying a flag prefixed by the string `"no"` explicitly
1429 clears the flag from whatever the default may be.
1431 In addition to the standard string flag format, the schematic flags field can
1432 also be a table of flag names to boolean values representing whether or not the
1433 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1434 is present, mapped to a boolean of any value, the specified flag is unset.
1436 E.g. A flag field of value
1438 {place_center_x = true, place_center_y=false, place_center_z=true}
1442 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1444 which is equivalent to
1446 "place_center_x, noplace_center_y, place_center_z"
1450 "place_center_x, place_center_z"
1452 since, by default, no schematic attributes are set.
1458 There are three kinds of items: nodes, tools and craftitems.
1460 * Node (`register_node`): A node from the world.
1461 * Tool (`register_tool`): A tool/weapon that can dig and damage
1462 things according to `tool_capabilities`.
1463 * Craftitem (`register_craftitem`): A miscellaneous item.
1466 All item stacks have an amount between 0 to 65535. It is 1 by
1467 default. Tool item stacks can not have an amount greater than 1.
1469 Tools use a wear (=damage) value ranging from 0 to 65535. The
1470 value 0 is the default and used is for unworn tools. The values
1471 1 to 65535 are used for worn tools, where a higher value stands for
1472 a higher wear. Non-tools always have a wear value of 0.
1475 Items and item stacks can exist in three formats: Serializes, table format
1479 This is called "stackstring" or "itemstring". It is a simple string with
1480 1-3 components: the full item identifier, an optional amount and an optional
1483 <identifier> [<amount>[ <wear>]]
1487 * `'default:apple'`: 1 apple
1488 * `'default:dirt 5'`: 5 dirt
1489 * `'default:pick_stone'`: a new stone pickaxe
1490 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1497 {name="default:dirt", count=5, wear=0, metadata=""}
1499 A wooden pick about 1/3 worn out:
1501 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1505 {name="default:apple", count=1, wear=0, metadata=""}
1508 A native C++ format with many helper methods. Useful for converting
1509 between formats. See the Class reference section for details.
1511 When an item must be passed to a function, it can usually be in any of
1517 In a number of places, there is a group table. Groups define the
1518 properties of a thing (item, node, armor of entity, capabilities of
1519 tool) in such a way that the engine and other mods can can interact with
1520 the thing without actually knowing what the thing is.
1523 Groups are stored in a table, having the group names with keys and the
1524 group ratings as values. For example:
1526 groups = {crumbly=3, soil=1}
1529 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1530 -- ^ A more special dirt-kind of thing
1532 Groups always have a rating associated with them. If there is no
1533 useful meaning for a rating for an enabled group, it shall be `1`.
1535 When not defined, the rating of a group defaults to `0`. Thus when you
1536 read groups, you must interpret `nil` and `0` as the same value, `0`.
1538 You can read the rating of a group for an item or a node by using
1540 minetest.get_item_group(itemname, groupname)
1543 Groups of items can define what kind of an item it is (e.g. wool).
1546 In addition to the general item things, groups are used to define whether
1547 a node is destroyable and how long it takes to destroy by a tool.
1549 ### Groups of entities
1550 For entities, groups are, as of now, used only for calculating damage.
1551 The rating is the percentage of damage caused by tools with this damage group.
1552 See "Entity damage mechanism".
1554 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1555 object.set_armor_groups({fleshy=30, cracky=80})
1558 Groups in tools define which groups of nodes and entities they are
1561 ### Groups in crafting recipes
1562 An example: Make meat soup from any meat, any water and any bowl:
1565 output = 'food:meat_soup_raw',
1571 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1574 Another example: Make red wool from white wool and red dye:
1578 output = 'wool:red',
1579 recipe = {'wool:white', 'group:dye,basecolor_red'},
1583 * `immortal`: Disables the group damage system for an entity
1584 * `punch_operable`: For entities; disables the regular damage mechanism for
1585 players punching it by hand or a non-tool item, so that it can do something
1586 else than take damage.
1587 * `level`: Can be used to give an additional sense of progression in the game.
1588 * A larger level will cause e.g. a weapon of a lower level make much less
1589 damage, and get worn out much faster, or not be able to get drops
1590 from destroyed nodes.
1591 * `0` is something that is directly accessible at the start of gameplay
1592 * There is no upper limit
1593 * `dig_immediate`: (player can always pick up node without reducing tool wear)
1594 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1595 * `3`: the node always gets the digging time 0 seconds (torch)
1596 * `disable_jump`: Player (and possibly other things) cannot jump from node
1597 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1598 * `bouncy`: value is bounce speed in percent
1599 * `falling_node`: if there is no walkable block under the node it will fall
1600 * `attached_node`: if the node under it is not a walkable block the node will be
1601 dropped as an item. If the node is wallmounted the wallmounted direction is
1603 * `soil`: saplings will grow on nodes in this group
1604 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1605 connect to each other
1606 * `slippery`: Players and items will slide on the node.
1607 Slipperiness rises steadily with `slippery` value, starting at 1.
1610 ### Known damage and digging time defining groups
1611 * `crumbly`: dirt, sand
1612 * `cracky`: tough but crackable stuff like stone.
1613 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1614 plants, wire, sheets of metal
1615 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1616 * `fleshy`: Living things like animals and the player. This could imply
1617 some blood effects when hitting.
1618 * `explody`: Especially prone to explosions
1619 * `oddly_breakable_by_hand`:
1620 Can be added to nodes that shouldn't logically be breakable by the
1621 hand but are. Somewhat similar to `dig_immediate`, but times are more
1622 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1623 speed of a tool if the tool can dig at a faster speed than this
1624 suggests for the hand.
1626 ### Examples of custom groups
1627 Item groups are often used for defining, well, _groups of items_.
1629 * `meat`: any meat-kind of a thing (rating might define the size or healing
1630 ability or be irrelevant -- it is not defined as of yet)
1631 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1633 * `flammable`: can be set on fire. Rating might define the intensity of the
1634 fire, affecting e.g. the speed of the spreading of an open fire.
1635 * `wool`: any wool (any origin, any color)
1636 * `metal`: any metal
1637 * `weapon`: any weapon
1638 * `heavy`: anything considerably heavy
1640 ### Digging time calculation specifics
1641 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1642 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1643 faster digging time.
1645 The `level` group is used to limit the toughness of nodes a tool can dig
1646 and to scale the digging times / damage to a greater extent.
1648 **Please do understand this**, otherwise you cannot use the system to it's
1651 Tools define their properties by a list of parameters for groups. They
1652 cannot dig other groups; thus it is important to use a standard bunch of
1653 groups to enable interaction with tools.
1655 #### Tools definition
1658 * Full punch interval
1659 * Maximum drop level
1660 * For an arbitrary list of groups:
1661 * Uses (until the tool breaks)
1662 * Maximum level (usually `0`, `1`, `2` or `3`)
1666 #### Full punch interval
1667 When used as a weapon, the tool will do full damage if this time is spent
1668 between punches. If e.g. half the time is spent, the tool will do half
1671 #### Maximum drop level
1672 Suggests the maximum level of node, when dug with the tool, that will drop
1673 it's useful item. (e.g. iron ore to drop a lump of iron).
1675 This is not automated; it is the responsibility of the node definition
1679 Determines how many uses the tool has when it is used for digging a node,
1680 of this group, of the maximum level. For lower leveled nodes, the use count
1681 is multiplied by `3^leveldiff`.
1683 * `uses=10, leveldiff=0`: actual uses: 10
1684 * `uses=10, leveldiff=1`: actual uses: 30
1685 * `uses=10, leveldiff=2`: actual uses: 90
1688 Tells what is the maximum level of a node of this group that the tool will
1692 List of digging times for different ratings of the group, for nodes of the
1695 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1696 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1697 for this group, and unable to dig the rating `1`, which is the toughest.
1698 Unless there is a matching group that enables digging otherwise.
1700 If the result digging time is 0, a delay of 0.15 seconds is added between
1701 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1702 i.e. players can more quickly click the nodes away instead of holding LMB.
1705 List of damage for groups of entities. See "Entity damage mechanism".
1707 #### Example definition of the capabilities of a tool
1709 tool_capabilities = {
1710 full_punch_interval=1.5,
1713 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1715 damage_groups = {fleshy=2},
1718 This makes the tool be able to dig nodes that fulfil both of these:
1720 * Have the `crumbly` group
1721 * Have a `level` group less or equal to `2`
1723 Table of resulting digging times:
1725 crumbly 0 1 2 3 4 <- level
1727 1 0.80 1.60 1.60 - -
1728 2 0.60 1.20 1.20 - -
1729 3 0.40 0.80 0.80 - -
1731 level diff: 2 1 0 -1 -2
1733 Table of resulting tool uses:
1742 * At `crumbly==0`, the node is not diggable.
1743 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1744 easy nodes to be quickly breakable.
1745 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1747 Entity damage mechanism
1748 -----------------------
1752 foreach group in cap.damage_groups:
1753 damage += cap.damage_groups[group] * limit(actual_interval /
1754 cap.full_punch_interval, 0.0, 1.0)
1755 * (object.armor_groups[group] / 100.0)
1756 -- Where object.armor_groups[group] is 0 for inexistent values
1759 Client predicts damage based on damage groups. Because of this, it is able to
1760 give an immediate response when an entity is damaged or dies; the response is
1761 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1763 Currently a smoke puff will appear when an entity dies.
1765 The group `immortal` completely disables normal damage.
1767 Entities can define a special armor group, which is `punch_operable`. This
1768 group disables the regular damage mechanism for players punching it by hand or
1769 a non-tool item, so that it can do something else than take damage.
1771 On the Lua side, every punch calls:
1773 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1775 This should never be called directly, because damage is usually not handled by
1778 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1779 accessed unless absolutely required, to encourage interoperability.
1780 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1781 * `tool_capabilities` can be `nil`.
1782 * `direction` is a unit vector, pointing from the source of the punch to
1784 * `damage` damage that will be done to entity
1785 Return value of this function will determine if damage is done by this function
1786 (retval true) or shall be done by engine (retval false)
1788 To punch an entity/object in Lua, call:
1790 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1792 * Return value is tool wear.
1793 * Parameters are equal to the above callback.
1794 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1795 `direction` will be automatically filled in based on the location of `puncher`.
1799 The instance of a node in the world normally only contains the three values
1800 mentioned in "Nodes". However, it is possible to insert extra data into a
1801 node. It is called "node metadata"; See `NodeMetaRef`.
1803 Node metadata contains two things:
1808 Some of the values in the key-value store are handled specially:
1810 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1811 * `infotext`: Text shown on the screen when the node is pointed at
1815 local meta = minetest.get_meta(pos)
1816 meta:set_string("formspec",
1818 "list[context;main;0,0;8,4;]"..
1819 "list[current_player;main;0,5;8,4;]")
1820 meta:set_string("infotext", "Chest");
1821 local inv = meta:get_inventory()
1822 inv:set_size("main", 8*4)
1823 print(dump(meta:to_table()))
1826 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1827 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1828 [10] = "", [11] = "", [12] = "", [13] = "",
1829 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1830 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1831 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1832 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1836 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1843 Item stacks can store metadata too. See `ItemStackMetaRef`.
1845 Item metadata only contains a key-value store.
1847 Some of the values in the key-value store are handled specially:
1849 * `description`: Set the item stack's description. Defaults to `idef.description`
1850 * `color`: A `ColorString`, which sets the stack's color.
1851 * `palette_index`: If the item has a palette, this is used to get the
1852 current color from the palette.
1856 local meta = stack:get_meta()
1857 meta:set_string("key", "value")
1858 print(dump(meta:to_table()))
1862 Formspec defines a menu. Currently not much else than inventories are
1863 supported. It is a string, with a somewhat strange format.
1865 Spaces and newlines can be inserted between the blocks, as is used in the
1873 list[context;main;0,0;8,4;]
1874 list[current_player;main;0,5;8,4;]
1879 list[context;fuel;2,3;1,1;]
1880 list[context;src;2,1;1,1;]
1881 list[context;dst;5,1;2,2;]
1882 list[current_player;main;0,5;8,4;]
1884 #### Minecraft-like player inventory
1887 image[1,0.6;1,2;player.png]
1888 list[current_player;main;0,3.5;8,4;]
1889 list[current_player;craft;3,0;3,3;]
1890 list[current_player;craftpreview;7,1;1,1;]
1894 #### `size[<W>,<H>,<fixed_size>]`
1895 * Define the size of the menu in inventory slots
1896 * `fixed_size`: `true`/`false` (optional)
1897 * deprecated: `invsize[<W>,<H>;]`
1899 #### `position[<X>,<Y>]`
1900 * Define the position of the formspec
1901 * A value between 0.0 and 1.0 represents a position inside the screen
1902 * The default value is the center of the screen (0.5, 0.5)
1904 #### `anchor[<X>,<Y>]`
1905 * Define the anchor of the formspec
1906 * A value between 0.0 and 1.0 represents an anchor inside the formspec
1907 * The default value is the center of the formspec (0.5, 0.5)
1909 #### `container[<X>,<Y>]`
1910 * Start of a container block, moves all physical elements in the container by (X, Y)
1911 * Must have matching `container_end`
1912 * Containers can be nested, in which case the offsets are added
1913 (child containers are relative to parent containers)
1915 #### `container_end[]`
1916 * End of a container, following elements are no longer relative to this container
1918 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1919 * Show an inventory list
1921 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1922 * Show an inventory list
1924 #### `listring[<inventory location>;<list name>]`
1925 * Allows to create a ring of inventory lists
1926 * Shift-clicking on items in one element of the ring
1927 will send them to the next inventory list inside the ring
1928 * The first occurrence of an element inside the ring will
1929 determine the inventory where items will be sent to
1932 * Shorthand for doing `listring[<inventory location>;<list name>]`
1933 for the last two inventory lists added by list[...]
1935 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1936 * Sets background color of slots as `ColorString`
1937 * Sets background color of slots on mouse hovering
1939 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1940 * Sets background color of slots as `ColorString`
1941 * Sets background color of slots on mouse hovering
1942 * Sets color of slots border
1944 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1945 * Sets background color of slots as `ColorString`
1946 * Sets background color of slots on mouse hovering
1947 * Sets color of slots border
1948 * Sets default background color of tooltips
1949 * Sets default font color of tooltips
1951 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1952 * Adds tooltip for an element
1953 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1954 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1956 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1958 * Position and size units are inventory slots
1960 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1961 * Show an inventory image of registered item/node
1962 * Position and size units are inventory slots
1964 #### `bgcolor[<color>;<fullscreen>]`
1965 * Sets background color of formspec as `ColorString`
1966 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1968 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1969 * Use a background. Inventory rectangles are not drawn then.
1970 * Position and size units are inventory slots
1971 * Example for formspec 8x4 in 16x resolution: image shall be sized
1972 8 times 16px times 4 times 16px.
1974 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1975 * Use a background. Inventory rectangles are not drawn then.
1976 * Position and size units are inventory slots
1977 * Example for formspec 8x4 in 16x resolution:
1978 image shall be sized 8 times 16px times 4 times 16px
1979 * If `true` the background is clipped to formspec size
1980 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1982 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1983 * Textual password style field; will be sent to server when a button is clicked
1984 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1986 * `x` and `y` position the field relative to the top left of the menu
1987 * `w` and `h` are the size of the field
1988 * Fields are a set height, but will be vertically centred on `h`
1989 * Position and size units are inventory slots
1990 * `name` is the name of the field as returned in fields to `on_receive_fields`
1991 * `label`, if not blank, will be text printed on the top left above the field
1992 * See field_close_on_enter to stop enter closing the formspec
1994 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1995 * Textual field; will be sent to server when a button is clicked
1996 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1998 * `x` and `y` position the field relative to the top left of the menu
1999 * `w` and `h` are the size of the field
2000 * Fields are a set height, but will be vertically centred on `h`
2001 * Position and size units are inventory slots
2002 * `name` is the name of the field as returned in fields to `on_receive_fields`
2003 * `label`, if not blank, will be text printed on the top left above the field
2004 * `default` is the default value of the field
2005 * `default` may contain variable references such as `${text}'` which
2006 will fill the value from the metadata value `text`
2007 * **Note**: no extra text or more than a single variable is supported ATM.
2008 * See `field_close_on_enter` to stop enter closing the formspec
2010 #### `field[<name>;<label>;<default>]`
2011 * As above, but without position/size units
2012 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
2014 * Special field for creating simple forms, such as sign text input
2015 * Must be used without a `size[]` element
2016 * A "Proceed" button will be added automatically
2017 * See `field_close_on_enter` to stop enter closing the formspec
2019 #### `field_close_on_enter[<name>;<close_on_enter>]`
2020 * <name> is the name of the field
2021 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
2022 * defaults to true when not specified (ie: no tag for a field)
2024 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2025 * Same as fields above, but with multi-line input
2026 * if the text overflows a vertical scrollbar is added
2027 * if the name is empty the textarea is readonly. The label is not displayed then
2029 #### `label[<X>,<Y>;<label>]`
2030 * `x` and `y` work as per field
2031 * `label` is the text on the label
2032 * Position and size units are inventory slots
2034 #### `vertlabel[<X>,<Y>;<label>]`
2035 * Textual label drawn vertically
2036 * `x` and `y` work as per field
2037 * `label` is the text on the label
2038 * Position and size units are inventory slots
2040 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2041 * Clickable button. When clicked, fields will be sent.
2042 * `x`, `y` and `name` work as per field
2043 * `w` and `h` are the size of the button
2044 * Fixed button height. It will be vertically centred on `h`
2045 * `label` is the text on the button
2046 * Position and size units are inventory slots
2048 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2049 * `x`, `y`, `w`, `h`, and `name` work as per button
2050 * `texture name` is the filename of an image
2051 * Position and size units are inventory slots
2053 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2054 * `x`, `y`, `w`, `h`, and `name` work as per button
2055 * `texture name` is the filename of an image
2056 * Position and size units are inventory slots
2057 * `noclip=true` means the image button doesn't need to be within specified formsize
2058 * `drawborder`: draw button border or not
2059 * `pressed texture name` is the filename of an image on pressed state
2061 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2062 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
2063 * `item name` is the registered name of an item/node,
2064 tooltip will be made out of its description
2065 to override it use tooltip element
2066 * Position and size units are inventory slots
2068 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2069 * When clicked, fields will be sent and the form will quit.
2071 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2072 * When clicked, fields will be sent and the form will quit.
2074 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2075 * Scrollable item list showing arbitrary text elements
2076 * `x` and `y` position the itemlist relative to the top left of the menu
2077 * `w` and `h` are the size of the itemlist
2078 * `name` fieldname sent to server on doubleclick value is current selected element
2079 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
2080 * if you want a listelement to start with "#" write "##".
2082 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2083 * Scrollable itemlist showing arbitrary text elements
2084 * `x` and `y` position the item list relative to the top left of the menu
2085 * `w` and `h` are the size of the item list
2086 * `name` fieldname sent to server on doubleclick value is current selected element
2087 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2088 * if you want a listelement to start with "#" write "##"
2089 * Index to be selected within textlist
2090 * `true`/`false`: draw transparent background
2091 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
2093 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2094 * Show a tab**header** at specific position (ignores formsize)
2095 * `x` and `y` position the itemlist relative to the top left of the menu
2096 * `name` fieldname data is transferred to Lua
2097 * `caption 1`...: name shown on top of tab
2098 * `current_tab`: index of selected tab 1...
2099 * `transparent` (optional): show transparent
2100 * `draw_border` (optional): draw border
2102 #### `box[<X>,<Y>;<W>,<H>;<color>]`
2103 * Simple colored semitransparent box
2104 * `x` and `y` position the box relative to the top left of the menu
2105 * `w` and `h` are the size of box
2106 * `color` is color specified as a `ColorString`
2108 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2109 * Show a dropdown field
2110 * **Important note**: There are two different operation modes:
2111 1. handle directly on change (only changed dropdown is submitted)
2112 2. read the value on pressing a button (all dropdown values are available)
2113 * `x` and `y` position of dropdown
2115 * Fieldname data is transferred to Lua
2116 * Items to be shown in dropdown
2117 * Index of currently selected dropdown item
2119 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2121 * `x` and `y`: position of checkbox
2122 * `name` fieldname data is transferred to Lua
2123 * `label` to be shown left of checkbox
2124 * `selected` (optional): `true`/`false`
2126 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2128 * There are two ways to use it:
2129 1. handle the changed event (only changed scrollbar is available)
2130 2. read the value on pressing a button (all scrollbars are available)
2131 * `x` and `y`: position of trackbar
2132 * `w` and `h`: width and height
2133 * `orientation`: `vertical`/`horizontal`
2134 * Fieldname data is transferred to Lua
2135 * Value this trackbar is set to (`0`-`1000`)
2136 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
2138 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2139 * Show scrollable table using options defined by the previous `tableoptions[]`
2140 * Displays cells as defined by the previous `tablecolumns[]`
2141 * `x` and `y`: position the itemlist relative to the top left of the menu
2142 * `w` and `h` are the size of the itemlist
2143 * `name`: fieldname sent to server on row select or doubleclick
2144 * `cell 1`...`cell n`: cell contents given in row-major order
2145 * `selected idx`: index of row to be selected within table (first row = `1`)
2146 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
2148 #### `tableoptions[<opt 1>;<opt 2>;...]`
2149 * Sets options for `table[]`
2151 * default text color (`ColorString`), defaults to `#FFFFFF`
2152 * `background=#RRGGBB`
2153 * table background color (`ColorString`), defaults to `#000000`
2154 * `border=<true/false>`
2155 * should the table be drawn with a border? (default: `true`)
2156 * `highlight=#RRGGBB`
2157 * highlight background color (`ColorString`), defaults to `#466432`
2158 * `highlight_text=#RRGGBB`
2159 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2160 * `opendepth=<value>`
2161 * all subtrees up to `depth < value` are open (default value = `0`)
2162 * only useful when there is a column of type "tree"
2164 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2165 * Sets columns for `table[]`
2166 * Types: `text`, `image`, `color`, `indent`, `tree`
2167 * `text`: show cell contents as text
2168 * `image`: cell contents are an image index, use column options to define images
2169 * `color`: cell contents are a ColorString and define color of following cell
2170 * `indent`: cell contents are a number and define indentation of following cell
2171 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
2174 * for `text` and `image`: content alignment within cells.
2175 Available values: `left` (default), `center`, `right`, `inline`
2177 * for `text` and `image`: minimum width in em (default: `0`)
2178 * for `indent` and `tree`: indent width in em (default: `1.5`)
2179 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2180 Exception: defaults to 0 for indent columns
2181 * `tooltip=<value>`: tooltip text (default: empty)
2182 * `image` column options:
2183 * `0=<value>` sets image for image index 0
2184 * `1=<value>` sets image for image index 1
2185 * `2=<value>` sets image for image index 2
2186 * and so on; defined indices need not be contiguous empty or
2187 non-numeric cells are treated as `0`.
2188 * `color` column options:
2189 * `span=<value>`: number of following columns to affect (default: infinite)
2191 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
2192 pass key press events to formspec!
2196 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2197 * `"current_player"`: Player to whom the menu is shown
2198 * `"player:<name>"`: Any player
2199 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2200 * `"detached:<name>"`: A detached inventory
2202 Player Inventory lists
2203 ----------------------
2204 * `main`: list containing the default inventory
2205 * `craft`: list containing the craft input
2206 * `craftpreview`: list containing the craft output
2207 * `hand`: list containing an override for the empty hand
2211 `#RGB` defines a color in hexadecimal format.
2213 `#RGBA` defines a color in hexadecimal format and alpha channel.
2215 `#RRGGBB` defines a color in hexadecimal format.
2217 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2219 Named colors are also supported and are equivalent to
2220 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2221 To specify the value of the alpha channel, append `#AA` to the end of the color name
2222 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
2223 value must (always) be two hexadecimal digits.
2227 A ColorSpec specifies a 32-bit color. It can be written in either:
2228 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
2229 `colorspec = {a=255, r=0, g=255, b=0}`
2230 numerical form, the raw integer value of an ARGB8 quad:
2231 `colorspec = 0xFF00FF00`
2232 or string form, a ColorString (defined above):
2233 `colorspec = "green"`
2237 Most text can contain escape sequences, that can for example color the text.
2238 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2239 The following functions provide escape sequences:
2241 * `minetest.get_color_escape_sequence(color)`:
2242 * `color` is a ColorString
2243 * The escape sequence sets the text color to `color`
2244 * `minetest.colorize(color, message)`:
2246 `minetest.get_color_escape_sequence(color) ..
2248 minetest.get_color_escape_sequence("#ffffff")`
2249 * `minetest.get_background_escape_sequence(color)`
2250 * `color` is a ColorString
2251 * The escape sequence sets the background of the whole text element to
2252 `color`. Only defined for item descriptions and tooltips.
2253 * `minetest.strip_foreground_colors(str)`
2254 * Removes foreground colors added by `get_color_escape_sequence`.
2255 * `minetest.strip_background_colors(str)`
2256 * Removes background colors added by `get_background_escape_sequence`.
2257 * `minetest.strip_colors(str)`
2258 * Removes all color escape sequences.
2262 For the following functions, `v`, `v1`, `v2` are vectors, `p1`, `p2` are positions:
2264 * `vector.new(a[, b, c])`:
2266 * A copy of `a` if `a` is a vector.
2267 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2268 * `vector.direction(p1, p2)`:
2269 * Returns a vector of length 1 with direction `p1` to `p2`.
2270 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2271 * `vector.distance(p1, p2)`:
2272 * Returns zero or a positive number, the distance between `p1` and `p2`.
2273 * `vector.length(v)`:
2274 * Returns zero or a positive number, the length of vector `v`.
2275 * `vector.normalize(v)`:
2276 * Returns a vector of length 1 with direction of vector `v`.
2277 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2278 * `vector.floor(v)`:
2279 * Returns a vector, each dimension rounded down.
2280 * `vector.round(v)`:
2281 * Returns a vector, each dimension rounded to nearest integer.
2282 * `vector.apply(v, func)`:
2283 * Returns a vector where the function `func` has been applied to each component.
2284 * `vector.equals(v1, v2)`:
2285 * Returns a boolean, `true` if the vectors are identical.
2286 * `vector.sort(v1, v2)`:
2287 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2289 For the following functions `x` can be either a vector or a number:
2291 * `vector.add(v, x)`:
2293 * `vector.subtract(v, x)`:
2295 * `vector.multiply(v, x)`:
2296 * Returns a scaled vector or Schur product.
2297 * `vector.divide(v, x)`:
2298 * Returns a scaled vector or Schur quotient.
2302 * `dump2(obj, name, dumped)`: returns a string which makes `obj` human readable,
2303 handles reference loops
2304 * `obj`: arbitrary variable
2305 * `name`: string, default: `"_"`
2306 * `dumped`: table, default: `{}`
2307 * `dump(obj, dumped)`: returns a string which makes `obj` human readable
2308 * `obj`: arbitrary variable
2309 * `dumped`: table, default: `{}`
2310 * `math.hypot(x, y)`
2311 * Get the hypotenuse of a triangle with legs x and y.
2312 Useful for distance calculation.
2313 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2314 * Get the sign of a number.
2315 * tolerance: number, default: `0.0`
2316 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2318 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2319 * `separator`: string, default: `","`
2320 * `include_empty`: boolean, default: `false`
2321 * `max_splits`: number, if it's positive, splits aren't limited,
2323 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2324 string or a pattern (regex), default: `false`
2325 * e.g. `"a,b":split","` returns `{"a","b"}`
2326 * `string:trim()`: returns the string whithout whitespace pre- and suffixes
2327 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2328 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2329 * Adds newlines to the string to keep it within the specified character
2331 * Note that the returned lines may be longer than the limit since it only
2332 splits at word borders.
2333 * `limit`: number, maximal amount of characters in one line
2334 * `as_table`: boolean, if set to true, a table of lines instead of a string
2335 is returned, default: `false`
2336 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2337 * `pos`: table {x=X, y=Y, z=Z}
2338 * Converts the position `pos` to a human-readable, printable string
2339 * `decimal_places`: number, if specified, the x, y and z values of
2340 the position are rounded to the given decimal place.
2341 * `minetest.string_to_pos(string)`: returns a position or `nil`
2342 * Same but in reverse.
2343 * If the string can't be parsed to a position, nothing is returned.
2344 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2345 * Converts a string representing an area box into two positions
2346 * `minetest.formspec_escape(string)`: returns a string
2347 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2348 * `minetest.is_yes(arg)`
2349 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2350 * `minetest.get_us_time()`
2351 * returns time with microsecond precision. May not return wall time.
2352 * `table.copy(table)`: returns a table
2353 * returns a deep copy of `table`
2354 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
2355 * returns the exact position on the surface of a pointed node
2360 Texts can be translated client-side with the help of `minetest.translate` and translation files.
2362 ### Translating a string
2363 Two functions are provided to translate strings: `minetest.translate` and `minetest.get_translator`.
2365 * `minetest.get_translator(textdomain)` is a simple wrapper around `minetest.translate`, and
2366 `minetest.get_translator(textdomain)(str, ...)` is equivalent to `minetest.translate(textdomain, str, ...)`.
2367 It is intended to be used in the following way, so that it avoids verbose repetitions of `minetest.translate`:
2369 local S = minetest.get_translator(textdomain)
2372 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2374 * `minetest.translate(textdomain, str, ...)` translates the string `str` with the given `textdomain`
2375 for disambiguation. The textdomain must match the textdomain specified in the translation file in order
2376 to get the string translated. This can be used so that a string is translated differently in different contexts.
2377 It is advised to use the name of the mod as textdomain whenever possible, to avoid clashes with other mods.
2378 This function must be given a number of arguments equal to the number of arguments the translated string expects.
2379 Arguments are literal strings -- they will not be translated, so if you want them to be, they need to come as
2380 outputs of `minetest.translate` as well.
2382 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced by the translation of "Red".
2383 We can do the following:
2385 local S = minetest.get_translator()
2386 S("@1 Wool", S("Red"))
2388 This will be displayed as "Red Wool" on old clients and on clients that do not have localization enabled.
2389 However, if we have for instance a translation file named `wool.fr.tr` containing the following:
2394 this will be displayed as "Laine Rouge" on clients with a French locale.
2396 ### Operations on translated strings
2398 The output of `minetest.translate` is a string, with escape sequences adding additional information to that string
2399 so that it can be translated on the different clients. In particular, you can't expect operations like string.length
2400 to work on them like you would expect them to, or string.gsub to work in the expected manner. However, string
2401 concatenation will still work as expected (note that you should only use this for things like formspecs; do not
2402 translate sentences by breaking them into parts; arguments should be used instead), and operations such as
2403 `minetest.colorize` which are only concatenation under the hood as well.
2405 ### Translation file format
2406 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language it corresponds to.
2407 The file should be a text file, with the following format:
2409 * Lines beginning with `# textdomain:` (the space is significant) can be used to specify the text
2410 domain of all following translations in the file.
2411 * All other empty lines or lines beginning with `#` are ignored.
2412 * Other lines should be in the format `original=translated`. Both `original` and `translated` can
2413 contain escape sequences beginning with `@` to insert arguments, literal `@`, `=` or newline
2414 (See ### Escapes below). There must be no extraneous whitespace around the `=` or at the beginning
2415 or the end of the line.
2418 Strings that need to be translated can contain several escapes, preceded by `@`.
2419 * `@@` acts as a literal `@`.
2420 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated string that will be inlined
2421 when translation. Due to how translations are implemented, the original translation string **must** have
2422 its arguments in increasing order, without gaps or repetitions, starting from 1.
2423 * `@=` acts as a literal `=`. It is not required in strings given to `minetest.translate`, but is in translation
2424 files to avoid being confused with the `=` separating the original from the translation.
2425 * `@\n` (where the `\n` is a literal newline) acts as a literal newline. As with `@=`, this escape is not required
2426 in strings given to `minetest.translate`, but is in translation files.
2427 * `@n` acts as a literal newline as well.
2429 `minetest` namespace reference
2430 ------------------------------
2434 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
2435 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
2436 * Useful for loading additional `.lua` modules or static data from mod
2437 * `minetest.get_modnames()`: returns a list of installed mods
2438 * Return a list of installed mods, sorted alphabetically
2439 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
2440 * Useful for storing custom data
2441 * `minetest.is_singleplayer()`
2442 * `minetest.features`: Table containing API feature flags
2445 glasslike_framed = true,
2446 nodebox_as_selectionbox = true,
2447 chat_send_player_param3 = true,
2448 get_all_craft_recipes_works = true,
2449 use_texture_alpha = true,
2450 -- ^ The transparency channel of textures can be used optionally
2451 no_legacy_abms = true,
2452 -- ^ Tree and grass ABMs are no longer done from C++
2453 texture_names_parens = true,
2454 -- ^ Texture grouping is possible using parentheses
2455 area_store_custom_ids = true,
2456 -- ^ Unique Area ID for AreaStore:insert_area
2457 add_entity_with_staticdata = true,
2458 -- ^ add_entity supports passing initial staticdata to on_activate
2459 no_chat_message_prediction = true,
2460 -- ^ Chat messages are no longer predicted
2462 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
2463 * `arg`: string or table in format `{foo=true, bar=true}`
2464 * `missing_features`: `{foo=true, bar=true}`
2465 * `minetest.get_player_information(player_name)`:
2466 * Returns a table containing information about a player. Example return value:
2469 address = "127.0.0.1", -- IP address of client
2470 ip_version = 4, -- IPv4 / IPv6
2471 min_rtt = 0.01, -- minimum round trip time
2472 max_rtt = 0.2, -- maximum round trip time
2473 avg_rtt = 0.02, -- average round trip time
2474 min_jitter = 0.01, -- minimum packet time jitter
2475 max_jitter = 0.5, -- maximum packet time jitter
2476 avg_jitter = 0.03, -- average packet time jitter
2477 connection_uptime = 200, -- seconds since client connected
2478 protocol_version = 32, -- protocol version used by client
2479 -- following information is available on debug build only!!!
2480 -- DO NOT USE IN MODS
2481 --ser_vers = 26, -- serialization version used by client
2482 --major = 0, -- major version number
2483 --minor = 4, -- minor version number
2484 --patch = 10, -- patch version number
2485 --vers_string = "0.4.9-git", -- full version string
2486 --state = "Active" -- current client state
2488 * `minetest.mkdir(path)`: returns success.
2489 * Creates a directory specified by `path`, creating parent directories
2490 if they don't exist.
2491 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
2493 * nil: return all entries,
2494 * true: return only subdirectory names, or
2495 * false: return only file names.
2496 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
2497 * Replaces contents of file at path with new contents in a safe (atomic) way.
2498 Use this instead of below code when writing e.g. database files:
2499 `local f = io.open(path, "wb"); f:write(content); f:close()`
2500 * `minetest.get_version()`: returns a table containing components of the
2501 engine version. Components:
2502 * `project`: Name of the project, eg, "Minetest"
2503 * `string`: Simple version, eg, "1.2.3-dev"
2504 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
2505 Use this for informational purposes only. The information in the returned
2506 table does not represent the capabilities of the engine, nor is it
2507 reliable or verifiable. Compatible forks will have a different name and
2508 version entirely. To check for the presence of engine features, test
2509 whether the functions exported by the wanted features exist. For example:
2510 `if minetest.check_for_falling then ... end`.
2511 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
2512 * `data`: string of data to hash
2513 * `raw`: return raw bytes instead of hex digits, default: false
2516 * `minetest.debug(...)`
2517 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
2518 * `minetest.log([level,] text)`
2519 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
2520 `"info"`, or `"verbose"`. Default is `"none"`.
2522 ### Registration functions
2523 Call these functions only at load time!
2525 * `minetest.register_entity(name, prototype table)`
2526 * `minetest.register_abm(abm definition)`
2527 * `minetest.register_lbm(lbm definition)`
2528 * `minetest.register_node(name, node definition)`
2529 * `minetest.register_tool(name, item definition)`
2530 * `minetest.register_craftitem(name, item definition)`
2531 * `minetest.unregister_item(name)`
2532 * `minetest.register_alias(name, convert_to)`
2533 * Also use this to set the 'mapgen aliases' needed in a game for the core
2534 * mapgens. See 'Mapgen aliases' section above.
2535 * `minetest.register_alias_force(name, convert_to)`
2536 * `minetest.register_craft(recipe)`
2537 * Check recipe table syntax for different types below.
2538 * `minetest.clear_craft(recipe)`
2539 * Will erase existing craft based either on output item or on input recipe.
2540 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
2541 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
2542 * If no erase candidate could be found, Lua exception will be thrown.
2543 * **Warning**! The type field ("shaped","cooking" or any other) will be ignored if the recipe
2544 contains output. Erasing is then done independently from the crafting method.
2545 * `minetest.register_ore(ore definition)`
2546 * `minetest.register_biome(biome definition)`
2547 * `minetest.register_decoration(decoration definition)`
2548 * `minetest.override_item(name, redefinition)`
2549 * Overrides fields of an item registered with register_node/tool/craftitem.
2550 * Note: Item must already be defined, (opt)depend on the mod defining it.
2551 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2552 * `minetest.clear_registered_ores()`
2553 * `minetest.clear_registered_biomes()`
2554 * `minetest.clear_registered_decorations()`
2556 ### Global callback registration functions
2557 Call these functions only at load time!
2559 * `minetest.register_globalstep(func(dtime))`
2560 * Called every server step, usually interval of 0.1s
2561 * `minetest.register_on_shutdown(func())`
2562 * Called before server shutdown
2563 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
2564 callbacks **will likely not be run**. Data should be saved at
2565 semi-frequent intervals as well as on server shutdown.
2566 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2567 * Called when a node has been placed
2568 * If return `true` no item is taken from `itemstack`
2569 * `placer` may be any valid ObjectRef or nil.
2570 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
2572 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2573 * Called when a node has been dug.
2574 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
2576 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2577 * Called when a node is punched
2578 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2579 * Called after generating a piece of world. Modifying nodes inside the area
2580 is a bit faster than usually.
2581 * `minetest.register_on_newplayer(func(ObjectRef))`
2582 * Called after a new player has been created
2583 * `minetest.register_on_dieplayer(func(ObjectRef))`
2584 * Called when a player dies
2585 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2586 * Called when a player is punched
2587 * `player` - ObjectRef - Player that was punched
2588 * `hitter` - ObjectRef - Player that hit
2589 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
2590 * `tool_capabilities`: capability table of used tool (can be nil)
2591 * `dir`: unit vector of direction of punch. Always defined. Points from
2592 the puncher to the punched.
2593 * `damage` - number that represents the damage calculated by the engine
2594 * should return `true` to prevent the default damage mechanism
2595 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2596 * Called when the player gets damaged or healed
2597 * `player`: ObjectRef of the player
2598 * `hp_change`: the amount of change. Negative when it is damage.
2599 * `modifier`: when true, the function should return the actual `hp_change`.
2600 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2601 modifiers can return true as a second argument to stop the execution of further functions.
2602 Non-modifiers receive the final hp change calculated by the modifiers.
2603 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2604 * Called when player is to be respawned
2605 * Called _before_ repositioning of player occurs
2606 * return true in func to disable regular player placement
2607 * `minetest.register_on_prejoinplayer(func(name, ip))`
2608 * Called before a player joins the game
2609 * If it returns a string, the player is disconnected with that string as reason
2610 * `minetest.register_on_joinplayer(func(ObjectRef))`
2611 * Called when a player joins the game
2612 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2613 * Called when a player leaves the game
2614 * `timed_out`: True for timeout, false for other reasons.
2615 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2616 * Called when a player cheats
2617 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2619 * `interacted_too_far`
2620 * `interacted_while_dead`
2621 * `finished_unknown_dig`
2624 * `minetest.register_on_chat_message(func(name, message))`
2625 * Called always when a player says something
2626 * Return `true` to mark the message as handled, which means that it will not be sent to other players
2627 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2628 * Called when a button is pressed in player's inventory form
2629 * Newest functions are called first
2630 * If function returns `true`, remaining functions are not called
2631 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2632 * Called when `player` crafts something
2633 * `itemstack` is the output
2634 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2635 * `craft_inv` is the inventory with the crafting grid
2636 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2637 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2638 * The same as before, except that it is called before the player crafts, to make
2639 craft prediction, and it should not change anything.
2640 * `minetest.register_on_protection_violation(func(pos, name))`
2641 * Called by `builtin` and mods when a player violates protection at a position
2642 (eg, digs a node or punches a protected entity).
2643 * The registered functions can be called using `minetest.record_protection_violation`
2644 * The provided function should check that the position is protected by the mod
2645 calling this function before it prints a message, if it does, to allow for
2646 multiple protection mods.
2647 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2648 * Called when an item is eaten, by `minetest.item_eat`
2649 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2650 * `minetest.register_on_priv_grant(function(name, granter, priv))`
2651 * Called when `granter` grants the priv `priv` to `name`.
2652 * Note that the callback will be called twice if it's done by a player, once with granter being the player name,
2653 and again with granter being nil.
2654 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
2655 * Called when `revoker` revokes the priv `priv` from `name`.
2656 * Note that the callback will be called twice if it's done by a player, once with revoker being the player name,
2657 and again with revoker being nil.
2658 * `minetest.register_can_bypass_userlimit(function(name, ip))`
2659 * Called when `name` user connects with `ip`.
2660 * Return `true` to by pass the player limit
2661 * `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
2662 * Called when an incoming mod channel message is received
2663 * You should have joined some channels to receive events.
2664 * If message comes from a server mod, `sender` field is an empty string.
2666 ### Other registration functions
2667 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2668 * Adds definition to `minetest.registered_chatcommands`
2669 * `minetest.override_chatcommand(name, redefinition)`
2670 * Overrides fields of a chatcommand registered with `register_chatcommand`.
2671 * `minetest.unregister_chatcommand(name)`
2672 * Unregisters a chatcommands registered with `register_chatcommand`.
2673 * `minetest.register_privilege(name, definition)`
2674 * `definition`: `"description text"`
2675 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2676 the default of `give_to_singleplayer` is true
2677 * To allow players with `basic_privs` to grant, see `basic_privs` minetest.conf setting.
2678 * `on_grant(name, granter_name)`: Called when given to player `name` by `granter_name`.
2679 `granter_name` will be nil if the priv was granted by a mod.
2680 * `on_revoke(name, revoker_name)`: Called when taken from player `name` by `revoker_name`.
2681 `revoker_name` will be nil if the priv was revoked by a mod
2682 * Note that the above two callbacks will be called twice if a player is responsible -
2683 once with the player name, and then with a nil player name.
2684 * Return true in the above callbacks to stop register_on_priv_grant or revoke being called.
2685 * `minetest.register_authentication_handler(authentication handler definition)`
2686 * Registers an auth handler that overrides the builtin one
2687 * This function can be called by a single mod once only.
2690 * `minetest.settings`: Settings object containing all of the settings from the
2691 main config file (`minetest.conf`).
2692 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
2693 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
2696 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2697 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2698 * Convert between two privilege representations
2699 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2700 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2701 * A quickhand for checking privileges.
2702 * `player_or_name`: Either a Player object or the name of a player.
2703 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2704 a table, e.g. `{ priva = true, privb = true }`.
2706 * `minetest.check_password_entry(name, entry, password)`
2707 * Returns true if the "password entry" for a player with name matches given
2708 password, false otherwise.
2709 * The "password entry" is the password representation generated by the engine
2710 as returned as part of a `get_auth()` call on the auth handler.
2711 * Only use this function for making it possible to log in via password from
2712 external protocols such as IRC, other uses are frowned upon.
2713 * `minetest.get_password_hash(name, raw_password)`
2714 * Convert a name-password pair to a password hash that Minetest can use.
2715 * The returned value alone is not a good basis for password checks based
2716 on comparing the password hash in the database with the password hash
2717 from the function, with an externally provided password, as the hash
2718 in the db might use the new SRP verifier format.
2719 * For this purpose, use `minetest.check_password_entry` instead.
2720 * `minetest.get_player_ip(name)`: returns an IP address string for the player `name`
2721 * The player needs to be online for this to be successful.
2723 * `minetest.get_auth_handler()`: Return the currently active auth handler
2724 * See the `Authentication handler definition`
2725 * Use this to e.g. get the authentication data for a player:
2726 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
2727 * `minetest.notify_authentication_modified(name)`
2728 * Must be called by the authentication handler for privilege changes.
2729 * `name`: string; if omitted, all auth data should be considered modified
2730 * `minetest.set_player_password(name, password_hash)`: Set password hash of player `name`
2731 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player `name`
2732 * `minetest.auth_reload()`
2733 * See `reload()` in authentication handler definition
2735 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2736 and `minetest.auth_reload` call the authentication handler.
2739 * `minetest.chat_send_all(text)`
2740 * `minetest.chat_send_player(name, text)`
2742 ### Environment access
2743 * `minetest.set_node(pos, node)`
2744 * `minetest.add_node(pos, node): alias to `minetest.set_node`
2745 * Set node at position `pos`
2746 * `node`: table `{name=string, param1=number, param2=number}`
2747 * If param1 or param2 is omitted, it's set to `0`.
2748 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
2749 * `minetest.swap_node(pos, node)`
2750 * Set node at position, but don't remove metadata
2751 * `minetest.remove_node(pos)`
2752 * By default it does the same as `minetest.set_node(pos, {name="air"})`
2753 * `minetest.get_node(pos)`
2754 * Returns the node at the given position as table in the format
2755 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2757 * `minetest.get_node_or_nil(pos)`
2758 * Same as `get_node` but returns `nil` for unloaded areas.
2759 * `minetest.get_node_light(pos, timeofday)`
2760 * Gets the light value at the given position. Note that the light value
2761 "inside" the node at the given position is returned, so you usually want
2762 to get the light value of a neighbor.
2763 * `pos`: The position where to measure the light.
2764 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2765 * Returns a number between `0` and `15` or `nil`
2766 * `minetest.place_node(pos, node)`
2767 * Place node with the same effects that a player would cause
2768 * `minetest.dig_node(pos)`
2769 * Dig node with the same effects that a player would cause
2770 * Returns `true` if successful, `false` on failure (e.g. protected location)
2771 * `minetest.punch_node(pos)`
2772 * Punch node with the same effects that a player would cause
2773 * `minetest.spawn_falling_node(pos)`
2774 * Change node into falling node
2775 * Returns `true` if successful, `false` on failure
2777 * `minetest.find_nodes_with_meta(pos1, pos2)`
2778 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2779 * `minetest.get_meta(pos)`
2780 * Get a `NodeMetaRef` at that position
2781 * `minetest.get_node_timer(pos)`
2782 * Get `NodeTimerRef`
2784 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position
2785 * Returns `ObjectRef`, or `nil` if failed
2786 * `minetest.add_item(pos, item)`: Spawn item
2787 * Returns `ObjectRef`, or `nil` if failed
2788 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2789 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of ObjectRefs
2790 * `radius`: using an euclidean metric
2791 * `minetest.set_timeofday(val)`
2792 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2793 * `minetest.get_timeofday()`
2794 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2795 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2796 * accounting for time changes.
2797 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
2798 * `radius`: using a maximum metric
2799 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2800 * `search_center` is an optional boolean (default: `false`)
2801 If true `pos` is also checked for the nodes
2802 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of positions
2803 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2804 * First return value: Table with all node positions
2805 * Second return value: Table with the count of each node with the node name as index
2806 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a list of positions
2807 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2808 * Return value: Table with all node positions with a node air above
2809 * `minetest.get_perlin(noiseparams)`
2810 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2811 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2812 * `minetest.get_voxel_manip([pos1, pos2])`
2813 * Return voxel manipulator object.
2814 * Loads the manipulator from the map if positions are passed.
2815 * `minetest.set_gen_notify(flags, {deco_ids})`
2816 * Set the types of on-generate notifications that should be collected
2817 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2818 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2819 * The second parameter is a list of IDS of decorations which notification is requested for
2820 * `get_gen_notify()`: returns a flagstring and a table with the `deco_id`s
2821 * `minetest.get_mapgen_object(objectname)`
2822 * Return requested mapgen object if available (see "Mapgen objects")
2823 * `minetest.get_biome_id(biome_name)`
2824 * Returns the biome id, as used in the biomemap Mapgen object, for a
2825 given biome_name string.
2826 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2827 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2828 * Deprecated: use `minetest.get_mapgen_setting(name)` instead
2829 * `minetest.set_mapgen_params(MapgenParams)`
2830 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)` instead
2831 * Set map generation parameters
2832 * Function cannot be called after the registration period; only initialization
2833 and `on_mapgen_init`
2834 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2836 * Leave field unset to leave that parameter unchanged
2837 * `flags` contains a comma-delimited string of flags to set,
2838 or if the prefix `"no"` is attached, clears instead.
2839 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2840 * `minetest.get_mapgen_setting(name)`
2841 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2842 order of precedence:
2843 1) Settings loaded from map_meta.txt or overrides set during mod execution
2844 2) Settings set by mods without a metafile override
2845 3) Settings explicitly set in the user config file, minetest.conf
2846 4) Settings set as the user config default
2847 * `minetest.get_mapgen_setting_noiseparams(name)`
2848 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2849 and is a valid NoiseParams
2850 * `minetest.set_mapgen_setting(name, value, [override_meta])`
2851 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2852 is not already present in map_meta.txt.
2853 * `override_meta` is an optional boolean (default: `false`). If this is set to true,
2854 the setting will become the active setting regardless of the map metafile contents.
2855 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`
2856 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
2857 * Same as above, except value is a NoiseParams table.
2858 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2859 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2860 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2861 should be applied to the default config or current active config
2862 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2863 * `minetest.generate_ores(vm, pos1, pos2)`
2864 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2865 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2866 * `minetest.generate_decorations(vm, pos1, pos2)`
2867 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2868 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2869 * `minetest.clear_objects([options])`
2870 * Clear all objects in the environment
2871 * Takes an optional table as an argument with the field `mode`.
2872 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2873 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2874 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2875 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2876 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2877 * fetched from memory, loaded from disk, or if inexistent, generates them.
2878 * If `callback` is a valid Lua function, this will be called for each block emerged.
2879 * The function signature of callback is:
2880 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2881 * - `blockpos` is the *block* coordinates of the block that had been emerged
2882 * - `action` could be one of the following constant values:
2883 * `minetest.EMERGE_CANCELLED`, `minetest.EMERGE_ERRORED`, `minetest.EMERGE_FROM_MEMORY`,
2884 * `minetest.EMERGE_FROM_DISK`, `minetest.EMERGE_GENERATED`
2885 * - `calls_remaining` is the number of callbacks to be expected after this one
2886 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2887 * parameter was absent)
2888 * `minetest.delete_area(pos1, pos2)`
2889 * delete all mapblocks in the area from pos1 to pos2, inclusive
2890 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
2891 * Checks if there is anything other than air between pos1 and pos2.
2892 * Returns false if something is blocking the sight.
2893 * Returns the position of the blocking node when `false`
2894 * `pos1`: First position
2895 * `pos2`: Second position
2896 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
2897 * Creates a `Raycast` object.
2898 * `pos1`: start of the ray
2899 * `pos2`: end of the ray
2900 * `objects` : if false, only nodes will be returned. Default is `true`.
2901 * `liquids' : if false, liquid nodes won't be returned. Default is `false`.
2902 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2903 * returns table containing path
2904 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2905 * `pos1`: start position
2906 * `pos2`: end position
2907 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2908 * `max_jump`: maximum height difference to consider walkable
2909 * `max_drop`: maximum height difference to consider droppable
2910 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2911 * `minetest.spawn_tree (pos, {treedef})`
2912 * spawns L-system tree at given `pos` with definition in `treedef` table
2913 * `minetest.transforming_liquid_add(pos)`
2914 * add node to liquid update queue
2915 * `minetest.get_node_max_level(pos)`
2916 * get max available level for leveled node
2917 * `minetest.get_node_level(pos)`
2918 * get level of leveled node (water, snow)
2919 * `minetest.set_node_level(pos, level)`
2920 * set level of leveled node, default `level` equals `1`
2921 * if `totallevel > maxlevel`, returns rest (`total-max`).
2922 * `minetest.add_node_level(pos, level)`
2923 * increase level of leveled node by level, default `level` equals `1`
2924 * if `totallevel > maxlevel`, returns rest (`total-max`)
2925 * can be negative for decreasing
2926 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
2927 * resets the light in a cuboid-shaped part of
2928 the map and removes lighting bugs.
2929 * Loads the area if it is not loaded.
2930 * `pos1` is the corner of the cuboid with the least coordinates
2931 (in node coordinates), inclusive.
2932 * `pos2` is the opposite corner of the cuboid, inclusive.
2933 * The actual updated cuboid might be larger than the specified one,
2934 because only whole map blocks can be updated.
2935 The actual updated area consists of those map blocks that intersect
2936 with the given cuboid.
2937 * However, the neighborhood of the updated area might change
2938 as well, as light can spread out of the cuboid, also light
2940 * returns `false` if the area is not fully generated,
2942 * `minetest.check_single_for_falling(pos)`
2943 * causes an unsupported `group:falling_node` node to fall and causes an
2944 unattached `group:attached_node` node to fall.
2945 * does not spread these updates to neighbours.
2946 * `minetest.check_for_falling(pos)`
2947 * causes an unsupported `group:falling_node` node to fall and causes an
2948 unattached `group:attached_node` node to fall.
2949 * spread these updates to neighbours and can cause a cascade
2953 You can find mod channels communication scheme in `docs/mod_channels.png`.
2955 * `minetest.mod_channel_join(channel_name)`
2956 * Server joins channel `channel_name`, and creates it if necessary. You
2957 should listen from incoming messages with `minetest.register_on_modchannel_message`
2958 call to receive incoming messages
2961 `minetest.get_inventory(location)`: returns an `InvRef`
2964 * `{type="player", name="celeron55"}`
2965 * `{type="node", pos={x=, y=, z=}}`
2966 * `{type="detached", name="creative"}`
2967 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
2968 * callbacks: See "Detached inventory callbacks"
2969 * `player_name`: Make detached inventory available to one player exclusively,
2970 by default they will be sent to every player (even if not used).
2971 Note that this parameter is mostly just a workaround and will be removed in future releases.
2972 * Creates a detached inventory. If it already exists, it is cleared.
2973 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2974 returns left over ItemStack
2975 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2978 * `minetest.show_formspec(playername, formname, formspec)`
2979 * `playername`: name of player to show formspec
2980 * `formname`: name passed to `on_player_receive_fields` callbacks.
2981 It should follow the `"modname:<whatever>"` naming convention
2982 * `formspec`: formspec to display
2983 * `minetest.close_formspec(playername, formname)`
2984 * `playername`: name of player to close formspec
2985 * `formname`: has to exactly match the one given in `show_formspec`, or the formspec will
2987 * calling `show_formspec(playername, formname, "")` is equal to this expression
2988 * to close a formspec regardless of the formname, call
2989 `minetest.close_formspec(playername, "")`. **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
2990 * `minetest.formspec_escape(string)`: returns a string
2991 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2992 * `minetest.explode_table_event(string)`: returns a table
2993 * returns e.g. `{type="CHG", row=1, column=2}`
2995 * `"INV"`: no row selected)
2996 * `"CHG"`: selected)
2997 * `"DCL"`: double-click
2998 * `minetest.explode_textlist_event(string)`: returns a table
2999 * returns e.g. `{type="CHG", index=1}`
3001 * `"INV"`: no row selected)
3002 * `"CHG"`: selected)
3003 * `"DCL"`: double-click
3004 * `minetest.explode_scrollbar_event(string)`: returns a table
3005 * returns e.g. `{type="CHG", value=500}`
3007 * `"INV"`: something failed
3008 * `"CHG"`: has been changed
3009 * `"VAL"`: not changed
3012 * `minetest.inventorycube(img1, img2, img3)`
3013 * Returns a string for making an image of a cube (useful as an item image)
3014 * `minetest.get_pointed_thing_position(pointed_thing, above)`
3015 * Get position of a `pointed_thing` (that you can get from somewhere)
3016 * `minetest.dir_to_facedir(dir, is6d)`
3017 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
3018 * passing something non-`nil`/`false` for the optional second parameter causes it to
3019 take the y component into account
3020 * `minetest.facedir_to_dir(facedir)`
3021 * Convert a facedir back into a vector aimed directly out the "back" of a node
3022 * `minetest.dir_to_wallmounted(dir)`
3023 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
3024 * `minetest.wallmounted_to_dir(wallmounted)`
3025 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
3026 * `minetest.dir_to_yaw(dir)`
3027 * Convert a vector into a yaw (angle)
3028 * `minetest.yaw_to_dir(yaw)`
3029 * Convert yaw (angle) to a vector
3030 * `minetest.is_colored_paramtype(ptype)`
3031 * Returns a boolean. Returns `true` if the given `paramtype2` contains color
3032 information (`color`, `colorwallmounted` or `colorfacedir`).
3033 * `minetest.strip_param2_color(param2, paramtype2)`
3034 * Removes everything but the color information from the
3035 given `param2` value.
3036 * Returns `nil` if the given `paramtype2` does not contain color information
3037 * `minetest.get_node_drops(nodename, toolname)`
3038 * Returns list of item names.
3039 * **Note**: This will be removed or modified in a future version.
3040 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
3041 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
3042 * `input.width` = for example `3`
3043 * `input.items` = for example
3044 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
3045 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
3046 * `output.time` = a number, if unsuccessful: `0`
3047 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
3048 `decremented_input.items`
3049 * `decremented_input` = like `input`
3050 * `minetest.get_craft_recipe(output)`: returns input
3051 * returns last registered recipe for output item (node)
3052 * `output` is a node or item type such as `"default:torch"`
3053 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
3054 * `input.width` = for example `3`
3055 * `input.items` = for example
3056 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
3057 * `input.items` = `nil` if no recipe found
3058 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
3059 * returns indexed table with all registered recipes for query item (node)
3060 or `nil` if no recipe was found
3061 * recipe entry table:
3064 method = 'normal' or 'cooking' or 'fuel'
3065 width = 0-3, 0 means shapeless recipe
3066 items = indexed [1-9] table with recipe items
3067 output = string with item name and quantity
3069 * Example query for `"default:gold_ingot"` will return table:
3072 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
3073 items = {1 = "default:gold_lump"}},
3074 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
3075 items = {1 = "default:goldblock"}}
3077 * `minetest.handle_node_drops(pos, drops, digger)`
3078 * `drops`: list of itemstrings
3079 * Handles drops from nodes after digging: Default action is to put them into
3081 * Can be overridden to get different functionality (e.g. dropping items on
3083 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item string
3084 * Creates an item string which contains palette index information
3085 for hardware colorization. You can use the returned string
3086 as an output in a craft recipe.
3087 * `item`: the item stack which becomes colored. Can be in string,
3088 table and native form.
3089 * `palette_index`: this index is added to the item stack
3090 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
3091 * Creates an item string which contains static color information
3092 for hardware colorization. Use this method if you wish to colorize
3093 an item that does not own a palette. You can use the returned string
3094 as an output in a craft recipe.
3095 * `item`: the item stack which becomes colored. Can be in string,
3096 table and native form.
3097 * `colorstring`: the new color of the item stack
3100 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
3101 returns `{{actor, pos, time, oldnode, newnode}, ...}`
3102 * Find who has done something to a node, or near a node
3103 * `actor`: `"player:<name>"`, also `"liquid"`.
3104 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
3105 * Revert latest actions of someone
3106 * `actor`: `"player:<name>"`, also `"liquid"`.
3108 ### Defaults for the `on_*` item definition functions
3109 These functions return the leftover itemstack.
3111 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
3112 * Place item as a node
3113 * `param2` overrides `facedir` and wallmounted `param2`
3114 * returns `itemstack, success`
3115 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
3117 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
3118 * Use one of the above based on what the item is.
3119 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
3120 * **Note**: is not called when wielded item overrides `on_place`
3121 * `param2` overrides `facedir` and wallmounted `param2`
3122 * returns `itemstack, success`
3123 * `minetest.item_drop(itemstack, dropper, pos)`
3125 * `minetest.item_eat(hp_change, replace_with_item)`
3127 * `replace_with_item` is the itemstring which is added to the inventory.
3128 If the player is eating a stack, then replace_with_item goes to a
3129 different spot. Can be `nil`
3130 * See `minetest.do_item_eat`
3132 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
3133 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
3134 * Calls functions registered by `minetest.register_on_punchnode()`
3135 * `minetest.node_dig(pos, node, digger)`
3136 * Checks if node can be dug, puts item into inventory, removes node
3137 * Calls functions registered by `minetest.registered_on_dignodes()`
3140 * `minetest.sound_play(spec, parameters)`: returns a handle
3141 * `spec` is a `SimpleSoundSpec`
3142 * `parameters` is a sound parameter table
3143 * `minetest.sound_stop(handle)`
3144 * `minetest.sound_fade(handle, step, gain)`
3145 * `handle` is a handle returned by `minetest.sound_play`
3146 * `step` determines how fast a sound will fade.
3147 Negative step will lower the sound volume, positive step will increase the sound volume
3148 * `gain` the target gain for the fade.
3151 * `minetest.after(time, func, ...)`
3152 * Call the function `func` after `time` seconds, may be fractional
3153 * Optional: Variable number of arguments that are passed to `func`
3156 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients,
3157 `reconnect` == true displays a reconnect button,
3158 `delay` adds an optional delay (in seconds) before shutdown
3159 negative delay cancels the current active shutdown
3160 zero delay triggers an immediate shutdown.
3161 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
3162 * `minetest.get_server_status()`: returns server status string
3163 * `minetest.get_server_uptime()`: returns the server uptime in seconds
3164 * `minetest.remove_player(name)`: remove player from database (if he is not connected).
3165 * As auth data is not removed, minetest.player_exists will continue to return true.
3166 Call the below method as well if you want to remove auth data too.
3167 * Returns a code (0: successful, 1: no such player, 2: player is connected)
3168 * `minetest.remove_player_auth(name)`: remove player authentication data
3169 * Returns boolean indicating success (false if player nonexistant)
3172 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
3173 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
3174 * `minetest.ban_player(name)`: ban a player
3175 * `minetest.unban_player_or_ip(name)`: unban player or IP address
3176 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
3179 * `minetest.add_particle(particle definition)`
3180 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
3181 size, collisiondetection, texture, playername)`
3183 * `minetest.add_particlespawner(particlespawner definition)`
3184 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
3185 * Returns an `id`, and -1 if adding didn't succeed
3186 * `Deprecated: minetest.add_particlespawner(amount, time,
3190 minexptime, maxexptime,
3192 collisiondetection, texture, playername)`
3194 * `minetest.delete_particlespawner(id, player)`
3195 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
3196 * If playername is specified, only deletes on the player's client,
3197 * otherwise on all clients
3200 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
3201 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
3202 * Apply the specified probability and per-node force-place to the specified nodes
3203 according to the `probability_list`.
3204 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
3205 * `pos` is the 3D vector specifying the absolute coordinates of the
3206 node being modified,
3207 * `prob` is an integer value from `0` to `255` that encodes probability and
3208 per-node force-place. Probability has levels 0-127, then 128 is added to
3209 encode per-node force-place.
3210 For probability stated as 0-255, divide by 2 and round down to get values
3211 0-127, then add 128 to apply per-node force-place.
3212 * If there are two or more entries with the same pos value, the
3214 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
3215 * If `probability_list` equals `nil`, no probabilities are applied.
3216 * Apply the specified probability to the specified horizontal slices according to the
3218 * `slice_prob_list` is an array of tables containing two fields, `ypos` and `prob`.
3219 * `ypos` indicates the y position of the slice with a probability applied,
3220 the lowest slice being `ypos = 0`.
3221 * If slice probability list equals `nil`, no slice probabilities are applied.
3222 * Saves schematic in the Minetest Schematic format to filename.
3224 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
3225 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
3226 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
3227 * If the `rotation` parameter is omitted, the schematic is not rotated.
3228 * `replacements` = `{["old_name"] = "convert_to", ...}`
3229 * `force_placement` is a boolean indicating whether nodes other than `air` and
3230 `ignore` are replaced by the schematic
3231 * Returns nil if the schematic could not be loaded.
3233 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
3234 * This function is analogous to minetest.place_schematic, but places a schematic onto the
3235 specified VoxelManip object `vmanip` instead of the whole map.
3236 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
3237 containing the full area required, and true if the whole schematic was able to fit.
3238 * Returns nil if the schematic could not be loaded.
3239 * After execution, any external copies of the VoxelManip contents are invalidated.
3241 * `minetest.serialize_schematic(schematic, format, options)`
3242 * Return the serialized schematic specified by schematic (see: Schematic specifier)
3243 * in the `format` of either "mts" or "lua".
3244 * "mts" - a string containing the binary MTS data used in the MTS file format
3245 * "lua" - a string containing Lua code representing the schematic in table format
3246 * `options` is a table containing the following optional parameters:
3247 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
3248 * position comments for every X row generated in the schematic data for easier reading.
3249 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
3250 * will use that number of spaces as indentation instead of a tab character.
3253 * `minetest.request_http_api()`:
3254 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
3255 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
3256 otherwise returns `nil`.
3257 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
3259 * Only works at init time and must be called from the mod's main scope (not from a function).
3260 * Function only exists if minetest server was built with cURL support.
3261 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
3263 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
3264 * Performs given request asynchronously and calls callback upon completion
3265 * callback: `function(HTTPRequestResult res)`
3266 * Use this HTTP function if you are unsure, the others are for advanced use.
3267 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
3268 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
3269 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
3270 * Return response data for given asynchronous HTTP request
3273 * `minetest.get_mod_storage()`:
3274 * returns reference to mod private `StorageRef`
3275 * must be called during mod load time
3278 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
3279 * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
3280 * `minetest.hud_replace_builtin(name, hud_definition)`
3281 * Replaces definition of a builtin hud element
3282 * `name`: `"breath"` or `"health"`
3283 * `hud_definition`: definition to replace builtin definition
3284 * `minetest.send_join_message(player_name)`
3285 * This function can be overridden by mods to change the join message.
3286 * `minetest.send_leave_message(player_name, timed_out)`
3287 * This function can be overridden by mods to change the leave message.
3288 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
3289 * `pos`: table {x=number, y=number, z=number},
3290 * Gives a unique hash number for a node position (16+16+16=48bit)
3291 * `minetest.get_position_from_hash(hash)`: returns a position
3292 * Inverse transform of `minetest.hash_node_position`
3293 * `minetest.get_item_group(name, group)`: returns a rating
3294 * Get rating of a group of an item. (`0` means: not in group)
3295 * `minetest.get_node_group(name, group)`: returns a rating
3296 * Deprecated: An alias for the former.
3297 * `minetest.raillike_group(name)`: returns a rating
3298 * Returns rating of the connect_to_raillike group corresponding to name
3299 * If name is not yet the name of a connect_to_raillike group, a new group id
3300 * is created, with that name
3301 * `minetest.get_content_id(name)`: returns an integer
3302 * Gets the internal content ID of `name`
3303 * `minetest.get_name_from_content_id(content_id)`: returns a string
3304 * Gets the name of the content with that content ID
3305 * `minetest.parse_json(string[, nullvalue])`: returns something
3306 * Convert a string containing JSON data into the Lua equivalent
3307 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
3308 * On success returns a table, a string, a number, a boolean or `nullvalue`
3309 * On failure outputs an error message and returns `nil`
3310 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
3311 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
3312 * Convert a Lua table into a JSON string
3313 * styled: Outputs in a human-readable format if this is set, defaults to false
3314 * Unserializable things like functions and userdata will cause an error.
3315 * **Warning**: JSON is more strict than the Lua table format.
3316 1. You can only use strings and positive integers of at least one as keys.
3317 2. You can not mix string and integer keys.
3318 This is due to the fact that JSON has two distinct array and object values.
3319 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
3320 * `minetest.serialize(table)`: returns a string
3321 * Convert a table containing tables, strings, numbers, booleans and `nil`s
3322 into string form readable by `minetest.deserialize`
3323 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
3324 * `minetest.deserialize(string)`: returns a table
3325 * Convert a string returned by `minetest.deserialize` into a table
3326 * `string` is loaded in an empty sandbox environment.
3327 * Will load functions, but they cannot access the global environment.
3328 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
3329 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
3330 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
3331 * `minetest.compress(data, method, ...)`: returns `compressed_data`
3332 * Compress a string of data.
3333 * `method` is a string identifying the compression method to be used.
3334 * Supported compression methods:
3335 * Deflate (zlib): `"deflate"`
3336 * `...` indicates method-specific arguments. Currently defined arguments are:
3337 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
3338 * `minetest.decompress(compressed_data, method, ...)`: returns data
3339 * Decompress a string of data (using ZLib).
3340 * See documentation on `minetest.compress()` for supported compression methods.
3341 * currently supported.
3342 * `...` indicates method-specific arguments. Currently, no methods use this.
3343 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
3344 * Each argument is a 8 Bit unsigned integer
3345 * Returns the ColorString from rgb or rgba values
3346 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
3347 * `minetest.encode_base64(string)`: returns string encoded in base64
3348 * Encodes a string in base64.
3349 * `minetest.decode_base64(string)`: returns string
3350 * Decodes a string encoded in base64.
3351 * `minetest.is_protected(pos, name)`: returns boolean
3352 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
3353 actions, definable by mods, due to some mod-defined ownership-like concept.
3354 Returns false or nil, if the player is allowed to do such actions.
3355 * `name` will be "" for non-players or unknown players.
3356 * This function should be overridden by protection mods and should be used to
3357 check if a player can interact at a position.
3358 * This function should call the old version of itself if the position is not
3359 protected by the mod.
3362 local old_is_protected = minetest.is_protected
3363 function minetest.is_protected(pos, name)
3364 if mymod:position_protected_from(pos, name) then
3367 return old_is_protected(pos, name)
3369 * `minetest.record_protection_violation(pos, name)`
3370 * This function calls functions registered with
3371 `minetest.register_on_protection_violation`.
3372 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
3373 * Attempt to predict the desired orientation of the facedir-capable node
3374 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
3375 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
3376 field is false or omitted (else, the itemstack is not changed). `orient_flags`
3377 is an optional table containing extra tweaks to the placement code:
3378 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
3379 orientation on the wall.
3380 * `force_wall` : if `true`, always place the node in wall orientation.
3381 * `force_ceiling`: if `true`, always place on the ceiling.
3382 * `force_floor`: if `true`, always place the node on the floor.
3383 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
3384 the floor or ceiling
3385 * The first four options are mutually-exclusive; the last in the list takes
3386 precedence over the first.
3387 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
3388 * calls `rotate_and_place()` with infinitestacks set according to the state of
3389 the creative mode setting, and checks for "sneak" to set the `invert_wall`
3392 * `minetest.forceload_block(pos[, transient])`
3393 * forceloads the position `pos`.
3394 * returns `true` if area could be forceloaded
3395 * If `transient` is `false` or absent, the forceload will be persistent
3396 (saved between server runs). If `true`, the forceload will be transient
3397 (not saved between server runs).
3399 * `minetest.forceload_free_block(pos[, transient])`
3400 * stops forceloading the position `pos`
3401 * If `transient` is `false` or absent, frees a persistent forceload.
3402 If `true`, frees a transient forceload.
3404 * `minetest.request_insecure_environment()`: returns an environment containing
3405 insecure functions if the calling mod has been listed as trusted in the
3406 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
3407 * Only works at init time and must be called from the mod's main scope (not from a function).
3408 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
3411 * `minetest.global_exists(name)`
3412 * Checks if a global variable has been set, without triggering a warning.
3415 * `minetest.env`: `EnvRef` of the server environment and world.
3416 * Any function in the minetest namespace can be called using the syntax
3417 `minetest.env:somefunction(somearguments)`
3418 instead of `minetest.somefunction(somearguments)`
3419 * Deprecated, but support is not to be dropped soon
3422 * `minetest.registered_items`
3423 * Map of registered items, indexed by name
3424 * `minetest.registered_nodes`
3425 * Map of registered node definitions, indexed by name
3426 * `minetest.registered_craftitems`
3427 * Map of registered craft item definitions, indexed by name
3428 * `minetest.registered_tools`
3429 * Map of registered tool definitions, indexed by name
3430 * `minetest.registered_entities`
3431 * Map of registered entity prototypes, indexed by name
3432 * `minetest.object_refs`
3433 * Map of object references, indexed by active object id
3434 * `minetest.luaentities`
3435 * Map of Lua entities, indexed by active object id
3436 * `minetest.registered_chatcommands`
3437 * Map of registered chat command definitions, indexed by name
3438 * `minetest.registered_ores`
3439 * List of registered ore definitions.
3440 * `minetest.registered_biomes`
3441 * List of registered biome definitions.
3442 * `minetest.registered_decorations`
3443 * List of registered decoration definitions.
3450 An interface to use mod channels on client and server
3453 * `leave()`: leave the mod channel.
3454 * Server leaves channel `channel_name`.
3455 * No more incoming or outgoing messages can be sent to this channel from server mods.
3456 * This invalidate all future object usage
3457 * Ensure your set mod_channel to nil after that to free Lua resources
3458 * `is_writeable()`: returns true if channel is writeable and mod can send over it.
3459 * `send_all(message)`: Send `message` though the mod channel.
3460 * If mod channel is not writeable or invalid, message will be dropped.
3461 * Message size is limited to 65535 characters by protocol.
3464 See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
3467 * `set_string(name, value)`
3468 * `get_string(name)`
3469 * `set_int(name, value)`
3471 * `set_float(name, value)`
3473 * `to_table()`: returns `nil` or a table with keys:
3474 * `fields`: key-value storage
3475 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
3476 * `from_table(nil or {})`
3477 * Any non-table value will clear the metadata
3478 * See "Node Metadata" for an example
3479 * returns `true` on success
3481 * returns `true` if this metadata has the same key-value pairs as `other`
3484 Node metadata: reference extra data and functionality stored in a node.
3485 Can be obtained via `minetest.get_meta(pos)`.
3488 * All methods in MetaDataRef
3489 * `get_inventory()`: returns `InvRef`
3490 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
3491 This will prevent them from being sent to the client. Note that the "private"
3492 status will only be remembered if an associated key-value pair exists, meaning
3493 it's best to call this when initializing all other meta (e.g. `on_construct`).
3495 ### `ItemStackMetaRef`
3496 ItemStack metadata: reference extra data and functionality stored in a stack.
3497 Can be obtained via `item:get_meta()`.
3500 * All methods in MetaDataRef
3501 * `set_tool_capabilities([tool_capabilities])`
3502 * overrides the item's tool capabilities
3503 * a nil value will clear the override data and restore the original behavior
3506 Mod metadata: per mod metadata, saved automatically.
3507 Can be obtained via `minetest.get_mod_storage()` during load time.
3510 * All methods in MetaDataRef
3513 Node Timers: a high resolution persistent per-node timer.
3514 Can be gotten via `minetest.get_node_timer(pos)`.
3517 * `set(timeout,elapsed)`
3518 * set a timer's state
3519 * `timeout` is in seconds, and supports fractional values (0.1 etc)
3520 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
3521 * will trigger the node's `on_timer` function after `(timeout - elapsed)` seconds
3524 * equivalent to `set(timeout,0)`
3527 * `get_timeout()`: returns current timeout in seconds
3528 * if `timeout` equals `0`, timer is inactive
3529 * `get_elapsed()`: returns current elapsed time in seconds
3530 * the node's `on_timer` function will be called after `(timeout - elapsed)` seconds
3531 * `is_started()`: returns boolean state of timer
3532 * returns `true` if timer is started, otherwise `false`
3535 Moving things in the game are generally these.
3537 This is basically a reference to a C++ `ServerActiveObject`
3540 * `remove()`: remove object (after returning from Lua)
3541 * Note: Doesn't work on players, use `minetest.kick_player` instead
3542 * `get_pos()`: returns `{x=num, y=num, z=num}`
3543 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
3544 * `move_to(pos, continuous=false)`: interpolated move
3545 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
3546 * `puncher` = another `ObjectRef`,
3547 * `time_from_last_punch` = time since last punch action of the puncher
3548 * `direction`: can be `nil`
3549 * `right_click(clicker)`; `clicker` is another `ObjectRef`
3550 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
3551 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
3552 * `get_inventory()`: returns an `InvRef`
3553 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
3554 * `get_wield_index()`: returns the index of the wielded item
3555 * `get_wielded_item()`: returns an `ItemStack`
3556 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
3557 * `set_armor_groups({group1=rating, group2=rating, ...})`
3558 * `get_armor_groups()`: returns a table with the armor group ratings
3559 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
3560 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
3561 * `frame_speed`: number, default: `15.0`
3562 * `frame_blend`: number, default: `0.0`
3563 * `frame_loop`: boolean, default: `true`
3564 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`
3565 * `set_animation_frame_speed(frame_speed)`
3566 * `frame_speed`: number, default: `15.0`
3567 * `set_attach(parent, bone, position, rotation)`
3569 * `position`: `{x=num, y=num, z=num}` (relative)
3570 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
3571 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
3573 * `set_bone_position(bone, position, rotation)`
3575 * `position`: `{x=num, y=num, z=num}` (relative)
3576 * `rotation`: `{x=num, y=num, z=num}`
3577 * `get_bone_position(bone)`: returns position and rotation of the bone
3578 * `set_properties(object property table)`
3579 * `get_properties()`: returns object property table
3580 * `is_player()`: returns true for players, false otherwise
3581 * `get_nametag_attributes()`
3582 * returns a table with the attributes of the nametag of an object
3584 color = {a=0..255, r=0..255, g=0..255, b=0..255},
3587 * `set_nametag_attributes(attributes)`
3588 * sets the attributes of the nametag of an object
3592 text = "My Nametag",
3595 ##### LuaEntitySAO-only (no-op for other objects)
3596 * `set_velocity(vel)`
3597 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
3598 * `get_velocity()`: returns the velocity, a vector
3599 * `set_acceleration(acc)`
3601 * `get_acceleration()`: returns the acceleration, a vector
3602 * `set_yaw(radians)`
3603 * `get_yaw()`: returns number in radians
3604 * `set_texture_mod(mod)`
3605 * `get_texture_mod()` returns current texture modifier
3606 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
3607 * Select sprite from spritesheet with optional animation and Dungeon Master
3608 style texture selection based on yaw relative to camera
3609 * `p`: {x=number, y=number}, the coordinate of the first frame
3610 (x: column, y: row), default: `{x=0, y=0}`
3611 * `num_frames`: number, default: `1`
3612 * `framelength`: number, default: `0.2`
3613 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
3614 Master mob, default: `false`
3615 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
3618 ##### Player-only (no-op for other objects)
3619 * `get_player_name()`: returns `""` if is not a player
3620 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
3621 table {x, y, z} representing the player's instantaneous velocity in nodes/s
3622 * `get_look_dir()`: get camera direction as a unit vector
3623 * `get_look_vertical()`: pitch in radians
3624 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
3625 * `get_look_horizontal()`: yaw in radians
3626 * Angle is counter-clockwise from the +z direction.
3627 * `set_look_vertical(radians)`: sets look pitch
3628 * radians - Angle from looking forward, where positive is downwards.
3629 * `set_look_horizontal(radians)`: sets look yaw
3630 * radians - Angle from the +z direction, where positive is counter-clockwise.
3631 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use `get_look_vertical`.
3632 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
3633 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`.
3634 * Angle is counter-clockwise from the +x direction.
3635 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`.
3636 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`.
3637 * `get_breath()`: returns players breath
3638 * `set_breath(value)`: sets players breath
3640 * `0`: player is drowning
3641 * max: bubbles bar is not shown
3642 * See Object Properties for more information
3643 * `set_attribute(attribute, value)`:
3644 * Sets an extra attribute with value on player.
3645 * `value` must be a string, or a number which will be converted to a string.
3646 * If `value` is `nil`, remove attribute from player.
3647 * `get_attribute(attribute)`:
3648 * Returns value (a string) for extra attribute.
3649 * Returns `nil` if no attribute found.
3650 * `set_inventory_formspec(formspec)`
3651 * Redefine player's inventory form
3652 * Should usually be called in `on_joinplayer`
3653 * `get_inventory_formspec()`: returns a formspec string
3654 * `get_player_control()`: returns table with player pressed keys
3655 * The table consists of fields with boolean value representing the pressed
3656 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down and up
3657 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
3658 sneak=true, aux1=false, down=false, up=false}`
3659 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
3660 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
3662 * `set_physics_override(override_table)`
3663 * `override_table` is a table with the following fields:
3664 * `speed`: multiplier to default walking speed value (default: `1`)
3665 * `jump`: multiplier to default jump value (default: `1`)
3666 * `gravity`: multiplier to default gravity value (default: `1`)
3667 * `sneak`: whether player can sneak (default: `true`)
3668 * `sneak_glitch`: whether player can use the new move code replications
3669 of the old sneak side-effects: sneak ladders and 2 node sneak jump
3671 * `new_move`: use new move/sneak code. When `false` the exact old code
3672 is used for the specific old sneak behaviour (default: `true`)
3673 * `get_physics_override()`: returns the table given to `set_physics_override`
3674 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
3676 * `hud_remove(id)`: remove the HUD element of the specified id
3677 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
3678 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
3679 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
3680 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
3681 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `breathbar`,
3682 `minimap`, `minimap_radar`
3683 * pass a table containing a `true`/`false` value of each flag to be set or unset
3684 * if a flag equals `nil`, the flag is not modified
3685 * note that setting `minimap` modifies the client's permission to view the minimap -
3686 * the client may locally elect to not view the minimap
3687 * minimap `radar` is only usable when `minimap` is true
3688 * `hud_get_flags()`: returns a table containing status of hud flags
3689 * returns `{hotbar=true, healthbar=true, crosshair=true, wielditem=true,
3690 breathbar=true, minimap=true, minimap_radar=true}`
3691 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
3692 * `count`: number of items, must be between `1` and `23`
3693 * `hud_get_hotbar_itemcount`: returns number of visible items
3694 * `hud_set_hotbar_image(texturename)`
3695 * sets background image for hotbar
3696 * `hud_get_hotbar_image`: returns texturename
3697 * `hud_set_hotbar_selected_image(texturename)`
3698 * sets image for selected item of hotbar
3699 * `hud_get_hotbar_selected_image`: returns texturename
3700 * `set_sky(bgcolor, type, {texture names}, clouds)`
3701 * `bgcolor`: ColorSpec, defaults to white
3702 * `type`: Available types:
3703 * `"regular"`: Uses 0 textures, `bgcolor` ignored
3704 * `"skybox"`: Uses 6 textures, `bgcolor` used
3705 * `"plain"`: Uses 0 textures, `bgcolor` used
3706 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
3707 `"plain"` custom skyboxes (default: `true`)
3708 * `get_sky()`: returns bgcolor, type, table of textures, clouds
3709 * `set_clouds(parameters)`: set cloud parameters
3710 * `parameters` is a table with the following optional fields:
3711 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
3712 * `color`: basic cloud color with alpha channel, ColorSpec (default `#fff0f0e5`)
3713 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
3714 ColorSpec (alpha ignored, default `#000000`)
3715 * `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`)
3716 * `thickness`: cloud thickness in nodes (default `16`)
3717 * `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, z=-2}`)
3718 * `get_clouds()`: returns a table with the current cloud parameters as in `set_clouds`
3719 * `override_day_night_ratio(ratio or nil)`
3720 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
3721 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
3722 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
3723 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
3724 set animation for player model in third person view
3726 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
3727 {x=168, y=187}, -- < walk animation key frames
3728 {x=189, y=198}, -- < dig animation key frames
3729 {x=200, y=219}, -- < walk+dig animation key frames
3730 frame_speed=30): -- < animation frame speed
3731 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and `frame_speed`
3732 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
3733 * in first person view
3734 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
3735 * `get_eye_offset()`: returns `offset_first` and `offset_third`
3738 An `InvRef` is a reference to an inventory.
3741 * `is_empty(listname)`: return `true` if list is empty
3742 * `get_size(listname)`: get size of a list
3743 * `set_size(listname, size)`: set size of a list
3744 * returns `false` on error (e.g. invalid `listname` or `size`)
3745 * `get_width(listname)`: get width of a list
3746 * `set_width(listname, width)`: set width of list; currently used for crafting
3747 * `get_stack(listname, i)`: get a copy of stack index `i` in list
3748 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
3749 * `get_list(listname)`: return full list
3750 * `set_list(listname, list)`: set full list (size will not change)
3751 * `get_lists()`: returns list of inventory lists
3752 * `set_lists(lists)`: sets inventory lists (size will not change)
3753 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
3754 * `room_for_item(listname, stack):` returns `true` if the stack of items
3755 can be fully added to the list
3756 * `contains_item(listname, stack, [match_meta])`: returns `true` if
3757 the stack of items can be fully taken from the list.
3758 If `match_meta` is false, only the items' names are compared (default: `false`).
3759 * `remove_item(listname, stack)`: take as many items as specified from the list,
3760 returns the items that were actually removed (as an `ItemStack`) -- note that
3761 any item metadata is ignored, so attempting to remove a specific unique
3762 item this way will likely remove the wrong one -- to do that use `set_stack`
3763 with an empty `ItemStack`
3764 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
3765 * returns `{type="undefined"}` in case location is not known
3768 A fast access data structure to store areas, and find areas near a given position or area.
3769 Every area has a `data` string attribute to store additional information.
3770 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
3771 If you chose the parameter-less constructor, a fast implementation will be automatically
3775 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
3776 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3777 Returns nil if specified area id does not exist.
3778 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
3779 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
3781 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
3782 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
3783 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
3784 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3785 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
3786 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
3787 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
3788 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
3789 or insertions are likely to fail due to conflicts.
3790 * `reserve(count)`: reserves resources for at most `count` many contained areas.
3791 Only needed for efficiency, and only some implementations profit.
3792 * `remove_area(id)`: removes the area with the given id from the store, returns success.
3793 * `set_cache_params(params)`: sets params for the included prefiltering cache.
3794 Calling invalidates the cache, so that its elements have to be newly generated.
3797 enabled = boolean, -- whether to enable, default true
3798 block_radius = number, -- the radius (in nodes) of the areas the cache generates
3799 prefiltered lists for, minimum 16, default 64
3800 limit = number, -- the cache's size, minimum 20, default 1000
3802 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
3803 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
3804 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
3805 Returns success and, optionally, an error message.
3806 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
3809 An `ItemStack` is a stack of items.
3811 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
3812 an itemstring, a table or `nil`.
3815 * `is_empty()`: returns `true` if stack is empty.
3816 * `get_name()`: returns item name (e.g. `"default:stone"`).
3817 * `set_name(item_name)`: returns a boolean indicating whether the item was cleared
3818 * `get_count()`: Returns number of items on the stack.
3819 * `set_count(count)`: returns a boolean indicating whether the item was cleared
3820 * `count`: number, unsigned 16 bit integer
3821 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
3822 * `set_wear(wear)`: returns boolean indicating whether item was cleared
3823 * `wear`: number, unsigned 16 bit integer
3824 * `get_meta()`: returns ItemStackMetaRef. See section for more details
3825 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
3826 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
3827 * `clear()`: removes all items from the stack, making it empty.
3828 * `replace(item)`: replace the contents of this stack.
3829 * `item` can also be an itemstring or table.
3830 * `to_string()`: returns the stack in itemstring form.
3831 * `to_table()`: returns the stack in Lua table form.
3832 * `get_stack_max()`: returns the maximum size of the stack (depends on the item).
3833 * `get_free_space()`: returns `get_stack_max() - get_count()`.
3834 * `is_known()`: returns `true` if the item name refers to a defined item type.
3835 * `get_definition()`: returns the item definition table.
3836 * `get_tool_capabilities()`: returns the digging properties of the item,
3837 or those of the hand if none are defined for this item type
3838 * `add_wear(amount)`
3839 * Increases wear by `amount` if the item is a tool
3840 * `amount`: number, integer
3841 * `add_item(item)`: returns leftover `ItemStack`
3842 * Put some item or stack onto this stack
3843 * `item_fits(item)`: returns `true` if item or stack can be fully added to
3845 * `take_item(n)`: returns taken `ItemStack`
3846 * Take (and remove) up to `n` items from this stack
3847 * `n`: number, default: `1`
3848 * `peek_item(n)`: returns taken `ItemStack`
3849 * Copy (don't remove) up to `n` items from this stack
3850 * `n`: number, default: `1`
3853 A 16-bit pseudorandom number generator.
3854 Uses a well-known LCG algorithm introduced by K&R.
3856 It can be created via `PseudoRandom(seed)`.
3859 * `next()`: return next integer random number [`0`...`32767`]
3860 * `next(min, max)`: return next integer random number [`min`...`max`]
3861 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
3862 due to the simple implementation making bad distribution otherwise.
3865 A 32-bit pseudorandom number generator.
3866 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
3868 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
3871 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
3872 * `next(min, max)`: return next integer random number [`min`...`max`]
3873 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
3874 * This is only a rough approximation of a normal distribution with:
3875 * `mean = (max - min) / 2`, and
3876 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
3877 * Increasing `num_trials` improves accuracy of the approximation
3880 Interface for the operating system's crypto-secure PRNG.
3882 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3883 be found on the system.
3886 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3889 A perlin noise generator.
3890 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3891 or `PerlinNoise(noiseparams)`.
3892 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3893 or `minetest.get_perlin(noiseparams)`.
3896 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3897 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3899 ### `PerlinNoiseMap`
3900 A fast, bulk perlin noise generator.
3902 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3903 `minetest.get_perlin_map(noiseparams, size)`.
3905 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
3906 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3909 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3910 nil, this table will be used to store the result instead of creating a new table.
3914 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3915 with values starting at `pos={x=,y=}`
3916 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3917 of 3D noise with values starting at `pos={x=,y=,z=}`
3918 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3919 with values starting at `pos={x=,y=}`
3920 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3921 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3922 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3923 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3924 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3925 takes a chunk of `slice_size`.
3926 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3927 `noisevals = noise:get_map_slice({y=20}, {y=2})`
3928 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3929 the starting position of the most recently calculated noise.
3930 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3931 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
3932 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
3936 #### About VoxelManip
3937 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3938 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3939 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3940 to with other methods of setting nodes. For example, nodes will not have their construction and
3941 destruction callbacks run, and no rollback information is logged.
3943 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3944 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3945 of high level node placement features, perhaps `minetest.set_node()` is better suited for the job.
3947 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3948 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3949 setting a 5x5x5 node area, a `minetest.set_node()` loop may be more optimal. Always profile code
3950 using both methods of map manipulation to determine which is most appropriate for your usage.
3952 #### Using VoxelManip
3953 A VoxelManip object can be created any time using either:
3954 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3956 If the optional position parameters are present for either of these routines, the specified region
3957 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3958 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3960 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3961 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3962 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3963 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3965 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3966 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3967 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3969 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3970 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3971 `VoxelManip:get_light_data()` for node light levels, and
3972 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3974 See section 'Flat array format' for more details.
3976 It is very important to understand that the tables returned by any of the above three functions
3977 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3978 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3979 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3980 otherwise explicitly stated.
3982 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3983 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3984 `VoxelManip:set_light_data()` for node light levels, and
3985 `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3987 The parameter to each of the above three functions can use any table at all in the same flat array
3988 format as produced by `get_data()` et al. and is *not required* to be a table retrieved from `get_data()`.
3990 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3991 to the map by calling `VoxelManip:write_to_map()`.
3994 ##### Flat array format
3996 `Nx = p2.X - p1.X + 1`,
3997 `Ny = p2.Y - p1.Y + 1`, and
3998 `Nz = p2.Z - p1.Z + 1`.
4000 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
4001 the expression `Nx * Ny * Nz`.
4003 Positions offset from p1 are present in the array with the format of:
4007 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
4008 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
4010 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
4011 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
4013 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
4015 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
4019 and the array index for a position p contained completely in p1..p2 is:
4021 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
4023 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
4024 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
4025 for a single point in a flat VoxelManip array.
4028 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
4029 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
4030 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
4031 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
4032 After registration of a node, its Content ID will remain the same throughout execution of the mod.
4033 Note that the node being queried needs to have already been been registered.
4035 The following builtin node types have their Content IDs defined as constants:
4037 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
4038 * `minetest.CONTENT_AIR`: ID for "air" nodes
4039 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
4041 ##### Mapgen VoxelManip objects
4042 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
4043 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
4044 but with a few differences:
4046 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
4047 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
4048 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
4049 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
4050 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
4051 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
4052 consistency with the current map state. For this reason, calling any of the following functions:
4053 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
4054 will also update the Mapgen VoxelManip object's internal state active on the current thread.
4055 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
4056 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
4058 ##### Other API functions operating on a VoxelManip
4059 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
4060 for these liquid nodes to begin flowing. It is recommended to call this function only after having
4061 written all buffered data back to the VoxelManip object, save for special situations where the modder
4062 desires to only have certain liquid nodes begin flowing.
4064 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
4065 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
4067 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
4068 except instead of placing the specified schematic directly on the map at the specified position, it
4069 will place the schematic inside of the VoxelManip.
4072 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
4073 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
4074 `VoxelManip:get_node_at()`.
4075 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
4076 filled with "ignore" nodes.
4077 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
4078 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
4079 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
4080 object in the same callback it had been created.
4081 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
4082 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
4083 buffer the function can use to write map data to instead of returning a new table each call. This
4084 greatly enhances performance by avoiding unnecessary memory allocations.
4087 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
4088 the region formed by `p1` and `p2`.
4089 * returns actual emerged `pmin`, actual emerged `pmax`
4090 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map.
4091 * **important**: data must be set using `VoxelManip:set_data()` before calling this
4092 * if `light` is true, then lighting is automatically recalculated.
4093 The default value is true.
4094 If `light` is false, no light calculations happen, and you should correct
4095 all modified blocks with `minetest.fix_light()` as soon as possible.
4096 Keep in mind that modifying the map where light is incorrect can cause
4098 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4099 the `VoxelManip` at that position
4100 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
4101 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
4102 * returns raw node data in the form of an array of node content IDs
4103 * if the param `buffer` is present, this table will be used to store the result instead
4104 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4105 * `update_map()`: Does nothing, kept for compatibility.
4106 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
4107 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4108 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
4109 * (`p1`, `p2`) is the area in which lighting is set;
4110 defaults to the whole area if left out
4111 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
4112 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
4113 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
4114 * `light = day + (night * 16)`
4115 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4117 * expects lighting data in the same format that `get_light_data()` returns
4118 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
4119 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
4120 * If the param `buffer` is present, this table will be used to store the result instead
4121 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
4122 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
4123 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
4124 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
4126 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
4127 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
4128 * `update_liquids()`: Update liquid flow
4129 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
4130 had been modified since the last read from map, due to a call to
4131 `minetest.set_data()` on the loaded area elsewhere
4132 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4135 A helper class for voxel areas.
4136 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
4137 The coordinates are *inclusive*, like most other things in Minetest.
4140 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4141 `MinEdge` and `MaxEdge`
4142 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
4143 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
4144 * useful for things like `VoxelManip`, raw Schematic specifiers,
4145 `PerlinNoiseMap:get2d`/`3dMap`, and so on
4146 * `indexp(p)`: same as above, except takes a vector
4147 * `position(i)`: returns the absolute position vector corresponding to index `i`
4148 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
4149 * `containsp(p)`: same as above, except takes a vector
4150 * `containsi(i)`: same as above, except takes an index `i`
4151 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
4152 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
4153 * `iterp(minp, maxp)`: same as above, except takes a vector
4156 An interface to read config files in the format of `minetest.conf`.
4158 It can be created via `Settings(filename)`.
4161 * `get(key)`: returns a value
4162 * `get_bool(key, [default])`: returns a boolean
4163 * `default` is the value returned if `key` is not found.
4164 * Returns `nil` if `key` is not found and `default` not specified.
4165 * `get_np_group(key)`: returns a NoiseParams table
4167 * Setting names can't contain whitespace or any of `="{}#`.
4168 * Setting values can't contain the sequence `\n"""`.
4169 * Setting names starting with "secure." can't be set on the main settings object (`minetest.settings`).
4170 * `set_bool(key, value)`
4171 * See documentation for set() above.
4172 * `set_np_group(key, value)`
4173 * `value` is a NoiseParams table.
4174 * Also, see documentation for set() above.
4175 * `remove(key)`: returns a boolean (`true` for success)
4176 * `get_names()`: returns `{key1,...}`
4177 * `write()`: returns a boolean (`true` for success)
4178 * Writes changes to file.
4179 * `to_table()`: returns `{[key1]=value1,...}`
4182 A raycast on the map. It works with selection boxes.
4183 Can be used as an iterator in a for loop.
4185 The map is loaded as the ray advances. If the
4186 map is modified after the `Raycast` is created,
4187 the changes may or may not have an effect on
4190 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
4191 `minetest.raycast(pos1, pos2, objects, liquids)` where:
4192 * `pos1`: start of the ray
4193 * `pos2`: end of the ray
4194 * `objects` : if false, only nodes will be returned. Default is true.
4195 * `liquids' : if false, liquid nodes won't be returned. Default is false.
4198 * `next()`: returns a `pointed_thing`
4199 * Returns the next thing pointed by the ray or nil.
4203 A mapgen object is a construct used in map generation. Mapgen objects can be used
4204 by an `on_generate` callback to speed up operations by avoiding unnecessary
4205 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
4206 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
4207 was called outside of an `on_generate()` callback, `nil` is returned.
4209 The following Mapgen objects are currently available:
4212 This returns three values; the `VoxelManip` object to be used, minimum and maximum
4213 emerged position, in that order. All mapgens support this object.
4216 Returns an array containing the y coordinates of the ground levels of nodes in
4217 the most recently generated chunk by the current mapgen.
4220 Returns an array containing the biome IDs of nodes in the most recently
4221 generated chunk by the current mapgen.
4224 Returns an array containing the temperature values of nodes in the most
4225 recently generated chunk by the current mapgen.
4228 Returns an array containing the humidity values of nodes in the most recently
4229 generated chunk by the current mapgen.
4232 Returns a table mapping requested generation notification types to arrays of
4233 positions at which the corresponding generated structures are located at within
4234 the current chunk. To set the capture of positions of interest to be recorded
4235 on generate, use `minetest.set_gen_notify()`.
4237 Possible fields of the table returned are:
4243 * `large_cave_begin`
4247 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4248 numeric unique decoration ID.
4252 * Functions receive a "luaentity" as `self`:
4253 * It has the member `.name`, which is the registered name `("mod:thing")`
4254 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4255 * The original prototype stuff is visible directly via a metatable
4257 * `on_activate(self, staticdata, dtime_s)`
4258 * Called when the object is instantiated.
4259 * `dtime_s` is the time passed since the object was unloaded, which can
4260 be used for updating the entity state.
4261 * `on_step(self, dtime)`
4262 * Called on every server tick, after movement and collision processing.
4263 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4265 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
4266 * Called when somebody punches the object.
4267 * Note that you probably want to handle most punches using the
4268 automatic armor group system.
4269 * `puncher`: an `ObjectRef` (can be `nil`)
4270 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
4271 * `tool_capabilities`: capability table of used tool (can be `nil`)
4272 * `dir`: unit vector of direction of punch. Always defined. Points from
4273 the puncher to the punched.
4274 * `on_death(self, killer)`
4275 * Called when the object dies.
4276 * `killer`: an `ObjectRef` (can be `nil`)
4277 * `on_rightclick(self, clicker)`
4278 * `get_staticdata(self)`
4279 * Should return a string that will be passed to `on_activate` when
4280 the object is instantiated the next time.
4285 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
4286 Often these bugs appear as subtle shadows in water.
4291 axiom, --string initial tree axiom
4292 rules_a, --string rules set A
4293 rules_b, --string rules set B
4294 rules_c, --string rules set C
4295 rules_d, --string rules set D
4296 trunk, --string trunk node name
4297 leaves, --string leaves node name
4298 leaves2, --string secondary leaves node name
4299 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4300 angle, --num angle in deg
4301 iterations, --num max # of iterations, usually 2 -5
4302 random_level, --num factor to lower nr of iterations, usually 0 - 3
4303 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4304 -- 2x2 nodes or 3x3 in cross shape
4305 thin_branches, --boolean true -> use thin (1 node) branches
4306 fruit, --string fruit node name
4307 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4308 seed, --num random seed; if no seed is provided, the engine will create one
4311 ### Key for Special L-System Symbols used in Axioms
4313 * `G`: move forward one unit with the pen up
4314 * `F`: move forward one unit with the pen down drawing trunks and branches
4315 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4316 * `T`: move forward one unit with the pen down drawing trunks only
4317 * `R`: move forward one unit with the pen down placing fruit
4318 * `A`: replace with rules set A
4319 * `B`: replace with rules set B
4320 * `C`: replace with rules set C
4321 * `D`: replace with rules set D
4322 * `a`: replace with rules set A, chance 90%
4323 * `b`: replace with rules set B, chance 80%
4324 * `c`: replace with rules set C, chance 70%
4325 * `d`: replace with rules set D, chance 60%
4326 * `+`: yaw the turtle right by `angle` parameter
4327 * `-`: yaw the turtle left by `angle` parameter
4328 * `&`: pitch the turtle down by `angle` parameter
4329 * `^`: pitch the turtle up by `angle` parameter
4330 * `/`: roll the turtle to the right by `angle` parameter
4331 * `*`: roll the turtle to the left by `angle` parameter
4332 * `[`: save in stack current state info
4333 * `]`: recover from stack state info
4336 Spawn a small apple tree:
4338 pos = {x=230,y=20,z=4}
4341 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4342 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4343 trunk="default:tree",
4344 leaves="default:leaves",
4348 trunk_type="single",
4351 fruit="default:apple"
4353 minetest.spawn_tree(pos,apple_tree)
4358 ### Object Properties
4362 -- ^ For players: Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`
4364 -- ^ For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`
4366 -- ^ For players only. Zoom FOV in degrees.
4367 -- Note that zoom loads and/or generates world beyond the server's maximum
4368 -- send and generate distances, so acts like a telescope.
4369 -- Smaller zoomFOV values increase the distance loaded and/or generated.
4370 -- Defaults to 15 in creative mode, 0 in survival mode.
4371 -- zoom_fov = 0 disables zooming for the player.
4373 -- ^ For players only. Camera height above feet position in nodes. Defaults to 1.625
4375 collide_with_objects = true, -- collide with other objects if physical = true
4377 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4378 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4379 -- ^ Default, uses collision box dimensions when not set
4380 pointable = true, -- overrides selection box when false
4381 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
4382 visual_size = {x = 1, y = 1},
4384 textures = {}, -- number of required textures depends on visual
4385 colors = {}, -- number of required colors depends on visual
4386 spritediv = {x = 1, y = 1},
4387 initial_sprite_basepos = {x = 0, y = 0},
4389 makes_footstep_sound = false,
4390 automatic_rotate = false,
4392 automatic_face_movement_dir = 0.0,
4393 -- ^ Automatically set yaw to movement direction, offset in degrees,
4394 -- 'false' to disable.
4395 automatic_face_movement_max_rotation_per_sec = -1,
4396 -- ^ Limit automatic rotation to this value in degrees per second,
4397 -- value < 0 no limit.
4398 backface_culling = true, -- false to disable backface_culling for model
4400 -- ^ Add this much extra lighting when calculating texture color.
4401 -- Value < 0 disables light's effect on texture color.
4402 -- For faking self-lighting, UI style entities, or programmatic coloring in mods.
4403 nametag = "", -- by default empty, for players their name is shown if empty
4404 nametag_color = <color>, -- sets color of nametag as ColorSpec
4405 infotext = "", -- by default empty, text to be shown when pointed at object
4407 -- ^ If false, never save this object statically. It will simply be deleted when the
4408 -- block gets unloaded.
4409 -- The get_staticdata() callback is never called then.
4410 -- Defaults to 'true'
4413 ### Entity definition (`register_entity`)
4416 -- Deprecated: Everything in object properties is read directly from here
4418 initial_properties = --[[<initial object properties>]],
4420 on_activate = function(self, staticdata, dtime_s),
4421 on_step = function(self, dtime),
4422 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
4423 on_rightclick = function(self, clicker),
4424 get_staticdata = function(self),
4425 -- ^ Called sometimes; the string returned is passed to on_activate when
4426 -- the entity is re-activated from static state
4428 -- Also you can define arbitrary member variables here (see item definition for
4430 _custom_field = whatever,
4433 ### ABM (ActiveBlockModifier) definition (`register_abm`)
4436 label = "Lava cooling",
4437 -- ^ Descriptive label for profiling purposes (optional).
4438 -- Definitions with identical labels will be listed as one.
4439 -- In the following two fields, also group:groupname will work.
4440 nodenames = {"default:lava_source"},
4441 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
4442 ^ If left out or empty, any neighbor will do ]]
4443 interval = 1.0, -- Operation interval in seconds
4444 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
4445 catch_up = true, -- If true, catch-up behaviour is enabled --[[
4446 ^ The chance value is temporarily reduced when returning to
4447 an area to simulate time lost by the area being unattended.
4448 ^ Note chance value can often be reduced to 1 ]]
4449 action = func(pos, node, active_object_count, active_object_count_wider),
4452 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
4455 label = "Upgrade legacy doors",
4456 -- ^ Descriptive label for profiling purposes (optional).
4457 -- Definitions with identical labels will be listed as one.
4458 name = "modname:replace_legacy_door",
4459 nodenames = {"default:lava_source"},
4460 -- ^ List of node names to trigger the LBM on.
4461 -- Also non-registered nodes will work.
4462 -- Groups (as of group:groupname) will work as well.
4463 run_at_every_load = false,
4464 -- ^ Whether to run the LBM's action every time a block gets loaded,
4465 -- and not just for blocks that were saved last time before LBMs were
4466 -- introduced to the world.
4467 action = func(pos, node),
4470 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
4473 description = "Steel Axe",
4474 groups = {}, -- key = name, value = rating; rating = 1..3.
4475 if rating not applicable, use 1.
4476 e.g. {wool = 1, fluffy = 3}
4477 {soil = 2, outerspace = 1, crumbly = 1}
4478 {bendy = 2, snappy = 1},
4479 {hard = 1, metal = 1, spikes = 1}
4480 inventory_image = "default_tool_steelaxe.png",
4481 inventory_overlay = "overlay.png", -- an overlay which does not get colorized
4486 ^ An image file containing the palette of a node.
4487 ^ You can set the currently used color as the
4488 ^ "palette_index" field of the item stack metadata.
4489 ^ The palette is always stretched to fit indices
4490 ^ between 0 and 255, to ensure compatibility with
4491 ^ "colorfacedir" and "colorwallmounted" nodes.
4493 color = "0xFFFFFFFF",
4495 ^ The color of the item. The palette overrides this.
4497 wield_scale = {x = 1, y = 1, z = 1},
4500 liquids_pointable = false,
4501 tool_capabilities = {
4502 full_punch_interval = 1.0,
4506 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
4508 damage_groups = {groupname = damage},
4510 node_placement_prediction = nil,
4512 ^ If nil and item is node, prediction is made automatically
4513 ^ If nil and item is not a node, no prediction is made
4514 ^ If "" and item is anything, no prediction is made
4515 ^ Otherwise should be name of node which the client immediately places
4516 on ground when the player places the item. Server will always update
4517 actual result to client in a short moment.
4519 node_dig_prediction = "air",
4521 ^ if "", no prediction is made
4522 ^ if "air", node is removed
4523 ^ Otherwise should be name of node which the client immediately places
4524 upon digging. Server will always update actual result shortly.
4527 breaks = "default_tool_break", -- tools only
4528 place = --[[<SimpleSoundSpec>]],
4531 on_place = func(itemstack, placer, pointed_thing),
4533 ^ Shall place item and return the leftover itemstack
4534 ^ The placer may be any ObjectRef or nil.
4535 ^ default: minetest.item_place ]]
4536 on_secondary_use = func(itemstack, user, pointed_thing),
4538 ^ Same as on_place but called when pointing at nothing.
4539 ^ The user may be any ObjectRef or nil.
4540 ^ pointed_thing : always { type = "nothing" }
4542 on_drop = func(itemstack, dropper, pos),
4544 ^ Shall drop item and return the leftover itemstack
4545 ^ The dropper may be any ObjectRef or nil.
4546 ^ default: minetest.item_drop ]]
4547 on_use = func(itemstack, user, pointed_thing),
4550 ^ Function must return either nil if no item shall be removed from
4551 inventory, or an itemstack to replace the original itemstack.
4552 e.g. itemstack:take_item(); return itemstack
4553 ^ Otherwise, the function is free to do what it wants.
4554 ^ The user may be any ObjectRef or nil.
4555 ^ The default functions handle regular use cases.
4557 after_use = func(itemstack, user, node, digparams),
4560 ^ If defined, should return an itemstack and will be called instead of
4561 wearing out the tool. If returns nil, does nothing.
4562 If after_use doesn't exist, it is the same as:
4563 function(itemstack, user, node, digparams)
4564 itemstack:add_wear(digparams.wear)
4567 ^ The user may be any ObjectRef or nil.
4569 _custom_field = whatever,
4571 ^ Add your own custom fields. By convention, all custom field names
4572 should start with `_` to avoid naming collisions with future engine
4579 * `{name="image.png", animation={Tile Animation definition}}`
4580 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
4581 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
4582 * backface culling enabled by default for most nodes
4583 * tileable flags are info for shaders, how they should treat texture
4584 when displacement mapping is used
4585 Directions are from the point of view of the tile texture,
4586 not the node it's on
4587 * align style determines whether the texture will be rotated with the node
4588 or kept aligned with its surroundings. "user" means that client
4589 setting will be used, similar to `glasslike_framed_optional`.
4590 Note: supported by solid nodes and nodeboxes only.
4591 * scale is used to make texture span several (exactly `scale`) nodes,
4592 instead of just one, in each direction. Works for world-aligned
4594 Note that as the effect is applied on per-mapblock basis, `16` should
4595 be equally divisible by `scale` or you may get wrong results.
4596 * `{name="image.png", color=ColorSpec}`
4597 * the texture's color will be multiplied with this color.
4598 * the tile's color overrides the owning node's color in all cases.
4599 * deprecated, yet still supported field names:
4602 ### Tile animation definition
4605 type = "vertical_frames",
4607 -- ^ specify width of a frame in pixels
4609 -- ^ specify height of a frame in pixels
4611 -- ^ specify full loop length
4617 -- ^ specify width in number of frames
4619 -- ^ specify height in number of frames
4621 -- ^ specify length of a single frame
4624 ### Node definition (`register_node`)
4627 -- <all fields allowed in item definitions>,
4629 drawtype = "normal", -- See "Node drawtypes"
4630 visual_scale = 1.0, --[[
4631 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
4632 ^ "firelike", "mesh".
4633 ^ For plantlike and firelike, the image will start at the bottom of the
4634 ^ node, for the other drawtypes the image will be centered on the node.
4635 ^ Note that positioning for "torchlike" may still change. ]]
4636 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4637 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
4638 ^ List can be shortened to needed length ]]
4639 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4640 ^ Same as `tiles`, but these textures are drawn on top of the
4641 ^ base tiles. You can use this to colorize only specific parts of
4642 ^ your texture. If the texture name is an empty string, that
4643 ^ overlay is not drawn. Since such tiles are drawn twice, it
4644 ^ is not recommended to use overlays on very common nodes. ]]
4645 special_tiles = {tile definition 1, Tile definition 2}, --[[
4646 ^ Special textures of node; used rarely (old field name: special_materials)
4647 ^ List can be shortened to needed length ]]
4648 color = ColorSpec, --[[
4649 ^ The node's original color will be multiplied with this color.
4650 ^ If the node has a palette, then this setting only has an effect
4651 ^ in the inventory and on the wield item. ]]
4652 use_texture_alpha = false, -- Use texture's alpha channel
4653 palette = "palette.png", --[[
4654 ^ The node's `param2` is used to select a pixel from the image
4655 ^ (pixels are arranged from left to right and from top to bottom).
4656 ^ The node's color will be multiplied with the selected pixel's
4657 ^ color. Tiles can override this behavior.
4658 ^ Only when `paramtype2` supports palettes. ]]
4659 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
4660 paramtype = "none", -- See "Nodes" --[[
4661 ^ paramtype = "light" allows light to propagate from or through the node with light value
4662 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
4663 paramtype2 = "none", -- See "Nodes"
4664 place_param2 = nil, -- Force value for param2 when player places node
4665 is_ground_content = true, -- If false, the cave generator will not carve through this
4666 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
4667 walkable = true, -- If true, objects collide with node
4668 pointable = true, -- If true, can be pointed at
4669 diggable = true, -- If false, can never be dug
4670 climbable = false, -- If true, can be climbed on (ladder)
4671 buildable_to = false, -- If true, placed nodes can replace this node
4672 floodable = false, --[[
4673 ^ If true, liquids flow into and replace this node.
4674 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4675 liquidtype = "none", -- "none"/"source"/"flowing"
4676 liquid_alternative_flowing = "", -- Flowing version of source liquid
4677 liquid_alternative_source = "", -- Source version of flowing liquid
4678 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
4679 liquid_renewable = true, --[[
4680 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
4682 ^ Only valid for "nodebox" drawtype with 'type = "leveled"'.
4683 ^ Allows defining the nodebox height without using param2.
4684 ^ The nodebox height is 'leveled' / 64 nodes.
4685 ^ The maximum value of 'leveled' is 127. ]]
4686 liquid_range = 8, -- number of flowing nodes around source (max. 8)
4687 drowning = 0, -- Player will take this amount of damage if no bubbles are left
4688 light_source = 0, --[[
4689 ^ Amount of light emitted by node.
4690 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
4691 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
4692 damage_per_second = 0, -- If player is inside node, this damage is caused
4693 node_box = {type="regular"}, -- See "Node boxes"
4694 connects_to = nodenames, --[[
4695 * Used for nodebox nodes with the type == "connected"
4696 * Specifies to what neighboring nodes connections will be drawn
4697 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
4698 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
4699 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
4701 selection_box = {type="regular"}, -- See "Node boxes" --[[
4702 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
4703 legacy_facedir_simple = false, -- Support maps made in and before January 2012
4704 legacy_wallmounted = false, -- Support maps made in and before January 2012
4705 waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
4706 ^ 1 - wave node like plants (top of node moves, bottom is fixed)
4707 ^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
4708 ^ caveats: not all models will properly wave
4709 ^ plantlike drawtype nodes can only wave like plants
4710 ^ allfaces_optional drawtype nodes can only wave like leaves --]]
4712 footstep = <SimpleSoundSpec>,
4713 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
4714 dug = <SimpleSoundSpec>,
4715 place = <SimpleSoundSpec>,
4716 place_failed = <SimpleSoundSpec>,
4718 drop = "", -- Name of dropped node when dug. Default is the node itself.
4721 max_items = 1, -- Maximum number of items to drop.
4722 items = { -- Choose max_items randomly from this list.
4724 items = {"foo:bar", "baz:frob"}, -- Items to drop.
4725 rarity = 1, -- Probability of dropping is 1 / rarity.
4726 inherit_color = true, -- To inherit palette color from the node
4731 on_construct = func(pos), --[[
4732 ^ Node constructor; called after adding node
4733 ^ Can set up metadata and stuff like that
4734 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4736 on_destruct = func(pos), --[[
4737 ^ Node destructor; called before removing node
4738 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4740 after_destruct = func(pos, oldnode), --[[
4741 ^ Node destructor; called after removing node
4742 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4744 on_flood = func(pos, oldnode, newnode), --[[
4745 ^ Called when a liquid (newnode) is about to flood oldnode, if
4746 ^ it has `floodable = true` in the nodedef. Not called for bulk
4747 ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
4748 ^ return true the node is not flooded, but on_flood callback will
4749 ^ most likely be called over and over again every liquid update
4750 ^ interval. Default: nil.
4751 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4753 preserve_metadata = func(pos, oldnode, oldmeta, drops) --[[
4754 ^ Called when oldnode is about be converted to an item, but before the
4755 node is deleted from the world or the drops are added. This is generally
4756 the result of either the node being dug or an attached node becoming detached.
4757 ^ drops is a table of ItemStacks, so any metadata to be preserved can be
4758 added directly to one or more of the dropped items. See "ItemStackMetaRef".
4760 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
4761 ^ Called after constructing node when node was placed using
4762 minetest.item_place_node / minetest.place_node
4763 ^ If return true no item is taken from itemstack
4764 ^ `placer` may be any valid ObjectRef or nil
4766 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
4767 ^ oldmetadata is in table format
4768 ^ Called after destructing node when node was dug using
4769 minetest.node_dig / minetest.dig_node
4771 can_dig = function(pos, [player]) --[[
4772 ^ returns true if node can be dug, or false if not
4775 on_punch = func(pos, node, puncher, pointed_thing), --[[
4776 ^ default: minetest.node_punch
4777 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
4778 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
4780 ^ itemstack will hold clicker's wielded item
4781 ^ Shall return the leftover itemstack
4782 ^ Note: pointed_thing can be nil, if a mod calls this function
4783 This function does not get triggered by clients <=0.4.16 if the
4784 "formspec" node metadata field is set ]]
4786 on_dig = func(pos, node, digger), --[[
4787 ^ default: minetest.node_dig
4788 ^ By default: checks privileges, wears out tool and removes node ]]
4790 on_timer = function(pos,elapsed), --[[
4792 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
4793 ^ elapsed is the total time passed since the timer was started
4794 ^ return true to run the timer for another cycle with the same timeout value ]]
4796 on_receive_fields = func(pos, formname, fields, sender), --[[
4797 ^ fields = {name1 = value1, name2 = value2, ...}
4798 ^ Called when an UI form (e.g. sign text input) returns data
4801 allow_metadata_inventory_move = func(pos, from_list, from_index,
4802 to_list, to_index, count, player), --[[
4803 ^ Called when a player wants to move items inside the inventory
4804 ^ Return value: number of items allowed to move ]]
4806 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
4807 ^ Called when a player wants to put something into the inventory
4808 ^ Return value: number of items allowed to put
4809 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4811 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4812 ^ Called when a player wants to take something out of the inventory
4813 ^ Return value: number of items allowed to take
4814 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4816 on_metadata_inventory_move = func(pos, from_list, from_index,
4817 to_list, to_index, count, player),
4818 on_metadata_inventory_put = func(pos, listname, index, stack, player),
4819 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4820 ^ Called after the actual action has happened, according to what was allowed.
4821 ^ No return value ]]
4823 on_blast = func(pos, intensity), --[[
4824 ^ intensity: 1.0 = mid range of regular TNT
4825 ^ If defined, called when an explosion touches the node, instead of
4826 removing the node ]]
4829 ### Recipe for `register_craft` (shaped)
4832 output = 'default:pick_stone',
4834 {'default:cobble', 'default:cobble', 'default:cobble'},
4835 {'', 'default:stick', ''},
4836 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
4838 replacements = --[[<optional list of item pairs,
4839 replace one input item with another item on crafting>]]
4842 ### Recipe for `register_craft` (shapeless)
4846 output = 'mushrooms:mushroom_stew',
4849 "mushrooms:mushroom_brown",
4850 "mushrooms:mushroom_red",
4852 replacements = --[[<optional list of item pairs,
4853 replace one input item with another item on crafting>]]
4856 ### Recipe for `register_craft` (tool repair)
4859 type = "toolrepair",
4860 additional_wear = -0.02,
4863 ### Recipe for `register_craft` (cooking)
4867 output = "default:glass",
4868 recipe = "default:sand",
4872 ### Recipe for `register_craft` (furnace fuel)
4876 recipe = "default:leaves",
4880 ### Ore definition (`register_ore`)
4882 See 'Ore types' section above for essential information.
4885 ore_type = "scatter",
4886 ore = "default:stone_with_coal",
4888 -- ^ Facedir rotation. Default is 0 (unchanged rotation)
4889 wherein = "default:stone",
4890 -- ^ a list of nodenames is supported too
4891 clust_scarcity = 8 * 8 * 8,
4892 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
4893 -- ^ If the desired average distance between ores is 'd', set this to d * d * d.
4895 -- ^ Number of ores in a cluster
4897 -- ^ Size of the bounding box of the cluster
4898 -- ^ In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27 nodes
4902 -- ^ Lower and upper limits for ore.
4904 -- ^ Attributes for this ore generation, see 'Ore attributes' section above.
4905 noise_threshold = 0.5,
4906 -- ^ If noise is above this threshold, ore is placed. Not needed for a
4907 -- ^ uniform distribution.
4911 spread = {x = 100, y = 100, z = 100},
4916 -- ^ NoiseParams structure describing one of the perlin noises used for ore
4918 -- ^ Needed by "sheet", "puff", "blob" and "vein" ores.
4919 -- ^ Omit from "scatter" ore for a uniform ore distribution.
4920 -- ^ Omit from "stratum ore for a simple horizontal strata from y_min to y_max.
4921 biomes = {"desert", "rainforest"}
4922 -- ^ List of biomes in which this decoration occurs.
4923 -- ^ Occurs in all biomes if this is omitted, and ignored if the Mapgen being
4924 -- ^ used does not support biomes.
4925 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4926 column_height_min = 1,
4927 column_height_max = 16,
4928 column_midpoint_factor = 0.5,
4929 -- ^ See 'Ore types' section above.
4930 -- ^ The above 3 parameters are only valid for "sheet" ore.
4934 spread = {x = 100, y = 100, z = 100},
4942 spread = {x = 100, y = 100, z = 100},
4947 -- ^ See 'Ore types' section above.
4948 -- ^ The above 2 parameters are only valid for "puff" ore.
4949 random_factor = 1.0,
4950 -- ^ See 'Ore types' section above.
4951 -- ^ Only valid for "vein" ore.
4952 np_stratum_thickness = {
4955 spread = {x = 100, y = 100, z = 100},
4960 stratum_thickness = 8,
4961 -- ^ See 'Ore types' section above.
4962 -- ^ The above 2 parameters are only valid for "stratum" ore.
4965 ### Biome definition (`register_biome`)
4969 node_dust = "default:snow",
4970 -- ^ Node dropped onto upper surface after all else is generated.
4971 node_top = "default:dirt_with_snow",
4973 -- ^ Node forming surface layer of biome and thickness of this layer.
4974 node_filler = "default:permafrost",
4976 -- ^ Node forming lower layer of biome and thickness of this layer.
4977 node_stone = "default:bluestone",
4978 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
4979 node_water_top = "default:ice",
4980 depth_water_top = 10,
4981 -- ^ Node forming a surface layer in seawater with the defined thickness.
4983 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
4984 node_river_water = "default:ice",
4985 -- ^ Node that replaces river water in mapgens that use default:river_water.
4986 node_riverbed = "default:gravel",
4988 -- ^ Node placed under river water and thickness of this layer.
4991 -- ^ Lower and upper limits for biome.
4993 -- ^ Vertical distance in nodes above 'y_max' over which the biome will
4994 -- ^ blend with the biome above.
4995 -- ^ Set to 0 for no vertical blend. Defaults to 0.
4997 humidity_point = 50,
4998 -- ^ Characteristic temperature and humidity for the biome.
4999 -- ^ These values create 'biome points' on a voronoi diagram with heat and
5000 -- ^ humidity as axes. The resulting voronoi cells determine the
5001 -- ^ distribution of the biomes.
5002 -- ^ Heat and humidity have average values of 50, vary mostly between
5003 -- ^ 0 and 100 but can exceed these values.
5006 ### Decoration definition (`register_decoration`)
5009 deco_type = "simple", -- See "Decoration types"
5010 place_on = "default:dirt_with_grass",
5011 -- ^ Node (or list of nodes) that the decoration can be placed on
5013 -- ^ Size of divisions made in the chunk being generated.
5014 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
5016 -- ^ Ratio of the area to be uniformly filled by the decoration.
5017 -- ^ Used only if noise_params is not specified.
5018 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
5019 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
5020 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
5021 biomes = {"Oceanside", "Hills", "Plains"},
5022 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
5023 -- ^ and ignored if the Mapgen being used does not support biomes.
5024 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
5027 -- ^ Lower and upper limits for decoration.
5028 -- ^ These parameters refer to the Y co-ordinate of the 'place_on' node.
5029 spawn_by = "default:water",
5030 -- ^ Node (or list of nodes) that the decoration only spawns next to.
5031 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
5032 -- ^ one plane level with the 'place_on' node and a plane one node above that.
5034 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
5035 -- ^ If absent or -1, decorations occur next to any nodes.
5036 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
5037 -- ^ Flags for all decoration types.
5038 -- ^ "liquid_surface": Instead of placement on the highest solid surface
5039 -- ^ in a mapchunk column, placement is on the highest liquid surface.
5040 -- ^ Placement is disabled if solid nodes are found above the liquid
5042 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced
5043 -- ^ by the decoration.
5044 -- ^ "all_floors", "all_ceilings": Instead of placement on the highest
5045 -- ^ surface in a mapchunk the decoration is placed on all floor and/or
5046 -- ^ ceiling surfaces, for example in caves.
5047 -- ^ Ceiling decorations act as an inversion of floor decorations so the
5048 -- ^ effect of 'place_offset_y' is inverted.
5049 -- ^ If a single decoration registration has both flags the floor and
5050 -- ^ ceiling decorations will be aligned vertically and may sometimes
5051 -- ^ meet to form a column.
5053 ----- Simple-type parameters
5054 decoration = "default:grass",
5055 -- ^ The node name used as the decoration.
5056 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
5058 -- ^ Decoration height in nodes.
5059 -- ^ If height_max is not 0, this is the lower limit of a randomly selected height.
5061 -- ^ Upper limit of the randomly selected height.
5062 -- ^ If absent, the parameter 'height' is used as a constant.
5064 -- ^ Param2 value of decoration nodes.
5065 -- ^ If param2_max is not 0, this is the lower limit of a randomly selected param2.
5067 -- ^ Upper limit of the randomly selected param2.
5068 -- ^ If absent, the parameter 'param2' is used as a constant.
5070 -- ^ Y offset of the decoration base node relative to the standard base
5072 -- ^ Can be positive or negative. Default is 0.
5073 -- ^ Effect is inverted for "all_ceilings" decorations.
5074 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
5075 -- ^ to the 'place_on' node.
5077 ----- Schematic-type parameters
5078 schematic = "foobar.mts",
5079 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
5080 -- ^ specified Minetest schematic file.
5081 -- ^ - OR -, could be the ID of a previously registered schematic
5082 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
5083 -- ^ and an optional table yslice_prob:
5085 size = {x=4, y=6, z=4},
5087 {name="default:cobble", param1=255, param2=0},
5088 {name="default:dirt_with_grass", param1=255, param2=0},
5089 {name="ignore", param1=255, param2=0},
5090 {name="air", param1=255, param2=0},
5099 -- ^ See 'Schematic specifier' for details.
5100 replacements = {["oldname"] = "convert_to", ...},
5101 flags = "place_center_x, place_center_y, place_center_z",
5102 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
5103 rotation = "90" -- rotate schematic 90 degrees on placement
5104 -- ^ Rotation can be "0", "90", "180", "270", or "random".
5106 -- ^ If the flag 'place_center_y' is set this parameter is ignored.
5107 -- ^ Y offset of the schematic base node layer relative to the 'place_on'
5109 -- ^ Can be positive or negative. Default is 0.
5110 -- ^ Effect is inverted for "all_ceilings" decorations.
5111 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
5112 -- ^ to the 'place_on' node.
5115 ### Chat command definition (`register_chatcommand`)
5118 params = "<name> <privilege>", -- Short parameter description
5119 description = "Remove privilege from player", -- Full description
5120 privs = {privs=true}, -- Require the "privs" privilege to run
5121 func = function(name, param), -- Called when command is run.
5122 -- Returns boolean success and text output.
5125 ### Detached inventory callbacks
5128 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
5129 -- ^ Called when a player wants to move items inside the inventory
5130 -- ^ Return value: number of items allowed to move
5132 allow_put = func(inv, listname, index, stack, player),
5133 -- ^ Called when a player wants to put something into the inventory
5134 -- ^ Return value: number of items allowed to put
5135 -- ^ Return value: -1: Allow and don't modify item count in inventory
5137 allow_take = func(inv, listname, index, stack, player),
5138 -- ^ Called when a player wants to take something out of the inventory
5139 -- ^ Return value: number of items allowed to take
5140 -- ^ Return value: -1: Allow and don't modify item count in inventory
5142 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
5143 on_put = func(inv, listname, index, stack, player),
5144 on_take = func(inv, listname, index, stack, player),
5145 -- ^ Called after the actual action has happened, according to what was allowed.
5146 -- ^ No return value
5149 ### HUD Definition (`hud_add`, `hud_get`)
5152 hud_elem_type = "image", -- see HUD element types
5153 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
5154 position = {x=0.5, y=0.5},
5155 -- ^ Left corner position of element
5161 -- ^ Selected item in inventory. 0 for no item selected.
5163 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
5164 alignment = {x=0, y=0},
5165 -- ^ See "HUD Element Types"
5166 offset = {x=0, y=0},
5167 -- ^ See "HUD Element Types"
5168 size = { x=100, y=100 },
5169 -- ^ Size of element in pixels
5172 ### Particle definition (`add_particle`)
5175 pos = {x=0, y=0, z=0},
5176 velocity = {x=0, y=0, z=0},
5177 acceleration = {x=0, y=0, z=0},
5178 -- ^ Spawn particle at pos with velocity and acceleration
5180 -- ^ Disappears after expirationtime seconds
5182 collisiondetection = false,
5183 -- ^ collisiondetection: if true collides with physical objects
5184 collision_removal = false,
5185 -- ^ collision_removal: if true then particle is removed when it collides,
5186 -- ^ requires collisiondetection = true to have any effect
5188 -- ^ vertical: if true faces player using y axis only
5189 texture = "image.png",
5190 -- ^ Uses texture (string)
5191 playername = "singleplayer",
5192 -- ^ optional, if specified spawns particle only on the player's client
5193 animation = {Tile Animation definition},
5194 -- ^ optional, specifies how to animate the particle texture
5196 -- ^ optional, specify particle self-luminescence in darkness
5200 ### `ParticleSpawner` definition (`add_particlespawner`)
5205 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
5206 minpos = {x=0, y=0, z=0},
5207 maxpos = {x=0, y=0, z=0},
5208 minvel = {x=0, y=0, z=0},
5209 maxvel = {x=0, y=0, z=0},
5210 minacc = {x=0, y=0, z=0},
5211 maxacc = {x=0, y=0, z=0},
5216 -- ^ The particle's properties are random values in between the bounds:
5217 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
5218 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
5219 collisiondetection = false,
5220 -- ^ collisiondetection: if true uses collision detection
5221 collision_removal = false,
5222 -- ^ collision_removal: if true then particle is removed when it collides,
5223 -- ^ requires collisiondetection = true to have any effect
5224 attached = ObjectRef,
5225 -- ^ attached: if defined, particle positions, velocities and accelerations
5226 -- ^ are relative to this object's position and yaw.
5228 -- ^ vertical: if true faces player using y axis only
5229 texture = "image.png",
5230 -- ^ Uses texture (string)
5231 playername = "singleplayer"
5232 -- ^ Playername is optional, if specified spawns particle only on the player's client
5235 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
5238 url = "http://example.org",
5240 -- ^ Timeout for connection in seconds. Default is 3 seconds.
5241 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
5242 -- ^ Optional, if specified a POST request with post_data is performed.
5243 -- ^ Accepts both a string and a table. If a table is specified, encodes table
5244 -- ^ as x-www-form-urlencoded key-value pairs.
5245 -- ^ If post_data ist not specified, a GET request is performed instead.
5246 user_agent = "ExampleUserAgent",
5247 -- ^ Optional, if specified replaces the default minetest user agent with given string
5248 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
5249 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
5250 -- ^ that the header strings follow HTTP specification ("Key: Value").
5252 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
5255 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
5259 -- ^ If true, the request has finished (either succeeded, failed or timed out)
5261 -- ^ If true, the request was successful
5263 -- ^ If true, the request timed out
5265 -- ^ HTTP status code
5269 ### Authentication handler definition
5272 get_auth = func(name),
5273 -- ^ Get authentication data for existing player `name` (`nil` if player doesn't exist)
5274 -- ^ returns following structure `{password=<string>, privileges=<table>, last_login=<number or nil>}`
5275 create_auth = func(name, password),
5276 -- ^ Create new auth data for player `name`
5277 -- ^ Note that `password` is not plain-text but an arbitrary representation decided by the engine
5278 delete_auth = func(name),
5279 -- ^ Delete auth data of player `name`, returns boolean indicating success (false if player nonexistant)
5280 set_password = func(name, password),
5281 -- ^ Set password of player `name` to `password`
5282 Auth data should be created if not present
5283 set_privileges = func(name, privileges),
5284 -- ^ Set privileges of player `name`
5285 -- ^ `privileges` is in table form, auth data should be created if not present
5287 -- ^ Reload authentication data from the storage location
5288 -- ^ Returns boolean indicating success
5289 record_login = func(name),
5290 -- ^ Called when player joins, used for keeping track of last_login
5292 -- ^ Returns an iterator (use with `for` loops) for all player names currently in the auth database