1 Minetest Lua Modding API Reference 0.4.13
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
70 Games can provide custom main menu images. They are put inside a `menu` directory inside the game directory.
72 The images are named `$identifier.png`, where `$identifier` is one of `overlay,background,footer,header`.
73 If you want to specify multiple images for one identifier, add additional images named like `$identifier.$n.png`, with an ascending number $n starting with 1,
74 and a random image will be chosen from the provided ones.
81 * `$path_share/games/gameid/mods/`
83 * `$path_user/games/gameid/mods/`
84 * `$path_user/mods/` (User-installed mods)
85 * `$worldpath/worldmods/`
87 In a run-in-place version (e.g. the distributed windows version):
89 * `minetest-0.4.x/games/gameid/mods/`
90 * `minetest-0.4.x/mods/` (User-installed mods)
91 * `minetest-0.4.x/worlds/worldname/worldmods/`
93 On an installed version on Linux:
95 * `/usr/share/minetest/games/gameid/mods/`
96 * `$HOME/.minetest/mods/` (User-installed mods)
97 * `$HOME/.minetest/worlds/worldname/worldmods`
99 Mod load path for world-specific games
100 --------------------------------------
101 It is possible to include a game in a world; in this case, no mods or
102 games are loaded or checked from anywhere else.
104 This is useful for e.g. adventure worlds.
106 This happens if the following directory exists:
110 Mods should be then be placed in:
116 Mods can be put in a subdirectory, if the parent directory, which otherwise
117 should be a mod, contains a file named `modpack.txt`. This file shall be
118 empty, except for lines starting with `#`, which are comments.
120 Mod directory structure
121 ------------------------
127 | |-- description.txt
131 | | |-- modname_stuff.png
132 | | `-- modname_something_else.png
140 The location of this directory can be fetched by using
141 `minetest.get_modpath(modname)`.
144 List of mods that have to be loaded before loading this mod.
146 A single line contains a single modname.
148 Optional dependencies can be defined by appending a question mark
149 to a single modname. Their meaning is that if the specified mod
150 is missing, that does not prevent this mod from being loaded.
153 A screenshot shown in modmanager within mainmenu.
155 ### `description.txt`
156 A File containing description to be shown within mainmenu.
159 The main Lua script. Running this script should register everything it
160 wants to register. Subsequent execution depends on minetest calling the
161 registered callbacks.
163 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
164 to read custom or existing settings at load time, if necessary.
167 Models for entities or meshnodes.
169 ### `textures`, `sounds`, `media`
170 Media files (textures, sounds, whatever) that will be transferred to the
171 client and will be available for use by the mod.
173 Naming convention for registered textual names
174 ----------------------------------------------
175 Registered names should generally be in this format:
177 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
179 This is to prevent conflicting names from corrupting maps and is
180 enforced by the mod loader.
183 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
184 So the name should be `experimental:tnt`.
186 Enforcement can be overridden by prefixing the name with `:`. This can
187 be used for overriding the registrations of some other mod.
189 Example: Any mod can redefine `experimental:tnt` by using the name
194 (also that mod is required to have `experimental` as a dependency)
196 The `:` prefix can also be used for maintaining backwards compatibility.
199 Aliases can be added by using `minetest.register_alias(name, convert_to)`.
201 This will make Minetest to convert things called name to things called
204 This can be used for maintaining backwards compatibility.
206 This can be also used for setting quick access names for things, e.g. if
207 you have an item called `epiclylongmodname:stuff`, you could do
209 minetest.register_alias("stuff", "epiclylongmodname:stuff")
211 and be able to use `/giveme stuff`.
215 Mods should generally prefix their textures with `modname_`, e.g. given
216 the mod name `foomod`, a texture could be called:
220 Textures are referred to by their complete name, or alternatively by
221 stripping out the file extension:
223 * e.g. `foomod_foothing.png`
224 * e.g. `foomod_foothing`
228 There are various texture modifiers that can be used
229 to generate textures on-the-fly.
231 ### Texture overlaying
232 Textures can be overlaid by putting a `^` between them.
236 default_dirt.png^default_grass_side.png
238 `default_grass_side.png` is overlayed over `default_dirt.png`.
241 Textures can be grouped together by enclosing them in `(` and `)`.
243 Example: `cobble.png^(thing1.png^thing2.png)`
245 A texture for `thing1.png^thing2.png` is created and the resulting
246 texture is overlaid over `cobble.png`.
248 ### Advanced texture modifiers
250 #### `[crack:<n>:<p>`
251 * `<n>` = animation frame count
252 * `<p>` = current animation frame
254 Draw a step of the crack animation on the texture.
258 default_cobble.png^[crack:10:1
260 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>`
263 * `<x1>`/`<x2>` = x positions
264 * `<y1>`/`<y1>` = y positions
265 * `<file1>`/`<file2>` = textures to combine
267 Create a texture of size `<w>` times `<h>` and blit `<file1>` to (`<x1>`,`<y1>`)
268 and blit `<file2>` to (`<x2>`,`<y2>`).
272 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
275 Brightens the texture.
279 tnt_tnt_side.png^[brighten
282 Makes the texture completely opaque.
286 default_leaves.png^[noalpha
288 #### `[makealpha:<r>,<g>,<b>`
289 Convert one color to transparency.
293 default_cobble.png^[makealpha:128,128,128
296 * `<t>` = transformation(s) to apply
298 Rotates and/or flips the image.
300 `<t>` can be a number (between 0 and 7) or a transform name.
301 Rotations are counter-clockwise.
304 1 R90 rotate by 90 degrees
305 2 R180 rotate by 180 degrees
306 3 R270 rotate by 270 degrees
308 5 FXR90 flip X then rotate by 90 degrees
310 7 FYR90 flip Y then rotate by 90 degrees
314 default_stone.png^[transformFXR90
316 #### `[inventorycube{<top>{<left>{<right>`
317 `^` is replaced by `&` in texture names.
319 Create an inventory cube texture using the side textures.
323 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
325 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
326 `dirt.png^grass_side.png` textures
328 #### `[lowpart:<percent>:<file>`
329 Blit the lower `<percent>`% part of `<file>` on the texture.
333 base.png^[lowpart:25:overlay.png
335 #### `[verticalframe:<t>:<n>`
336 * `<t>` = animation frame count
337 * `<n>` = current animation frame
339 Crops the texture to a frame of a vertical animation.
343 default_torch_animated.png^[verticalframe:16:8
346 Apply a mask to the base image.
348 The mask is applied using binary AND.
350 #### `[colorize:<color>:<ratio>`
351 Colorize the textures with the given color.
352 `<color>` is specified as a `ColorString`.
353 `<ratio>` is an int ranging from 0 to 255, and specifies how much of the
354 color to apply. If ommitted, the alpha will be used.
358 Only Ogg Vorbis files are supported.
360 For positional playing of sounds, only single-channel (mono) files are
361 supported. Otherwise OpenAL will play them non-positionally.
363 Mods should generally prefix their sounds with `modname_`, e.g. given
364 the mod name "`foomod`", a sound could be called:
368 Sounds are referred to by their name with a dot, a single digit and the
369 file extension stripped out. When a sound is played, the actual sound file
370 is chosen randomly from the matching sounds.
372 When playing the sound `foomod_foosound`, the sound is chosen randomly
373 from the available ones of the following files:
375 * `foomod_foosound.ogg`
376 * `foomod_foosound.0.ogg`
377 * `foomod_foosound.1.ogg`
379 * `foomod_foosound.9.ogg`
381 Examples of sound parameter tables:
383 -- Play location-less on all clients
385 gain = 1.0, -- default
387 -- Play location-less to a player
390 gain = 1.0, -- default
392 -- Play in a location
395 gain = 1.0, -- default
396 max_hear_distance = 32, -- default
398 -- Play connected to an object, looped
400 object = <an ObjectRef>,
401 gain = 1.0, -- default
402 max_hear_distance = 32, -- default
403 loop = true, -- only sounds connected to objects can be looped
406 ### `SimpleSoundSpec`
408 * e.g. `"default_place_node"`
410 * e.g. `{name="default_place_node"}`
411 * e.g. `{name="default_place_node", gain=1.0}`
413 Registered definitions of stuff
414 -------------------------------
415 Anything added using certain `minetest.register_*` functions get added to
416 the global `minetest.registered_*` tables.
418 * `minetest.register_entity(name, prototype table)`
419 * added to `minetest.registered_entities[name]`
421 * `minetest.register_node(name, node definition)`
422 * added to `minetest.registered_items[name]`
423 * added to `minetest.registered_nodes[name]`
425 * `minetest.register_tool(name, item definition)`
426 * added to `minetest.registered_items[name]`
428 * `minetest.register_craftitem(name, item definition)`
429 * added to `minetest.registered_items[name]`
431 * `minetest.register_biome(biome definition)`
432 * returns an integer uniquely identifying the registered biome
433 * added to `minetest.registered_biome` with the key of `biome.name`
434 * if `biome.name` is nil, the key is the returned ID
436 * `minetest.register_ore(ore definition)`
437 * returns an integer uniquely identifying the registered ore
438 * added to `minetest.registered_ores` with the key of `ore.name`
439 * if `ore.name` is nil, the key is the returned ID
441 * `minetest.register_decoration(decoration definition)`
442 * returns an integer uniquely identifying the registered decoration
443 * added to `minetest.registered_decorations` with the key of `decoration.name`
444 * if `decoration.name` is nil, the key is the returned ID
446 * `minetest.register_schematic(schematic definition)`
447 * returns an integer uniquely identifying the registered schematic
448 * added to `minetest.registered_schematic` with the key of `schematic.name`
449 * if `schematic.name` is nil, the key is the returned ID
450 * if the schematic is loaded from a file, schematic.name is set to the filename
451 * if the function is called when loading the mod, and schematic.name is a relative path,
452 * then the current mod path will be prepended to the schematic filename
454 * `minetest.clear_registered_biomes()`
455 * clears all biomes currently registered
457 * `minetest.clear_registered_ores()`
458 * clears all ores currently registered
460 * `minetest.clear_registered_decorations()`
461 * clears all decorations currently registered
463 * `minetest.clear_registered_schematics()`
464 * clears all schematics currently registered
466 Note that in some cases you will stumble upon things that are not contained
467 in these tables (e.g. when a mod has been removed). Always check for
468 existence before trying to access the fields.
470 Example: If you want to check the drawtype of a node, you could do:
472 local function get_nodedef_field(nodename, fieldname)
473 if not minetest.registered_nodes[nodename] then
476 return minetest.registered_nodes[nodename][fieldname]
478 local drawtype = get_nodedef_field(nodename, "drawtype")
480 Example: `minetest.get_item_group(name, group)` has been implemented as:
482 function minetest.get_item_group(name, group)
483 if not minetest.registered_items[name] or not
484 minetest.registered_items[name].groups[group] then
487 return minetest.registered_items[name].groups[group]
492 Nodes are the bulk data of the world: cubes and other things that take the
493 space of a cube. Huge amounts of them are handled efficiently, but they
496 The definition of a node is stored and can be accessed by name in
498 minetest.registered_nodes[node.name]
500 See "Registered definitions of stuff".
502 Nodes are passed by value between Lua and the engine.
503 They are represented by a table:
505 {name="name", param1=num, param2=num}
507 `param1` and `param2` are 8-bit integers. The engine uses them for certain
508 automated functions. If you don't use these functions, you can use them to
509 store arbitrary values.
511 The functions of `param1` and `param2` are determined by certain fields in the
514 `param1` is reserved for the engine when `paramtype != "none"`:
517 ^ The value stores light with and without sun in its upper and lower 4 bits
518 respectively. Allows light to propagate from or through the node with
519 light value falling by 1 per node. This is essential for a light source
520 node to spread its light.
522 `param2` is reserved for the engine when any of these are used:
524 liquidtype == "flowing"
525 ^ The level and some flags of the liquid is stored in param2
526 drawtype == "flowingliquid"
527 ^ The drawn liquid level is read from param2
528 drawtype == "torchlike"
529 drawtype == "signlike"
530 paramtype2 == "wallmounted"
531 ^ The rotation of the node is stored in param2. You can make this value
532 by using minetest.dir_to_wallmounted().
533 paramtype2 == "facedir"
534 ^ The rotation of the node is stored in param2. Furnaces and chests are
535 rotated this way. Can be made by using minetest.dir_to_facedir().
537 facedir modulo 4 = axisdir
538 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
539 facedir's two less significant bits are rotation around the axis
540 paramtype2 == "leveled"
544 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
547 ^ defines list of collision boxes for the node. If empty, collision boxes
548 will be the same as nodeboxes, in case of any other nodes will be full cube
549 as in the example above.
551 Nodes can also contain extra data. See "Node Metadata".
555 There are a bunch of different looking node types.
557 Look for examples in `games/minimal` or `games/minetest_game`.
565 * `glasslike_framed_optional`
567 * `allfaces_optional`
574 * `nodebox` -- See below. (**Experimental!**)
575 * `mesh` -- use models for nodes
577 `*_optional` drawtypes need less rendering time if deactivated (always client side).
581 Node selection boxes are defined using "node boxes"
583 The `nodebox` node drawtype allows defining visual of nodes consisting of
584 arbitrary number of boxes. It allows defining stuff like stairs. Only the
585 `fixed` and `leveled` box type is supported for these.
587 Please note that this is still experimental, and may be incompatibly
588 changed in the future.
590 A nodebox is defined as any of:
593 -- A normal cube; the default in most things
597 -- A fixed box (facedir param2 is used, if applicable)
599 fixed = box OR {box1, box2, ...}
602 -- A box like the selection box for torches
603 -- (wallmounted param2 is used, if applicable)
604 type = "wallmounted",
610 A `box` is defined as:
612 {x1, y1, z1, x2, y2, z2}
614 A box of a regular node would look like:
616 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
618 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
619 set to level from `param2`.
624 If drawtype `mesh` is used, tiles should hold model materials textures.
625 Only static meshes are implemented.
626 For supported model formats see Irrlicht engine documentation.
631 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
635 Offset that the noise is translated by (i.e. added) after calculation.
638 Factor that the noise is scaled by (i.e. multiplied) after calculation.
641 Vector containing values by which each coordinate is divided by before calculation.
642 Higher spread values result in larger noise features.
644 A value of `{x=250, y=250, z=250}` is common.
647 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
648 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
651 Number of times the noise gradient is accumulated into the noise.
653 Increase this number to increase the amount of detail in the resulting noise.
655 A value of `6` is common.
658 Factor by which the effect of the noise gradient function changes with each successive octave.
660 Values less than `1` make the details of successive octaves' noise diminish, while values
661 greater than `1` make successive octaves stronger.
663 A value of `0.6` is common.
666 Factor by which the noise feature sizes change with each successive octave.
668 A value of `2.0` is common.
671 Leave this field unset for no special handling.
673 Currently supported are `defaults`, `eased` and `absvalue`.
676 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
680 Maps noise gradient values onto a quintic S-curve before performing interpolation.
681 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
682 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
685 Accumulates the absolute value of each noise gradient result.
687 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
691 spread = {x=500, y=500, z=500},
696 flags = "defaults, absvalue"
698 ^ A single noise parameter table can be used to get 2D or 3D noise,
699 when getting 2D noise spread.z is ignored.
704 These tell in what manner the ore is generated.
706 All default ores are of the uniformly-distributed scatter type.
709 Randomly chooses a location and generates a cluster of ore.
711 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
712 that point is greater than the `noise_threshold`, giving the ability to create
713 a non-equal distribution of ore.
716 Creates a sheet of ore in a blob shape according to the 2D perlin noise
717 described by `noise_params`. The relative height of the sheet can be
718 controlled by the same perlin noise as well, by specifying a non-zero
719 `scale` parameter in `noise_params`.
721 **IMPORTANT**: The noise is not transformed by `offset` or `scale` when comparing
722 against the noise threshold, but scale is used to determine relative height.
723 The height of the blob is randomly scattered, with a maximum height of `clust_size`.
725 `clust_scarcity` and `clust_num_ores` are ignored.
727 This is essentially an improved version of the so-called "stratus" ore seen in
728 some unofficial mods.
731 Creates a deformed sphere of ore according to 3d perlin noise described by
732 `noise_params`. The maximum size of the blob is `clust_size`, and
733 `clust_scarcity` has the same meaning as with the `scatter` type.
735 Creates veins of ore varying in density by according to the intersection of two
736 instances of 3d perlin noise with diffferent seeds, both described by
737 `noise_params`. `random_factor` varies the influence random chance has on
738 placement of an ore inside the vein, which is `1` by default. Note that
739 modifying this parameter may require adjusting `noise_threshhold`.
740 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
741 by this ore type. This ore type is difficult to control since it is sensitive
742 to small changes. The following is a decent set of parameters to work from:
747 spread = {x=200, y=200, z=200},
753 noise_threshhold = 1.6
755 WARNING: Use this ore type *very* sparingly since it is ~200x more
756 computationally expensive than any other ore.
760 See section "Flag Specifier Format".
762 Currently supported flags: `absheight`
765 Also produce this same ore between the height range of `-y_max` and `-y_min`.
767 Useful for having ore in sky realms without having to duplicate ore entries.
771 The varying types of decorations that can be placed.
773 The default value is `simple`, and is currently the only type supported.
776 Creates a 1 times `H` times 1 column of a specified node (or a random node from
777 a list, if a decoration list is specified). Can specify a certain node it must
778 spawn next to, such as water or lava, for example. Can also generate a
779 decoration of random height between a specified lower and upper bound.
780 This type of decoration is intended for placement of grass, flowers, cacti,
784 Copies a box of `MapNodes` from a specified schematic file (or raw description).
785 Can specify a probability of a node randomly appearing when placed.
786 This decoration type is intended to be used for multi-node sized discrete
787 structures, such as trees, cave spikes, rocks, and so on.
792 A schematic specifier identifies a schematic by either a filename to a
793 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
794 in the form of a table. This table specifies the following fields:
796 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
797 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
798 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
799 * The `data` field is a flat table of MapNode tables making up the schematic,
800 in the order of `[z [y [x]]]`. (required)
801 Each MapNode table contains:
802 * `name`: the name of the map node to place (required)
803 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
804 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
805 * `force_place`: boolean representing if the node should forcibly overwrite any
806 previous contents (default: false)
808 About probability values:
809 * A probability value of `0` or `1` means that node will never appear (0% chance).
810 * A probability value of `254` or `255` means the node will always appear (100% chance).
811 * If the probability value `p` is greater than `1`, then there is a
812 `(p / 256 * 100)` percent chance that node will appear when the schematic is
818 See section "Flag Specifier Format".
820 Currently supported flags: `place_center_x`, `place_center_y`,
821 `place_center_z`, `force_placement`.
823 * `place_center_x`: Placement of this decoration is centered along the X axis.
824 * `place_center_y`: Placement of this decoration is centered along the Y axis.
825 * `place_center_z`: Placement of this decoration is centered along the Z axis.
826 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
831 The position field is used for all element types.
833 To account for differing resolutions, the position coordinates are the percentage
834 of the screen, ranging in value from `0` to `1`.
836 The name field is not yet used, but should contain a description of what the
837 HUD element represents. The direction field is the direction in which something
840 `0` draws from left to right, `1` draws from right to left, `2` draws from
841 top to bottom, and `3` draws from bottom to top.
843 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
844 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
845 Fractional values can be used.
847 The `offset` field specifies a pixel offset from the position. Contrary to position,
848 the offset is not scaled to screen size. This allows for some precisely-positioned
851 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
853 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
855 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
856 in the experimental stages.
859 Displays an image on the HUD.
861 * `scale`: The scale of the image, with 1 being the original texture size.
862 Only the X coordinate scale is used (positive values).
863 Negative values represent that percentage of the screen it
864 should take; e.g. `x=-100` means 100% (width).
865 * `text`: The name of the texture that is displayed.
866 * `alignment`: The alignment of the image.
867 * `offset`: offset in pixels from position.
870 Displays text on the HUD.
872 * `scale`: Defines the bounding rectangle of the text.
873 A value such as `{x=100, y=100}` should work.
874 * `text`: The text to be displayed in the HUD element.
875 * `number`: An integer containing the RGB value of the color used to draw the text.
876 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
877 * `alignment`: The alignment of the text.
878 * `offset`: offset in pixels from position.
881 Displays a horizontal bar made up of half-images.
883 * `text`: The name of the texture that is used.
884 * `number`: The number of half-textures that are displayed.
885 If odd, will end with a vertically center-split texture.
887 * `offset`: offset in pixels from position.
888 * `size`: If used, will force full-image size to this value (override texture pack image size)
891 * `text`: The name of the inventory list to be displayed.
892 * `number`: Number of items in the inventory to be displayed.
893 * `item`: Position of item that is selected.
897 Displays distance to selected world position.
899 * `name`: The name of the waypoint.
900 * `text`: Distance suffix. Can be blank.
901 * `number:` An integer containing the RGB value of the color used to draw the text.
902 * `world_pos`: World position of the waypoint.
904 Representations of simple things
905 --------------------------------
909 {x=num, y=num, z=num}
911 For helper functions see "Vector helpers".
915 * `{type="node", under=pos, above=pos}`
916 * `{type="object", ref=ObjectRef}`
918 Flag Specifier Format
919 ---------------------
920 Flags using the standardized flag specifier format can be specified in either of
921 two ways, by string or table.
923 The string format is a comma-delimited set of flag names; whitespace and
924 unrecognized flag fields are ignored. Specifying a flag in the string sets the
925 flag, and specifying a flag prefixed by the string `"no"` explicitly
926 clears the flag from whatever the default may be.
928 In addition to the standard string flag format, the schematic flags field can
929 also be a table of flag names to boolean values representing whether or not the
930 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
931 is present, mapped to a boolean of any value, the specified flag is unset.
933 E.g. A flag field of value
935 {place_center_x = true, place_center_y=false, place_center_z=true}
939 {place_center_x = true, noplace_center_y=true, place_center_z=true}
941 which is equivalent to
943 "place_center_x, noplace_center_y, place_center_z"
947 "place_center_x, place_center_z"
949 since, by default, no schematic attributes are set.
955 There are three kinds of items: nodes, tools and craftitems.
957 * Node (`register_node`): A node from the world.
958 * Tool (`register_tool`): A tool/weapon that can dig and damage
959 things according to `tool_capabilities`.
960 * Craftitem (`register_craftitem`): A miscellaneous item.
963 Items and item stacks can exist in three formats: Serializes, table format
967 This is called "stackstring" or "itemstring":
969 * e.g. `'default:dirt 5'`
970 * e.g. `'default:pick_wood 21323'`
971 * e.g. `'default:apple'`
978 {name="default:dirt", count=5, wear=0, metadata=""}
980 A wooden pick about 1/3 worn out:
982 {name="default:pick_wood", count=1, wear=21323, metadata=""}
986 {name="default:apple", count=1, wear=0, metadata=""}
989 A native C++ format with many helper methods. Useful for converting
990 between formats. See the Class reference section for details.
992 When an item must be passed to a function, it can usually be in any of
998 In a number of places, there is a group table. Groups define the
999 properties of a thing (item, node, armor of entity, capabilities of
1000 tool) in such a way that the engine and other mods can can interact with
1001 the thing without actually knowing what the thing is.
1004 Groups are stored in a table, having the group names with keys and the
1005 group ratings as values. For example:
1007 groups = {crumbly=3, soil=1}
1010 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1011 -- ^ A more special dirt-kind of thing
1013 Groups always have a rating associated with them. If there is no
1014 useful meaning for a rating for an enabled group, it shall be `1`.
1016 When not defined, the rating of a group defaults to `0`. Thus when you
1017 read groups, you must interpret `nil` and `0` as the same value, `0`.
1019 You can read the rating of a group for an item or a node by using
1021 minetest.get_item_group(itemname, groupname)
1024 Groups of items can define what kind of an item it is (e.g. wool).
1027 In addition to the general item things, groups are used to define whether
1028 a node is destroyable and how long it takes to destroy by a tool.
1030 ### Groups of entities
1031 For entities, groups are, as of now, used only for calculating damage.
1032 The rating is the percentage of damage caused by tools with this damage group.
1033 See "Entity damage mechanism".
1035 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1036 object.set_armor_groups({fleshy=30, cracky=80})
1039 Groups in tools define which groups of nodes and entities they are
1042 ### Groups in crafting recipes
1043 An example: Make meat soup from any meat, any water and any bowl:
1046 output = 'food:meat_soup_raw',
1052 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1055 Another example: Make red wool from white wool and red dye:
1059 output = 'wool:red',
1060 recipe = {'wool:white', 'group:dye,basecolor_red'},
1064 * `immortal`: Disables the group damage system for an entity
1065 * `level`: Can be used to give an additional sense of progression in the game.
1066 * A larger level will cause e.g. a weapon of a lower level make much less
1067 damage, and get worn out much faster, or not be able to get drops
1068 from destroyed nodes.
1069 * `0` is something that is directly accessible at the start of gameplay
1070 * There is no upper limit
1071 * `dig_immediate`: (player can always pick up node without tool wear)
1072 * `2`: node is removed without tool wear after 0.5 seconds or so
1074 * `3`: node is removed without tool wear immediately (torch)
1075 * `disable_jump`: Player (and possibly other things) cannot jump from node
1076 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1077 * `bouncy`: value is bounce speed in percent
1078 * `falling_node`: if there is no walkable block under the node it will fall
1079 * `attached_node`: if the node under it is not a walkable block the node will be
1080 dropped as an item. If the node is wallmounted the wallmounted direction is
1082 * `soil`: saplings will grow on nodes in this group
1083 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1084 connect to each other
1086 ### Known damage and digging time defining groups
1087 * `crumbly`: dirt, sand
1088 * `cracky`: tough but crackable stuff like stone.
1089 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1090 plants, wire, sheets of metal
1091 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1092 * `fleshy`: Living things like animals and the player. This could imply
1093 some blood effects when hitting.
1094 * `explody`: Especially prone to explosions
1095 * `oddly_breakable_by_hand`:
1096 Can be added to nodes that shouldn't logically be breakable by the
1097 hand but are. Somewhat similar to `dig_immediate`, but times are more
1098 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1099 speed of a tool if the tool can dig at a faster speed than this
1100 suggests for the hand.
1102 ### Examples of custom groups
1103 Item groups are often used for defining, well, _groups of items_.
1104 * `meat`: any meat-kind of a thing (rating might define the size or healing
1105 ability or be irrelevant -- it is not defined as of yet)
1106 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1108 * `flammable`: can be set on fire. Rating might define the intensity of the
1109 fire, affecting e.g. the speed of the spreading of an open fire.
1110 * `wool`: any wool (any origin, any color)
1111 * `metal`: any metal
1112 * `weapon`: any weapon
1113 * `heavy`: anything considerably heavy
1115 ### Digging time calculation specifics
1116 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1117 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1118 faster digging time.
1120 The `level` group is used to limit the toughness of nodes a tool can dig
1121 and to scale the digging times / damage to a greater extent.
1123 **Please do understand this**, otherwise you cannot use the system to it's
1126 Tools define their properties by a list of parameters for groups. They
1127 cannot dig other groups; thus it is important to use a standard bunch of
1128 groups to enable interaction with tools.
1130 #### Tools definition
1133 * Full punch interval
1134 * Maximum drop level
1135 * For an arbitrary list of groups:
1136 * Uses (until the tool breaks)
1137 * Maximum level (usually `0`, `1`, `2` or `3`)
1141 #### Full punch interval
1142 When used as a weapon, the tool will do full damage if this time is spent
1143 between punches. If e.g. half the time is spent, the tool will do half
1146 #### Maximum drop level
1147 Suggests the maximum level of node, when dug with the tool, that will drop
1148 it's useful item. (e.g. iron ore to drop a lump of iron).
1150 This is not automated; it is the responsibility of the node definition
1154 Determines how many uses the tool has when it is used for digging a node,
1155 of this group, of the maximum level. For lower leveled nodes, the use count
1156 is multiplied by `3^leveldiff`.
1158 * `uses=10, leveldiff=0`: actual uses: 10
1159 * `uses=10, leveldiff=1`: actual uses: 30
1160 * `uses=10, leveldiff=2`: actual uses: 90
1163 Tells what is the maximum level of a node of this group that the tool will
1167 List of digging times for different ratings of the group, for nodes of the
1170 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1171 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1172 for this group, and unable to dig the rating `1`, which is the toughest.
1173 Unless there is a matching group that enables digging otherwise.
1176 List of damage for groups of entities. See "Entity damage mechanism".
1178 #### Example definition of the capabilities of a tool
1180 tool_capabilities = {
1181 full_punch_interval=1.5,
1184 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1186 damage_groups = {fleshy=2},
1189 This makes the tool be able to dig nodes that fulfil both of these:
1191 * Have the `crumbly` group
1192 * Have a `level` group less or equal to `2`
1194 Table of resulting digging times:
1196 crumbly 0 1 2 3 4 <- level
1198 1 0.80 1.60 1.60 - -
1199 2 0.60 1.20 1.20 - -
1200 3 0.40 0.80 0.80 - -
1202 level diff: 2 1 0 -1 -2
1204 Table of resulting tool uses:
1213 * At `crumbly==0`, the node is not diggable.
1214 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1215 easy nodes to be quickly breakable.
1216 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1218 Entity damage mechanism
1219 -----------------------
1223 foreach group in cap.damage_groups:
1224 damage += cap.damage_groups[group] * limit(actual_interval /
1225 cap.full_punch_interval, 0.0, 1.0)
1226 * (object.armor_groups[group] / 100.0)
1227 -- Where object.armor_groups[group] is 0 for inexistent values
1230 Client predicts damage based on damage groups. Because of this, it is able to
1231 give an immediate response when an entity is damaged or dies; the response is
1232 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1234 Currently a smoke puff will appear when an entity dies.
1236 The group `immortal` completely disables normal damage.
1238 Entities can define a special armor group, which is `punch_operable`. This
1239 group disables the regular damage mechanism for players punching it by hand or
1240 a non-tool item, so that it can do something else than take damage.
1242 On the Lua side, every punch calls:
1244 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
1246 This should never be called directly, because damage is usually not handled by
1249 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1250 accessed unless absolutely required, to encourage interoperability.
1251 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1252 * `tool_capabilities` can be `nil`.
1253 * `direction` is a unit vector, pointing from the source of the punch to
1256 To punch an entity/object in Lua, call:
1258 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1260 * Return value is tool wear.
1261 * Parameters are equal to the above callback.
1262 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1263 `direction` will be automatically filled in based on the location of `puncher`.
1267 The instance of a node in the world normally only contains the three values
1268 mentioned in "Nodes". However, it is possible to insert extra data into a
1269 node. It is called "node metadata"; See "`NodeMetaRef`".
1271 Metadata contains two things:
1275 Some of the values in the key-value store are handled specially:
1276 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1277 * `infotext`: Text shown on the screen when the node is pointed at
1281 local meta = minetest.get_meta(pos)
1282 meta:set_string("formspec",
1284 "list[context;main;0,0;8,4;]"..
1285 "list[current_player;main;0,5;8,4;]")
1286 meta:set_string("infotext", "Chest");
1287 local inv = meta:get_inventory()
1288 inv:set_size("main", 8*4)
1289 print(dump(meta:to_table()))
1292 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1293 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1294 [10] = "", [11] = "", [12] = "", [13] = "",
1295 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1296 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1297 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1298 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1302 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1309 Formspec defines a menu. Currently not much else than inventories are
1310 supported. It is a string, with a somewhat strange format.
1312 Spaces and newlines can be inserted between the blocks, as is used in the
1320 list[context;main;0,0;8,4;]
1321 list[current_player;main;0,5;8,4;]
1326 list[context;fuel;2,3;1,1;]
1327 list[context;src;2,1;1,1;]
1328 list[context;dst;5,1;2,2;]
1329 list[current_player;main;0,5;8,4;]
1331 #### Minecraft-like player inventory
1334 image[1,0.6;1,2;player.png]
1335 list[current_player;main;0,3.5;8,4;]
1336 list[current_player;craft;3,0;3,3;]
1337 list[current_player;craftpreview;7,1;1,1;]
1341 #### `size[<W>,<H>,<fixed_size>]`
1342 * Define the size of the menu in inventory slots
1343 * `fixed_size`: `true`/`false` (optional)
1344 * deprecated: `invsize[<W>,<H>;]`
1346 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1347 * Show an inventory list
1349 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1350 * Show an inventory list
1352 #### `listring[<inventory location>;<list name>]`
1353 * Allows to create a ring of inventory lists
1354 * Shift-clicking on items in one element of the ring
1355 * will send them to the next inventory list inside the ring
1356 * The first occurrence of an element inside the ring will
1357 * determine the inventory where items will be sent to
1360 * Shorthand for doing `listring[<inventory location>;<list name>]`
1361 * for the last two inventory lists added by list[...]
1363 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1364 * Sets background color of slots as `ColorString`
1365 * Sets background color of slots on mouse hovering
1367 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1368 * Sets background color of slots as `ColorString`
1369 * Sets background color of slots on mouse hovering
1370 * Sets color of slots border
1372 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1373 * Sets background color of slots as `ColorString`
1374 * Sets background color of slots on mouse hovering
1375 * Sets color of slots border
1376 * Sets default background color of tooltips
1377 * Sets default font color of tooltips
1379 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1380 * Adds tooltip for an element
1381 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1382 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1384 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1386 * Position and size units are inventory slots
1388 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1389 * Show an inventory image of registered item/node
1390 * Position and size units are inventory slots
1392 #### `bgcolor[<color>;<fullscreen>]`
1393 * Sets background color of formspec as `ColorString`
1394 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1396 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1397 * Use a background. Inventory rectangles are not drawn then.
1398 * Position and size units are inventory slots
1399 * Example for formspec 8x4 in 16x resolution: image shall be sized
1400 8 times 16px times 4 times 16px.
1402 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1403 * Use a background. Inventory rectangles are not drawn then.
1404 * Position and size units are inventory slots
1405 * Example for formspec 8x4 in 16x resolution:
1406 image shall be sized 8 times 16px times 4 times 16px
1407 * If `true` the background is clipped to formspec size
1408 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1410 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1411 * Textual password style field; will be sent to server when a button is clicked
1412 * `x` and `y` position the field relative to the top left of the menu
1413 * `w` and `h` are the size of the field
1414 * fields are a set height, but will be vertically centred on `h`
1415 * Position and size units are inventory slots
1416 * `name` is the name of the field as returned in fields to `on_receive_fields`
1417 * `label`, if not blank, will be text printed on the top left above the field
1419 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1420 * Textual field; will be sent to server when a button is clicked
1421 * `x` and `y` position the field relative to the top left of the menu
1422 * `w` and `h` are the size of the field
1423 * fields are a set height, but will be vertically centred on `h`
1424 * Position and size units are inventory slots
1425 * `name` is the name of the field as returned in fields to `on_receive_fields`
1426 * `label`, if not blank, will be text printed on the top left above the field
1427 * `default` is the default value of the field
1428 * `default` may contain variable references such as `${text}'` which
1429 will fill the value from the metadata value `text`
1430 * **Note**: no extra text or more than a single variable is supported ATM.
1432 #### `field[<name>;<label>;<default>]`
1433 * as above, but without position/size units
1434 * special field for creating simple forms, such as sign text input
1435 * must be used without a `size[]` element
1436 * a "Proceed" button will be added automatically
1438 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1439 * same as fields above, but with multi-line input
1441 #### `label[<X>,<Y>;<label>]`
1442 * `x` and `y` work as per field
1443 * `label` is the text on the label
1444 * Position and size units are inventory slots
1446 #### `vertlabel[<X>,<Y>;<label>]`
1447 * Textual label drawn vertically
1448 * `x` and `y` work as per field
1449 * `label` is the text on the label
1450 * Position and size units are inventory slots
1452 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1453 * Clickable button. When clicked, fields will be sent.
1454 * `x`, `y` and `name` work as per field
1455 * `w` and `h` are the size of the button
1456 * `label` is the text on the button
1457 * Position and size units are inventory slots
1459 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1460 * `x`, `y`, `w`, `h`, and `name` work as per button
1461 * `texture name` is the filename of an image
1462 * Position and size units are inventory slots
1464 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1465 * `x`, `y`, `w`, `h`, and `name` work as per button
1466 * `texture name` is the filename of an image
1467 * Position and size units are inventory slots
1468 * `noclip=true` means the image button doesn't need to be within specified formsize
1469 * `drawborder`: draw button border or not
1470 * `pressed texture name` is the filename of an image on pressed state
1472 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1473 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1474 * `item name` is the registered name of an item/node,
1475 tooltip will be made out of its description
1476 to override it use tooltip element
1477 * Position and size units are inventory slots
1479 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1480 * When clicked, fields will be sent and the form will quit.
1482 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1483 * When clicked, fields will be sent and the form will quit.
1485 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1486 * Scrollable item list showing arbitrary text elements
1487 * `x` and `y` position the itemlist relative to the top left of the menu
1488 * `w` and `h` are the size of the itemlist
1489 * `name` fieldname sent to server on doubleclick value is current selected element
1490 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1491 * if you want a listelement to start with "#" write "##".
1493 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1494 * Scrollable itemlist showing arbitrary text elements
1495 * `x` and `y` position the item list relative to the top left of the menu
1496 * `w` and `h` are the size of the item list
1497 * `name` fieldname sent to server on doubleclick value is current selected element
1498 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1499 * if you want a listelement to start with "#" write "##"
1500 * index to be selected within textlist
1501 * `true`/`false`: draw transparent background
1502 * see also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1504 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1505 * show a tab**header** at specific position (ignores formsize)
1506 * `x` and `y` position the itemlist relative to the top left of the menu
1507 * `name` fieldname data is transferred to Lua
1508 * `caption 1`...: name shown on top of tab
1509 * `current_tab`: index of selected tab 1...
1510 * `transparent` (optional): show transparent
1511 * `draw_border` (optional): draw border
1513 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1514 * simple colored semitransparent box
1515 * `x` and `y` position the box relative to the top left of the menu
1516 * `w` and `h` are the size of box
1517 * `color` is color specified as a `ColorString`
1519 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1520 * show a dropdown field
1521 * **Important note**: There are two different operation modes:
1522 1. handle directly on change (only changed dropdown is submitted)
1523 2. read the value on pressing a button (all dropdown values are available)
1524 * `x` and `y` position of dropdown
1526 * fieldname data is transferred to Lua
1527 * items to be shown in dropdown
1528 * index of currently selected dropdown item
1530 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]`
1532 * `x` and `y`: position of checkbox
1533 * `name` fieldname data is transferred to Lua
1534 * `label` to be shown left of checkbox
1535 * `selected` (optional): `true`/`false`
1536 * `tooltip` (optional)
1538 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1540 * there are two ways to use it:
1541 1. handle the changed event (only changed scrollbar is available)
1542 2. read the value on pressing a button (all scrollbars are available)
1543 * `x` and `y`: position of trackbar
1544 * `w` and `h`: width and height
1545 * `orientation`: `vertical`/`horizontal`
1546 * fieldname data is transferred to Lua
1547 * value this trackbar is set to (`0`-`1000`)
1548 * see also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1550 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1551 * show scrollable table using options defined by the previous `tableoptions[]`
1552 * displays cells as defined by the previous `tablecolumns[]`
1553 * `x` and `y`: position the itemlist relative to the top left of the menu
1554 * `w` and `h` are the size of the itemlist
1555 * `name`: fieldname sent to server on row select or doubleclick
1556 * `cell 1`...`cell n`: cell contents given in row-major order
1557 * `selected idx`: index of row to be selected within table (first row = `1`)
1558 * see also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1560 #### `tableoptions[<opt 1>;<opt 2>;...]`
1561 * sets options for `table[]`
1563 * default text color (`ColorString`), defaults to `#FFFFFF`
1564 * `background=#RRGGBB`
1565 * table background color (`ColorString`), defaults to `#000000`
1566 * `border=<true/false>`
1567 * should the table be drawn with a border? (default: `true`)
1568 * `highlight=#RRGGBB`
1569 * highlight background color (`ColorString`), defaults to `#466432`
1570 * `highlight_text=#RRGGBB`
1571 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1572 * `opendepth=<value>`
1573 * all subtrees up to `depth < value` are open (default value = `0`)
1574 * only useful when there is a column of type "tree"
1576 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1577 * sets columns for `table[]`
1578 * types: `text`, `image`, `color`, `indent`, `tree`
1579 * `text`: show cell contents as text
1580 * `image`: cell contents are an image index, use column options to define images
1581 * `colo`: cell contents are a ColorString and define color of following cell
1582 * `indent`: cell contents are a number and define indentation of following cell
1583 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1586 * for `text` and `image`: content alignment within cells.
1587 Available values: `left` (default), `center`, `right`, `inline`
1589 * for `text` and `image`: minimum width in em (default: `0`)
1590 * for `indent` and `tree`: indent width in em (default: `1.5`)
1591 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1592 Exception: defaults to 0 for indent columns
1593 * `tooltip=<value>`: tooltip text (default: empty)
1594 * `image` column options:
1595 * `0=<value>` sets image for image index 0
1596 * `1=<value>` sets image for image index 1
1597 * `2=<value>` sets image for image index 2
1598 * and so on; defined indices need not be contiguous empty or
1599 non-numeric cells are treated as `0`.
1600 * `color` column options:
1601 * `span=<value>`: number of following columns to affect (default: infinite)
1603 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1604 pass key press events to formspec!
1608 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1609 * `"current_player"`: Player to whom the menu is shown
1610 * `"player:<name>"`: Any player
1611 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1612 * `"detached:<name>"`: A detached inventory
1616 `#RGB` defines a color in hexadecimal format.
1618 `#RGBA` defines a color in hexadecimal format and alpha channel.
1620 `#RRGGBB` defines a color in hexadecimal format.
1622 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1624 Named colors are also supported and are equivalent to
1625 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1626 To specify the value of the alpha channel, append `#AA` to the end of the color name
1627 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1628 value must (always) be two hexadecimal digits.
1632 A ColorSpec specifies a 32-bit color. It can be written in either:
1633 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
1634 `colorspec = {a=255, r=0, g=255, b=0}`
1635 numerical form, the raw integer value of an ARGB8 quad:
1636 `colorspec = 0xFF00FF00`
1637 or string form, a ColorString (defined above):
1638 `colorspec = "green"`
1643 * `vector.new([x[, y, z]])`: returns a vector.
1644 * `x` is a table or the `x` position.
1646 * `vector.direction(p1, p2)`: returns a vector
1647 * `vector.distance(p1, p2)`: returns a number
1648 * `vector.length(v)`: returns a number
1649 * `vector.normalize(v)`: returns a vector
1650 * `vector.round(v)`: returns a vector
1651 * `vector.apply(v, func)`: returns a vector
1652 * `vector.equals(v1, v2)`: returns a boolean
1654 For the following functions `x` can be either a vector or a number:
1656 * `vector.add(v, x)`: returns a vector
1657 * `vector.subtract(v, x)`: returns a vector
1658 * `vector.multiply(v, x)`: returns a vector
1659 * `vector.divide(v, x)`: returns a vector
1663 * `dump2(obj, name="_", dumped={})`
1664 * Return object serialized as a string, handles reference loops
1665 * `dump(obj, dumped={})`
1666 * Return object serialized as a string
1667 * `math.hypot(x, y)`
1668 * Get the hypotenuse of a triangle with legs x and y.
1669 Useful for distance calculation.
1670 * `math.sign(x, tolerance)`
1671 * Get the sign of a number.
1672 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1673 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1674 * sep_is_pattern=false)`
1675 * If `max_splits` is negative, do not limit splits.
1676 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1677 * e.g. `string:split("a,b", ",") == {"a","b"}`
1679 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1680 * `minetest.pos_to_string({x=X,y=Y,z=Z})`: returns `"(X,Y,Z)"`
1681 * Convert position to a printable string
1682 * `minetest.string_to_pos(string)`: returns a position
1683 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1684 * `minetest.formspec_escape(string)`: returns a string
1685 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1686 * `minetest.is_yes(arg)`
1687 * returns whether `arg` can be interpreted as yes
1688 * `minetest.get_us_time()`
1689 * returns time with microsecond precision
1690 * `table.copy(table)`: returns a table
1691 * returns a deep copy of `table`
1693 `minetest` namespace reference
1694 ------------------------------
1698 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
1699 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1700 * Useful for loading additional `.lua` modules or static data from mod
1701 * `minetest.get_modnames()`: returns a list of installed mods
1702 * Return a list of installed mods, sorted alphabetically
1703 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1704 * Useful for storing custom data
1705 * `minetest.is_singleplayer()`
1706 * `minetest.features`
1707 * Table containing API feature flags: `{foo=true, bar=true}`
1708 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1709 * `arg`: string or table in format `{foo=true, bar=true}`
1710 * `missing_features`: `{foo=true, bar=true}`
1711 * `minetest.get_player_information(player_name)`: returns a table containing
1712 information about player. Example return value:
1714 address = "127.0.0.1", -- IP address of client
1715 ip_version = 4, -- IPv4 / IPv6
1716 min_rtt = 0.01, -- minimum round trip time
1717 max_rtt = 0.2, -- maximum round trip time
1718 avg_rtt = 0.02, -- average round trip time
1719 min_jitter = 0.01, -- minimum packet time jitter
1720 max_jitter = 0.5, -- maximum packet time jitter
1721 avg_jitter = 0.03, -- average packet time jitter
1722 connection_uptime = 200, -- seconds since client connected
1724 -- following information is available on debug build only!!!
1725 -- DO NOT USE IN MODS
1726 --ser_vers = 26, -- serialization version used by client
1727 --prot_vers = 23, -- protocol version used by client
1728 --major = 0, -- major version number
1729 --minor = 4, -- minor version number
1730 --patch = 10, -- patch version number
1731 --vers_string = "0.4.9-git", -- full version string
1732 --state = "Active" -- current client state
1734 * `minetest.mkdir(path)`: returns success.
1735 * Creates a directory specified by `path`, creating parent directories
1736 if they don't exist.
1737 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
1739 * nil: return all entries,
1740 * true: return only subdirectory names, or
1741 * false: return only file names.
1744 * `minetest.debug(line)`
1745 * Always printed to `stderr` and logfile (`print()` is redirected here)
1746 * `minetest.log(line)`
1747 * `minetest.log(loglevel, line)`
1748 * `loglevel` is one of `"error"`, `"action"`, `"info"`, `"verbose"`
1750 ### Registration functions
1751 Call these functions only at load time!
1753 * `minetest.register_entity(name, prototype table)`
1754 * `minetest.register_abm(abm definition)`
1755 * `minetest.register_node(name, node definition)`
1756 * `minetest.register_tool(name, item definition)`
1757 * `minetest.register_craftitem(name, item definition)`
1758 * `minetest.register_alias(name, convert_to)`
1759 * `minetest.register_craft(recipe)`
1760 * `minetest.register_ore(ore definition)`
1761 * `minetest.register_decoration(decoration definition)`
1762 * `minetest.override_item(name, redefinition)`
1763 * Overrides fields of an item registered with register_node/tool/craftitem.
1764 * Note: Item must already be defined, (opt)depend on the mod defining it.
1765 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
1767 * `minetest.clear_registered_ores()`
1768 * `minetest.clear_registered_decorations()`
1770 ### Global callback registration functions
1771 Call these functions only at load time!
1773 * `minetest.register_globalstep(func(dtime))`
1774 * Called every server step, usually interval of 0.1s
1775 * `minetest.register_on_shutdown(func())`
1776 * Called before server shutdown
1777 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
1778 callbacks **will likely not be run**. Data should be saved at
1779 semi-frequent intervals as well as on server shutdown.
1780 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
1781 * Called when a node has been placed
1782 * If return `true` no item is taken from `itemstack`
1783 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
1785 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
1786 * Called when a node has been dug.
1787 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
1789 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
1790 * Called when a node is punched
1791 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
1792 * Called after generating a piece of world. Modifying nodes inside the area
1793 is a bit faster than usually.
1794 * `minetest.register_on_newplayer(func(ObjectRef))`
1795 * Called after a new player has been created
1796 * `minetest.register_on_dieplayer(func(ObjectRef))`
1797 * Called when a player dies
1798 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
1799 * Called when a player is punched
1800 * `player` - ObjectRef - Player that was punched
1801 * `hitter` - ObjectRef - Player that hit
1802 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
1803 * `tool_capabilities`: capability table of used tool (can be nil)
1804 * `dir`: unit vector of direction of punch. Always defined. Points from
1805 the puncher to the punched.
1806 * `damage` - number that represents the damage calculated by the engine
1807 * should return `true` to prevent the default damage mechanism
1808 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
1809 * Called when the player gets damaged or healed
1810 * `player`: ObjectRef of the player
1811 * `hp_change`: the amount of change. Negative when it is damage.
1812 * `modifier`: when true, the function should return the actual hp_change.
1813 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
1814 modifiers can return true as a second argument to stop the execution of further functions.
1815 * `minetest.register_on_respawnplayer(func(ObjectRef))`
1816 * Called when player is to be respawned
1817 * Called _before_ repositioning of player occurs
1818 * return true in func to disable regular player placement
1819 * `minetest.register_on_prejoinplayer(func(name, ip))`
1820 * Called before a player joins the game
1821 * If it returns a string, the player is disconnected with that string as reason
1822 * `minetest.register_on_joinplayer(func(ObjectRef))`
1823 * Called when a player joins the game
1824 * `minetest.register_on_leaveplayer(func(ObjectRef))`
1825 * Called when a player leaves the game
1826 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
1827 * Called when a player cheats
1828 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
1829 * `"moved_too_fast"`
1830 * `"interacted_too_far"`
1831 * `"finished_unknown_dig"`
1834 * `minetest.register_on_chat_message(func(name, message))`
1835 * Called always when a player says something
1836 * Return `true` to mark the message as handled, which means that it will not be sent to other players
1837 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
1838 * Called when a button is pressed in player's inventory form
1839 * Newest functions are called first
1840 * If function returns `true`, remaining functions are not called
1841 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
1842 * Called when `player` crafts something
1843 * `itemstack` is the output
1844 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
1845 * `craft_inv` is the inventory with the crafting grid
1846 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
1847 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
1848 * The same as before, except that it is called before the player crafts, to make
1849 craft prediction, and it should not change anything.
1850 * `minetest.register_on_protection_violation(func(pos, name))`
1851 * Called by `builtin` and mods when a player violates protection at a position
1852 (eg, digs a node or punches a protected entity).
1853 * The registered functions can be called using `minetest.record_protection_violation`
1854 * The provided function should check that the position is protected by the mod
1855 calling this function before it prints a message, if it does, to allow for
1856 multiple protection mods.
1857 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
1858 * Called when an item is eaten, by `minetest.item_eat`
1859 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
1861 ### Other registration functions
1862 * `minetest.register_chatcommand(cmd, chatcommand definition)`
1863 * `minetest.register_privilege(name, definition)`
1864 * `definition`: `"description text"`
1865 * `definition`: `{ description = "description text", give_to_singleplayer = boolean, -- default: true }`
1866 * `minetest.register_authentication_handler(handler)`
1867 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
1870 * `minetest.setting_set(name, value)`
1871 * Setting names can't contain whitespace or any of `="{}#`.
1872 * Setting values can't contain the sequence `\n"""`.
1873 * Setting names starting with "secure." can't be set.
1874 * `minetest.setting_get(name)`: returns string or `nil`
1875 * `minetest.setting_setbool(name, value)`
1876 * See documentation on `setting_set` for restrictions.
1877 * `minetest.setting_getbool(name)`: returns boolean or `nil`
1878 * `minetest.setting_get_pos(name)`: returns position or nil
1879 * `minetest.setting_save()`, returns `nil`, save all settings to config file
1882 * `minetest.notify_authentication_modified(name)`
1883 * Should be called by the authentication handler if privileges changes.
1884 * To report everybody, set `name=nil`.
1885 * `minetest.get_password_hash(name, raw_password)`
1886 * Convert a name-password pair to a password hash that Minetest can use
1887 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
1888 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
1889 * Convert between two privilege representations
1890 * `minetest.set_player_password(name, password_hash)`
1891 * `minetest.set_player_privs(name, {priv1=true,...})`
1892 * `minetest.get_player_privs(name) -> {priv1=true,...}`
1893 * `minetest.auth_reload()`
1894 * `minetest.check_player_privs(name, {priv1=true,...})`: returns `bool, missing_privs`
1895 * A quickhand for checking privileges
1896 * `minetest.get_player_ip(name)`: returns an IP address string
1898 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
1899 and `minetest.auth_reload` call the authetification handler.
1902 * `minetest.chat_send_all(text)`
1903 * `minetest.chat_send_player(name, text)`
1905 ### Environment access
1906 * `minetest.set_node(pos, node)`
1907 * `minetest.add_node(pos, node): alias set_node(pos, node)`
1908 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
1909 * `minetest.swap_node(pos, node`
1910 * Set node at position, but don't remove metadata
1911 * `minetest.remove_node(pos)`
1912 * Equivalent to `set_node(pos, "air")`
1913 * `minetest.get_node(pos)`
1914 * Returns `{name="ignore", ...}` for unloaded area
1915 * `minetest.get_node_or_nil(pos)`
1916 * Returns `nil` for unloaded area
1917 * `minetest.get_node_light(pos, timeofday)`
1918 * Gets the light value at the given position. Note that the light value
1919 "inside" the node at the given position is returned, so you usually want
1920 to get the light value of a neighbor.
1921 * `pos`: The position where to measure the light.
1922 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
1923 * Returns a number between `0` and `15` or `nil`
1924 * `minetest.place_node(pos, node)`
1925 * Place node with the same effects that a player would cause
1926 * `minetest.dig_node(pos)`
1927 * Dig node with the same effects that a player would cause
1928 * Returns `true` if successful, `false` on failure (e.g. protected location)
1929 * `minetest.punch_node(pos)`
1930 * Punch node with the same effects that a player would cause
1932 * `minetest.find_nodes_with_meta(pos1, pos2)`
1933 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
1934 * `minetest.get_meta(pos)`
1935 * Get a `NodeMetaRef` at that position
1936 * `minetest.get_node_timer(pos)`
1937 * Get `NodeTimerRef`
1939 * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
1940 * Returns `ObjectRef`, or `nil` if failed
1941 * `minetest.add_item(pos, item)`: Spawn item
1942 * Returns `ObjectRef`, or `nil` if failed
1943 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
1944 * `minetest.get_objects_inside_radius(pos, radius)`
1945 * `minetest.set_timeofday(val)`
1946 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
1947 * `minetest.get_timeofday()`
1948 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
1949 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
1950 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1951 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
1952 * returns as second value a table with the count of the individual nodes found
1953 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1954 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
1955 * returned positions are nodes with a node air above
1956 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1957 * `minetest.get_perlin(noiseparams)`
1958 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
1959 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
1960 * `minetest.get_voxel_manip([pos1, pos2])`
1961 * Return voxel manipulator object.
1962 * Loads the manipulator from the map if positions are passed.
1963 * `minetest.set_gen_notify(flags, {deco_ids})`
1964 * Set the types of on-generate notifications that should be collected
1965 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
1966 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
1967 * The second parameter is a list of IDS of decorations which notification is requested for
1968 * `get_gen_notify()`: returns a flagstring and a table with the deco_ids
1969 * `minetest.get_mapgen_object(objectname)`
1970 * Return requested mapgen object if available (see "Mapgen objects")
1971 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
1972 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
1973 * `minetest.set_mapgen_params(MapgenParams)`
1974 * Set map generation parameters
1975 * Function cannot be called after the registration period; only initialization
1976 and `on_mapgen_init`
1977 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
1979 * Leave field unset to leave that parameter unchanged
1980 * `flags` contains a comma-delimited string of flags to set,
1981 or if the prefix `"no"` is attached, clears instead.
1982 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
1983 * `minetest.set_noiseparams(name, noiseparams, set_default)`
1984 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
1985 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
1986 should be applied to the default config or current active config
1987 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
1988 * `minetest.generate_ores(vm, pos1, pos2)`
1989 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
1990 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
1991 * `minetest.generate_decorations(vm, pos1, pos2)`
1992 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
1993 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
1994 * `minetest.clear_objects()`
1995 * clear all objects in the environments
1996 * `minetest.delete_area(pos1, pos2)`
1997 * delete all mapblocks in the area from pos1 to pos2, inclusive
1998 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
1999 * Check if there is a direct line of sight between `pos1` and `pos2`
2000 * Returns the position of the blocking node when `false`
2001 * `pos1`: First position
2002 * `pos2`: Second position
2003 * `stepsize`: smaller gives more accurate results but requires more computing
2004 time. Default is `1`.
2005 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2006 * returns table containing path
2007 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2008 * `pos1`: start position
2009 * `pos2`: end position
2010 * `searchdistance`: number of blocks to search in each direction
2011 * `max_jump`: maximum height difference to consider walkable
2012 * `max_drop`: maximum height difference to consider droppable
2013 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2014 * `minetest.spawn_tree (pos, {treedef})`
2015 * spawns L-System tree at given `pos` with definition in `treedef` table
2016 * `minetest.transforming_liquid_add(pos)`
2017 * add node to liquid update queue
2018 * `minetest.get_node_max_level(pos)`
2019 * get max available level for leveled node
2020 * `minetest.get_node_level(pos)`
2021 * get level of leveled node (water, snow)
2022 * `minetest.set_node_level(pos, level)`
2023 * set level of leveled node, default `level` equals `1`
2024 * if `totallevel > maxlevel`, returns rest (`total-max`).
2025 * `minetest.add_node_level(pos, level)`
2026 * increase level of leveled node by level, default `level` equals `1`
2027 * if `totallevel > maxlevel`, returns rest (`total-max`)
2028 * can be negative for decreasing
2031 `minetest.get_inventory(location)`: returns an `InvRef`
2034 * `{type="player", name="celeron55"}`
2035 * `{type="node", pos={x=, y=, z=}}`
2036 * `{type="detached", name="creative"}`
2037 * `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
2038 * callbacks: See "Detached inventory callbacks"
2039 * Creates a detached inventory. If it already exists, it is cleared.
2040 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2041 returns left over ItemStack
2042 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2045 * `minetest.show_formspec(playername, formname, formspec)`
2046 * `playername`: name of player to show formspec
2047 * `formname`: name passed to `on_player_receive_fields` callbacks.
2048 It should follow the `"modname:<whatever>"` naming convention
2049 * `formspec`: formspec to display
2050 * `minetest.formspec_escape(string)`: returns a string
2051 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2052 * `minetest.explode_table_event(string)`: returns a table
2053 * returns e.g. `{type="CHG", row=1, column=2}`
2055 * `"INV"`: no row selected)
2056 * `"CHG"`: selected)
2057 * `"DCL"`: double-click
2058 * `minetest.explode_textlist_event(string)`: returns a table
2059 * returns e.g. `{type="CHG", index=1}`
2061 * `"INV"`: no row selected)
2062 * `"CHG"`: selected)
2063 * `"DCL"`: double-click
2064 * `minetest.explode_scrollbar_event(string)`: returns a table
2065 * returns e.g. `{type="CHG", value=500}`
2067 * `"INV"`: something failed
2068 * `"CHG"`: has been changed
2069 * `"VAL"`: not changed
2072 * `minetest.inventorycube(img1, img2, img3)`
2073 * Returns a string for making an image of a cube (useful as an item image)
2074 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2075 * Get position of a `pointed_thing` (that you can get from somewhere)
2076 * `minetest.dir_to_facedir(dir, is6d)`
2077 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2078 * passing something non-`nil`/`false` for the optional second parameter causes it to
2079 take the y component into account
2080 * `minetest.facedir_to_dir(facedir)`
2081 * Convert a facedir back into a vector aimed directly out the "back" of a node
2082 * `minetest.dir_to_wallmounted(dir)`
2083 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2084 * `minetest.get_node_drops(nodename, toolname)`
2085 * Returns list of item names.
2086 * **Note**: This will be removed or modified in a future version.
2087 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2088 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2089 * `input.width` = for example `3`
2090 * `input.items` = for example
2091 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2092 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2093 * `output.time` = a number, if unsuccessful: `0`
2094 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2095 `decremented_input.items`
2096 * `decremented_input` = like `input`
2097 * `minetest.get_craft_recipe(output)`: returns input
2098 * returns last registered recipe for output item (node)
2099 * `output` is a node or item type such as `"default:torch"`
2100 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2101 * `input.width` = for example `3`
2102 * `input.items` = for example
2103 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2104 * `input.items` = `nil` if no recipe found
2105 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2106 * returns indexed table with all registered recipes for query item (node)
2107 or `nil` if no recipe was found
2108 * recipe entry table:
2110 method = 'normal' or 'cooking' or 'fuel'
2111 width = 0-3, 0 means shapeless recipe
2112 items = indexed [1-9] table with recipe items
2113 output = string with item name and quantity
2115 * Example query for `"default:gold_ingot"` will return table:
2117 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2118 items = {1 = "default:gold_lump"}},
2119 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2120 items = {1 = "default:goldblock"}}
2122 * `minetest.handle_node_drops(pos, drops, digger)`
2123 * `drops`: list of itemstrings
2124 * Handles drops from nodes after digging: Default action is to put them into
2126 * Can be overridden to get different functionality (e.g. dropping items on
2130 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2131 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2132 * Find who has done something to a node, or near a node
2133 * `actor`: `"player:<name>"`, also `"liquid"`.
2134 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2135 * Revert latest actions of someone
2136 * `actor`: `"player:<name>"`, also `"liquid"`.
2138 ### Defaults for the `on_*` item definition functions
2139 These functions return the leftover itemstack.
2141 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2142 * Place item as a node
2143 * `param2` overrides `facedir` and wallmounted `param2`
2144 * returns `itemstack, success`
2145 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2147 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2148 * Use one of the above based on what the item is.
2149 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2150 * **Note**: is not called when wielded item overrides `on_place`
2151 * `param2` overrides `facedir` and wallmounted `param2`
2152 * returns `itemstack, success`
2153 * `minetest.item_drop(itemstack, dropper, pos)`
2155 * `minetest.item_eat(hp_change, replace_with_item)`
2157 * `replace_with_item` is the itemstring which is added to the inventory.
2158 If the player is eating a stack, then replace_with_item goes to a
2159 different spot. Can be `nil`
2160 * See `minetest.do_item_eat`
2162 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2163 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2164 * Calls functions registered by `minetest.register_on_punchnode()`
2165 * `minetest.node_dig(pos, node, digger)`
2166 * Checks if node can be dug, puts item into inventory, removes node
2167 * Calls functions registered by `minetest.registered_on_dignodes()`
2170 * `minetest.sound_play(spec, parameters)`: returns a handle
2171 * `spec` is a `SimpleSoundSpec`
2172 * `parameters` is a sound parameter table
2173 * `minetest.sound_stop(handle)`
2176 * `minetest.after(time, func, ...)`
2177 * Call the function `func` after `time` seconds
2178 * Optional: Variable number of arguments that are passed to `func`
2181 * `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
2182 and `reconnect` == true displays a reconnect button.
2183 * `minetest.get_server_status()`: returns server status string
2186 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2187 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2188 * `minetest.ban_player(name)`: ban a player
2189 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2190 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2193 * `minetest.add_particle(particle definition)`
2194 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2195 size, collisiondetection, texture, playername)`
2197 * `minetest.add_particlespawner(particlespawner definition)`
2198 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2199 * Returns an `id`, and -1 if adding didn't succeed
2200 * `Deprecated: minetest.add_particlespawner(amount, time,
2204 minexptime, maxexptime,
2206 collisiondetection, texture, playername)`
2208 * `minetest.delete_particlespawner(id, player)``
2209 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2210 * If playername is specified, only deletes on the player's client,
2211 * otherwise on all clients
2214 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2215 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2216 * Apply the specified probability values to the specified nodes in `probability_list`.
2217 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2218 * `pos` is the 3D vector specifying the absolute coordinates of the
2219 node being modified,
2220 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2221 * If there are two or more entries with the same pos value, the
2223 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2224 * If `probability_list` equals `nil`, no probabilities are applied.
2225 * Slice probability works in the same manner, except takes a field
2226 called `ypos` instead which
2227 indicates the y position of the slice with a probability applied.
2228 * If slice probability list equals `nil`, no slice probabilities are applied.
2229 * Saves schematic in the Minetest Schematic format to filename.
2231 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2232 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2233 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2234 * If the `rotation` parameter is omitted, the schematic is not rotated.
2235 * `replacements` = `{["old_name"] = "convert_to", ...}`
2236 * `force_placement` is a boolean indicating whether nodes other than `air` and
2237 `ignore` are replaced by the schematic
2239 * `minetest.serialize_schematic(schematic, format, options)`
2240 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2241 * in the `format` of either "mts" or "lua".
2242 * "mts" - a string containing the binary MTS data used in the MTS file format
2243 * "lua" - a string containing Lua code representing the schematic in table format
2244 * `options` is a table containing the following optional parameters:
2245 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2246 * position comments for every X row generated in the schematic data for easier reading.
2247 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2248 * will use that number of spaces as indentation instead of a tab character.
2251 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2252 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2253 * Gives a unique hash number for a node position (16+16+16=48bit)
2254 * `minetest.get_position_from_hash(hash)`: returns a position
2255 * Inverse transform of `minetest.hash_node_position`
2256 * `minetest.get_item_group(name, group)`: returns a rating
2257 * Get rating of a group of an item. (`0` means: not in group)
2258 * `minetest.get_node_group(name, group)`: returns a rating
2259 * Deprecated: An alias for the former.
2260 * `minetest.raillike_group(name)`: returns a rating
2261 * Returns rating of the connect_to_raillike group corresponding to name
2262 * If name is not yet the name of a connect_to_raillike group, a new group id
2263 * is created, with that name
2264 * `minetest.get_content_id(name)`: returns an integer
2265 * Gets the internal content ID of `name`
2266 * `minetest.get_name_from_content_id(content_id)`: returns a string
2267 * Gets the name of the content with that content ID
2268 * `minetest.parse_json(string[, nullvalue])`: returns something
2269 * Convert a string containing JSON data into the Lua equivalent
2270 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2271 * On success returns a table, a string, a number, a boolean or `nullvalue`
2272 * On failure outputs an error message and returns `nil`
2273 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2274 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2275 * Convert a Lua table into a JSON string
2276 * styled: Outputs in a human-readable format if this is set, defaults to false
2277 * Unserializable things like functions and userdata are saved as null.
2278 * **Warning**: JSON is more strict than the Lua table format.
2279 1. You can only use strings and positive integers of at least one as keys.
2280 2. You can not mix string and integer keys.
2281 This is due to the fact that JSON has two distinct array and object values.
2282 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2283 * `minetest.serialize(table)`: returns a string
2284 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2285 into string form readable by `minetest.deserialize`
2286 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2287 * `minetest.deserialize(string)`: returns a table
2288 * Convert a string returned by `minetest.deserialize` into a table
2289 * `string` is loaded in an empty sandbox environment.
2290 * Will load functions, but they cannot access the global environment.
2291 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2292 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2293 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2294 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2295 * Compress a string of data.
2296 * `method` is a string identifying the compression method to be used.
2297 * Supported compression methods:
2298 * Deflate (zlib): `"deflate"`
2299 * `...` indicates method-specific arguments. Currently defined arguments are:
2300 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2301 * `minetest.decompress(compressed_data, method, ...)`: returns data
2302 * Decompress a string of data (using ZLib).
2303 * See documentation on `minetest.compress()` for supported compression methods.
2304 * currently supported.
2305 * `...` indicates method-specific arguments. Currently, no methods use this.
2306 * `minetest.is_protected(pos, name)`: returns boolean
2307 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2308 actions, defineable by mods, due to some mod-defined ownership-like concept.
2309 Returns false or nil, if the player is allowed to do such actions.
2310 * This function should be overridden by protection mods and should be used to
2311 check if a player can interact at a position.
2312 * This function should call the old version of itself if the position is not
2313 protected by the mod.
2316 local old_is_protected = minetest.is_protected
2317 function minetest.is_protected(pos, name)
2318 if mymod:position_protected_from(pos, name) then
2321 return old_is_protected(pos, name)
2323 * `minetest.record_protection_violation(pos, name)`
2324 * This function calls functions registered with
2325 `minetest.register_on_protection_violation`.
2326 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2327 * Attempt to predict the desired orientation of the facedir-capable node
2328 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2329 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2330 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2331 is an optional table containing extra tweaks to the placement code:
2332 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2333 orientation on the wall.
2334 * `force_wall` : if `true`, always place the node in wall orientation.
2335 * `force_ceiling`: if `true`, always place on the ceiling.
2336 * `force_floor`: if `true`, always place the node on the floor.
2337 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2338 the floor or ceiling
2339 * The first four options are mutually-exclusive; the last in the list takes
2340 precedence over the first.
2341 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2342 * calls `rotate_and_place()` with infinitestacks set according to the state of
2343 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2346 * `minetest.forceload_block(pos)`
2347 * forceloads the position `pos`.
2348 * returns `true` if area could be forceloaded
2349 * Please note that forceloaded areas are saved when the server restarts.
2351 * `minetest.forceload_free_block(pos)`
2352 * stops forceloading the position `pos`
2354 * `minetest.request_insecure_environment()`: returns an environment containing
2355 insecure functions if the calling mod has been listed as trusted in the
2356 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
2357 * Only works at init time.
2358 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
2361 * `minetest.global_exists(name)`
2362 * Checks if a global variable has been set, without triggering a warning.
2365 * `minetest.env`: `EnvRef` of the server environment and world.
2366 * Any function in the minetest namespace can be called using the syntax
2367 `minetest.env:somefunction(somearguments)`
2368 instead of `minetest.somefunction(somearguments)`
2369 * Deprecated, but support is not to be dropped soon
2372 * `minetest.registered_items`
2373 * Map of registered items, indexed by name
2374 * `minetest.registered_nodes`
2375 * Map of registered node definitions, indexed by name
2376 * `minetest.registered_craftitems`
2377 * Map of registered craft item definitions, indexed by name
2378 * `minetest.registered_tools`
2379 * Map of registered tool definitions, indexed by name
2380 * `minetest.registered_entities`
2381 * Map of registered entity prototypes, indexed by name
2382 * `minetest.object_refs`
2383 * Map of object references, indexed by active object id
2384 * `minetest.luaentities`
2385 * Map of Lua entities, indexed by active object id
2386 * `minetest.registered_ores`
2387 * List of registered ore definitions.
2388 * `minetest.registered_decorations`
2389 * List of registered decoration definitions.
2395 Node metadata: reference extra data and functionality stored in a node.
2396 Can be gotten via `minetest.get_meta(pos)`.
2399 * `set_string(name, value)`
2400 * `get_string(name)`
2401 * `set_int(name, value)`
2403 * `set_float(name, value)`
2405 * `get_inventory()`: returns `InvRef`
2406 * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
2407 * `from_table(nil or {})`
2408 * See "Node Metadata"
2411 Node Timers: a high resolution persistent per-node timer.
2412 Can be gotten via `minetest.get_node_timer(pos)`.
2415 * `set(timeout,elapsed)`
2416 * set a timer's state
2417 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2418 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2419 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2422 * equivalent to `set(timeout,0)`
2425 * `get_timeout()`: returns current timeout in seconds
2426 * if `timeout` equals `0`, timer is inactive
2427 * `get_elapsed()`: returns current elapsed time in seconds
2428 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2429 * `is_started()`: returns boolean state of timer
2430 * returns `true` if timer is started, otherwise `false`
2433 Moving things in the game are generally these.
2435 This is basically a reference to a C++ `ServerActiveObject`
2438 * `remove()`: remove object (after returning from Lua)
2439 * Note: Doesn't work on players, use minetest.kick_player instead
2440 * `getpos()`: returns `{x=num, y=num, z=num}`
2441 * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
2442 * `moveto(pos, continuous=false)`: interpolated move
2443 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2444 * `puncher` = another `ObjectRef`,
2445 * `time_from_last_punch` = time since last punch action of the puncher
2446 * `direction`: can be `nil`
2447 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2448 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2449 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2450 * `get_inventory()`: returns an `InvRef`
2451 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2452 * `get_wield_index()`: returns the index of the wielded item
2453 * `get_wielded_item()`: returns an `ItemStack`
2454 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2455 * `set_armor_groups({group1=rating, group2=rating, ...})`
2456 * `get_armor_groups()`: returns a table with the armor group ratings
2457 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
2458 * `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
2459 * `set_attach(parent, bone, position, rotation)`
2461 * `position`: `{x=num, y=num, z=num}` (relative)
2462 * `rotation`: `{x=num, y=num, z=num}`
2463 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
2465 * `set_bone_position(bone, position, rotation)`
2467 * `position`: `{x=num, y=num, z=num}` (relative)
2468 * `rotation`: `{x=num, y=num, z=num}`
2469 * `get_bone_position(bone)`: returns position and rotation of the bone
2470 * `set_properties(object property table)`
2471 * `get_properties()`: returns object property table
2472 * `is_player()`: returns true for players, false otherwise
2474 ##### LuaEntitySAO-only (no-op for other objects)
2475 * `setvelocity({x=num, y=num, z=num})`
2476 * `getvelocity()`: returns `{x=num, y=num, z=num}`
2477 * `setacceleration({x=num, y=num, z=num})`
2478 * `getacceleration()`: returns `{x=num, y=num, z=num}`
2480 * `getyaw()`: returns number in radians
2481 * `settexturemod(mod)`
2482 * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2483 select_horiz_by_yawpitch=false)`
2484 * Select sprite from spritesheet with optional animation and DM-style
2485 texture selection based on yaw relative to camera
2486 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2489 ##### Player-only (no-op for other objects)
2490 * `get_player_name()`: returns `""` if is not a player
2491 * `get_player_velocity()`: returns `nil` if is not a player otherwise a table {x, y, z} representing the player's instantaneous velocity in nodes/s
2492 * `get_look_dir()`: get camera direction as a unit vector
2493 * `get_look_pitch()`: pitch in radians
2494 * `get_look_yaw()`: yaw in radians (wraps around pretty randomly as of now)
2495 * `set_look_pitch(radians)`: sets look pitch
2496 * `set_look_yaw(radians)`: sets look yaw
2497 * `get_breath()`: returns players breath
2498 * `set_breath(value)`: sets players breath
2500 * `0`: player is drowning,
2501 * `1`-`10`: remaining number of bubbles
2502 * `11`: bubbles bar is not shown
2503 * `set_inventory_formspec(formspec)`
2504 * Redefine player's inventory form
2505 * Should usually be called in on_joinplayer
2506 * `get_inventory_formspec()`: returns a formspec string
2507 * `get_player_control()`: returns table with player pressed keys
2508 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2509 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2510 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2511 * `set_physics_override(override_table)`
2512 * `override_table` is a table with the following fields:
2513 * `speed`: multiplier to default walking speed value (default: `1`)
2514 * `jump`: multiplier to default jump value (default: `1`)
2515 * `gravity`: multiplier to default gravity value (default: `1`)
2516 * `sneak`: whether player can sneak (default: `true`)
2517 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2518 * `get_physics_override()`: returns the table given to set_physics_override
2519 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
2521 * `hud_remove(id)`: remove the HUD element of the specified id
2522 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2523 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2524 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2525 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2526 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
2527 * pass a table containing a `true`/`false` value of each flag to be set or unset
2528 * if a flag equals `nil`, the flag is not modified
2529 * note that setting `minimap` modifies the client's permission to view the minimap -
2530 * the client may locally elect to not view the minimap
2531 * `hud_get_flags()`: returns a table containing status of hud flags
2532 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
2533 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2534 * `count`: number of items, must be between `1` and `23`
2535 * `hud_get_hotbar_itemcount`: returns number of visible items
2536 * `hud_set_hotbar_image(texturename)`
2537 * sets background image for hotbar
2538 * `hud_get_hotbar_image`: returns texturename
2539 * `hud_set_hotbar_selected_image(texturename)`
2540 * sets image for selected item of hotbar
2541 * `hud_get_hotbar_selected_image`: returns texturename
2542 * `hud_replace_builtin(name, hud_definition)`
2543 * replace definition of a builtin hud element
2544 * `name`: `"breath"` or `"health"`
2545 * `hud_definition`: definition to replace builtin definition
2546 * `set_sky(bgcolor, type, {texture names})`
2547 * `bgcolor`: ColorSpec, defaults to white
2549 * `"regular"`: Uses 0 textures, `bgcolor` ignored
2550 * `"skybox"`: Uses 6 textures, `bgcolor` used
2551 * `"plain"`: Uses 0 textures, `bgcolor` used
2552 * **Note**: currently does not work directly in `on_joinplayer`; use
2553 `minetest.after(0)` in there.
2554 * `get_sky()`: returns bgcolor, type and a table with the textures
2555 * `override_day_night_ratio(ratio or nil)`
2556 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
2557 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
2558 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
2559 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
2561 set animation for player model in third person view
2563 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
2564 {x=168, y=187}, -- < walk animation key frames
2565 {x=189, y=198}, -- < dig animation key frames
2566 {x=200, y=219}, -- < walk+dig animation key frames
2567 frame_speed=30): -- < animation frame speed
2568 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
2569 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
2570 * in first person view
2571 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
2572 * `get_eye_offset()`: returns offset_first and offset_third
2573 * `get_nametag_attributes()`
2574 * returns a table with the attributes of the nametag of the player
2576 color = {a=0..255, r=0..255, g=0..255, b=0..255},
2578 * `set_nametag_attributes(attributes)`
2579 * sets the attributes of the nametag of the player
2586 An `InvRef` is a reference to an inventory.
2589 * `is_empty(listname)`: return `true` if list is empty
2590 * `get_size(listname)`: get size of a list
2591 * `set_size(listname, size)`: set size of a list
2592 * returns `false` on error (e.g. invalid `listname` or `size`)
2593 * `get_width(listname)`: get width of a list
2594 * `set_width(listname, width)`: set width of list; currently used for crafting
2595 * `get_stack(listname, i)`: get a copy of stack index `i` in list
2596 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
2597 * `get_list(listname)`: return full list
2598 * `set_list(listname, list)`: set full list (size will not change)
2599 * `get_lists()`: returns list of inventory lists
2600 * `set_lists(lists)`: sets inventory lists (size will not change)
2601 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
2602 * `room_for_item(listname, stack):` returns `true` if the stack of items
2603 can be fully added to the list
2604 * `contains_item(listname, stack)`: returns `true` if the stack of items
2605 can be fully taken from the list
2606 * `remove_item(listname, stack)`: take as many items as specified from the list,
2607 returns the items that were actually removed (as an `ItemStack`) -- note that
2608 any item metadata is ignored, so attempting to remove a specific unique
2609 item this way will likely remove the wrong one -- to do that use `set_stack`
2610 with an empty `ItemStack`
2611 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
2612 * returns `{type="undefined"}` in case location is not known
2615 A fast access data structure to store areas, and find areas near a given position or area.
2616 Every area has a `data` string attribute to store additional information.
2617 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
2618 If you chose the parameter-less constructor, a fast implementation will be automatically chosen for you.
2621 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`. (optional) Boolean values `include_borders` and `include_data` control what's copied.
2622 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain the position `pos`. (optional) Boolean values `include_borders` and `include_data` control what's copied.
2623 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`: returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive). If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area. (optional) Boolean values `include_borders` and `include_data` control what's copied.
2624 * `insert_area(edge1, edge2, data)`: inserts an area into the store. Returns the id if successful, nil otherwise. The (inclusive) positions `edge1` and `edge2` describe the area, `data`
2625 is a string stored with the area.
2626 * `reserve(count)`: reserves resources for at most `count` many contained areas. Only needed for efficiency, and only some implementations profit.
2627 * `remove_area(id)`: removes the area with the given id from the store, returns success.
2628 * `set_cache_params(params)`: sets params for the included prefiltering cache. Calling invalidates the cache, so that its elements have to be newly generated.
2631 enabled = boolean, -- whether to enable, default true
2632 block_radius = number, -- the radius (in nodes) of the areas the cache generates prefiltered lists for, minimum 16, default 64
2633 limit = number, -- the cache's size, minimum 20, default 1000
2637 An `ItemStack` is a stack of items.
2639 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
2640 an itemstring, a table or `nil`.
2643 * `is_empty()`: Returns `true` if stack is empty.
2644 * `get_name()`: Returns item name (e.g. `"default:stone"`).
2645 * `set_name(item_name)`: Returns boolean success.
2646 Clears item on failure.
2647 * `get_count()`: Returns number of items on the stack.
2648 * `set_count(count)`
2649 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
2650 * `set_wear(wear)`: Returns boolean success.
2651 Clears item on failure.
2652 * `get_metadata()`: Returns metadata (a string attached to an item stack).
2653 * `set_metadata(metadata)`: Returns true.
2654 * `clear()`: removes all items from the stack, making it empty.
2655 * `replace(item)`: replace the contents of this stack.
2656 * `item` can also be an itemstring or table.
2657 * `to_string()`: Returns the stack in itemstring form.
2658 * `to_table()`: Returns the stack in Lua table form.
2659 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
2660 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
2661 * `is_known()`: Returns `true` if the item name refers to a defined item type.
2662 * `get_definition()`: Returns the item definition table.
2663 * `get_tool_capabilities()`: Returns the digging properties of the item,
2664 or those of the hand if none are defined for this item type
2665 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
2666 * `add_item(item)`: Put some item or stack onto this stack.
2667 Returns leftover `ItemStack`.
2668 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
2670 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
2671 Returns taken `ItemStack`.
2672 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
2673 Returns taken `ItemStack`.
2676 A 16-bit pseudorandom number generator.
2677 Uses a well-known LCG algorithm introduced by K&R.
2679 It can be created via `PseudoRandom(seed)`.
2682 * `next()`: return next integer random number [`0`...`32767`]
2683 * `next(min, max)`: return next integer random number [`min`...`max`]
2684 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
2685 due to the simple implementation making bad distribution otherwise.
2688 A 32-bit pseudorandom number generator.
2689 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
2691 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
2694 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
2695 * `next(min, max)`: return next integer random number [`min`...`max`]
2696 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
2697 * This is only a rough approximation of a normal distribution with mean=(max-min)/2 and variance=1
2698 * Increasing num_trials improves accuracy of the approximation
2701 A perlin noise generator.
2702 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
2703 or `PerlinNoise(noiseparams)`.
2704 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2705 or `minetest.get_perlin(noiseparams)`.
2708 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
2709 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
2711 ### `PerlinNoiseMap`
2712 A fast, bulk perlin noise generator.
2714 It can be created via `PerlinNoiseMap(noiseparams, size)` or
2715 `minetest.get_perlin_map(noiseparams, size)`.
2717 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
2718 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
2721 For each of the functions with an optional `buffer` parameter: If `buffer` is not
2722 nil, this table will be used to store the result instead of creating a new table.
2726 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
2727 with values starting at `pos={x=,y=}`
2728 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
2729 of 3D noise with values starting at `pos={x=,y=,z=}`
2730 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
2731 with values starting at `pos={x=,y=}`
2732 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
2733 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
2734 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
2735 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
2736 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
2737 takes a chunk of `slice_size`.
2738 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
2739 `noisevals = noise:getMapSlice({y=20}, {y=2})`
2740 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
2741 the starting position of the most recently calculated noise.
2742 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
2743 `noise:calc3dMap({x=1000, y=1000, z=1000})`
2744 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
2747 An interface to the `MapVoxelManipulator` for Lua.
2749 It can be created via `VoxelManip()` or `minetest.get_voxel_manip()`.
2750 The map will be pre-loaded if two positions are passed to either.
2753 * `read_from_map(p1, p2)`: Reads a chunk of map from the map containing the
2754 region formed by `p1` and `p2`.
2755 * returns actual emerged `pmin`, actual emerged `pmax`
2756 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
2757 * **important**: data must be set using `VoxelManip:set_data` before calling this
2758 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
2759 the `VoxelManip` at that position
2760 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
2762 * `get_data(buffer)`: Gets the data read into the `VoxelManip` object
2763 * returns raw node data in the form of an array of node content IDs
2764 * if the param `buffer` is present, this table will be used to store the result instead
2765 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
2766 * `update_map()`: Update map after writing chunk back to map.
2767 * To be used only by `VoxelManip` objects created by the mod itself;
2768 not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
2769 * `set_lighting(light, p1, p2)`: Set the lighting within the `VoxelManip` to a uniform value
2770 * `light` is a table, `{day=<0...15>, night=<0...15>}`
2771 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
2772 * (`p1`, `p2`) is the area in which lighting is set;
2773 defaults to the whole area if left out
2774 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
2775 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
2776 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
2777 * `light = day + (night * 16)`
2778 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
2780 * expects lighting data in the same format that `get_light_data()` returns
2781 * `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
2782 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
2783 * `calc_lighting(p1, p2)`: Calculate lighting within the `VoxelManip`
2784 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
2785 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
2787 * `update_liquids()`: Update liquid flow
2788 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
2789 had been modified since the last read from map, due to a call to
2790 `minetest.set_data()` on the loaded area elsewhere
2791 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
2794 A helper class for voxel areas.
2795 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
2796 The coordinates are *inclusive*, like most other things in Minetest.
2799 * `getExtent()`: returns a 3D vector containing the size of the area formed by
2800 `MinEdge` and `MaxEdge`
2801 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
2802 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
2803 * useful for things like `VoxelManip`, raw Schematic specifiers,
2804 `PerlinNoiseMap:get2d`/`3dMap`, and so on
2805 * `indexp(p)`: same as above, except takes a vector
2806 * `position(i)`: returns the absolute position vector corresponding to index `i`
2807 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
2808 * `containsp(p)`: same as above, except takes a vector
2809 * `containsi(i)`: same as above, except takes an index `i`
2810 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
2811 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
2812 * `iterp(minp, maxp)`: same as above, except takes a vector
2815 An interface to read config files in the format of `minetest.conf`.
2817 It can be created via `Settings(filename)`.
2820 * `get(key)`: returns a value
2821 * `get_bool(key)`: returns a boolean
2823 * `remove(key)`: returns a boolean (`true` for success)
2824 * `get_names()`: returns `{key1,...}`
2825 * `write()`: returns a boolean (`true` for success)
2826 * write changes to file
2827 * `to_table()`: returns `{[key1]=value1,...}`
2831 A mapgen object is a construct used in map generation. Mapgen objects can be used
2832 by an `on_generate` callback to speed up operations by avoiding unnecessary
2833 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
2834 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
2835 was called outside of an `on_generate()` callback, `nil` is returned.
2837 The following Mapgen objects are currently available:
2840 This returns three values; the `VoxelManip` object to be used, minimum and maximum
2841 emerged position, in that order. All mapgens support this object.
2844 Returns an array containing the y coordinates of the ground levels of nodes in
2845 the most recently generated chunk by the current mapgen.
2848 Returns an array containing the biome IDs of nodes in the most recently
2849 generated chunk by the current mapgen.
2852 Returns an array containing the temperature values of nodes in the most
2853 recently generated chunk by the current mapgen.
2856 Returns an array containing the humidity values of nodes in the most recently
2857 generated chunk by the current mapgen.
2860 Returns a table mapping requested generation notification types to arrays of
2861 positions at which the corresponding generated structures are located at within
2862 the current chunk. To set the capture of positions of interest to be recorded
2863 on generate, use `minetest.set_gen_notify()`.
2865 Possible fields of the table returned are:
2871 * `large_cave_begin`
2875 Decorations have a key in the format of `"decoration#id"`, where `id` is the
2876 numeric unique decoration ID.
2880 * Functions receive a "luaentity" as `self`:
2881 * It has the member `.name`, which is the registered name `("mod:thing")`
2882 * It has the member `.object`, which is an `ObjectRef` pointing to the object
2883 * The original prototype stuff is visible directly via a metatable
2885 * `on_activate(self, staticdata)`
2886 * Called when the object is instantiated.
2887 * `on_step(self, dtime)`
2888 * Called on every server tick, after movement and collision processing.
2889 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
2891 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir`
2892 * Called when somebody punches the object.
2893 * Note that you probably want to handle most punches using the
2894 automatic armor group system.
2895 * `puncher`: an `ObjectRef` (can be `nil`)
2896 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
2897 * `tool_capabilities`: capability table of used tool (can be `nil`)
2898 * `dir`: unit vector of direction of punch. Always defined. Points from
2899 the puncher to the punched.
2900 * `on_rightclick(self, clicker)`
2901 * `get_staticdata(self)`
2902 * Should return a string that will be passed to `on_activate` when
2903 the object is instantiated the next time.
2911 axiom, --string initial tree axiom
2912 rules_a, --string rules set A
2913 rules_b, --string rules set B
2914 rules_c, --string rules set C
2915 rules_d, --string rules set D
2916 trunk, --string trunk node name
2917 leaves, --string leaves node name
2918 leaves2, --string secondary leaves node name
2919 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
2920 angle, --num angle in deg
2921 iterations, --num max # of iterations, usually 2 -5
2922 random_level, --num factor to lower nr of iterations, usually 0 - 3
2923 trunk_type, --string single/double/crossed) type of trunk: 1 node,
2924 -- 2x2 nodes or 3x3 in cross shape
2925 thin_branches, --boolean true -> use thin (1 node) branches
2926 fruit, --string fruit node name
2927 fruit_chance, --num chance (0-100) to replace leaves with fruit node
2928 seed, --num random seed; if no seed is provided, the engine will create one
2931 ### Key for Special L-System Symbols used in Axioms
2933 * `G`: move forward one unit with the pen up
2934 * `F`: move forward one unit with the pen down drawing trunks and branches
2935 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
2936 * `T`: move forward one unit with the pen down drawing trunks only
2937 * `R`: move forward one unit with the pen down placing fruit
2938 * `A`: replace with rules set A
2939 * `B`: replace with rules set B
2940 * `C`: replace with rules set C
2941 * `D`: replace with rules set D
2942 * `a`: replace with rules set A, chance 90%
2943 * `b`: replace with rules set B, chance 80%
2944 * `c`: replace with rules set C, chance 70%
2945 * `d`: replace with rules set D, chance 60%
2946 * `+`: yaw the turtle right by `angle` parameter
2947 * `-`: yaw the turtle left by `angle` parameter
2948 * `&`: pitch the turtle down by `angle` parameter
2949 * `^`: pitch the turtle up by `angle` parameter
2950 * `/`: roll the turtle to the right by `angle` parameter
2951 * `*`: roll the turtle to the left by `angle` parameter
2952 * `[`: save in stack current state info
2953 * `]`: recover from stack state info
2956 Spawn a small apple tree:
2958 pos = {x=230,y=20,z=4}
2961 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
2962 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
2963 trunk="default:tree",
2964 leaves="default:leaves",
2968 trunk_type="single",
2971 fruit="default:apple"
2973 minetest.spawn_tree(pos,apple_tree)
2978 ### Object Properties
2983 collide_with_objects = true, -- collide with other objects if physical=true
2985 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
2986 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
2987 visual_size = {x=1, y=1},
2989 textures = {}, -- number of required textures depends on visual
2990 colors = {}, -- number of required colors depends on visual
2991 spritediv = {x=1, y=1},
2992 initial_sprite_basepos = {x=0, y=0},
2994 makes_footstep_sound = false,
2995 automatic_rotate = false,
2997 automatic_face_movement_dir = 0.0,
2998 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
3001 ### Entity definition (`register_entity`)
3004 -- Deprecated: Everything in object properties is read directly from here
3006 initial_properties = --[[<initial object properties>]],
3008 on_activate = function(self, staticdata, dtime_s),
3009 on_step = function(self, dtime),
3010 on_punch = function(self, hitter),
3011 on_rightclick = function(self, clicker),
3012 get_staticdata = function(self),
3013 -- ^ Called sometimes; the string returned is passed to on_activate when
3014 -- the entity is re-activated from static state
3016 -- Also you can define arbitrary member variables here
3017 myvariable = whatever,
3020 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3023 -- In the following two fields, also group:groupname will work.
3024 nodenames = {"default:lava_source"},
3025 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
3026 -- ^ If left out or empty, any neighbor will do
3027 interval = 1.0, -- (operation interval)
3028 chance = 1, -- (chance of trigger is 1.0/this)
3029 action = func(pos, node, active_object_count, active_object_count_wider),
3032 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
3035 description = "Steel Axe",
3036 groups = {}, -- key=name, value=rating; rating=1..3.
3037 if rating not applicable, use 1.
3038 e.g. {wool=1, fluffy=3}
3039 {soil=2, outerspace=1, crumbly=1}
3040 {bendy=2, snappy=1},
3041 {hard=1, metal=1, spikes=1}
3042 inventory_image = "default_tool_steelaxe.png",
3044 wield_scale = {x=1,y=1,z=1},
3047 liquids_pointable = false,
3048 tool_capabilities = {
3049 full_punch_interval = 1.0,
3053 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
3054 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
3056 damage_groups = {groupname=damage},
3058 node_placement_prediction = nil,
3060 ^ If nil and item is node, prediction is made automatically
3061 ^ If nil and item is not a node, no prediction is made
3062 ^ If "" and item is anything, no prediction is made
3063 ^ Otherwise should be name of node which the client immediately places
3064 on ground when the player places the item. Server will always update
3065 actual result to client in a short moment.
3068 place = --[[<SimpleSoundSpec>]],
3071 on_place = func(itemstack, placer, pointed_thing),
3073 ^ Shall place item and return the leftover itemstack
3074 ^ default: minetest.item_place ]]
3075 on_drop = func(itemstack, dropper, pos),
3077 ^ Shall drop item and return the leftover itemstack
3078 ^ default: minetest.item_drop ]]
3079 on_use = func(itemstack, user, pointed_thing),
3082 ^ Function must return either nil if no item shall be removed from
3083 inventory, or an itemstack to replace the original itemstack.
3084 e.g. itemstack:take_item(); return itemstack
3085 ^ Otherwise, the function is free to do what it wants.
3086 ^ The default functions handle regular use cases.
3088 after_use = func(itemstack, user, node, digparams),
3091 ^ If defined, should return an itemstack and will be called instead of
3092 wearing out the tool. If returns nil, does nothing.
3093 If after_use doesn't exist, it is the same as:
3094 function(itemstack, user, node, digparams)
3095 itemstack:add_wear(digparams.wear)
3103 * `{name="image.png", animation={Tile Animation definition}}`
3104 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
3105 tileable_horizontal=bool}`
3106 * backface culling only supported in special tiles.
3107 * tileable flags are info for shaders, how they should treat texture
3108 when displacement mapping is used
3109 Directions are from the point of view of the tile texture,
3110 not the node it's on
3111 * deprecated, yet still supported field names:
3114 ### Tile animation definition
3115 * `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
3117 ### Node definition (`register_node`)
3120 -- <all fields allowed in item definitions>,
3122 drawtype = "normal", -- See "Node drawtypes"
3123 visual_scale = 1.0, --[[
3124 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
3125 ^ For plantlike, the image will start at the bottom of the node; for the
3126 ^ other drawtypes, the image will be centered on the node.
3127 ^ Note that positioning for "torchlike" may still change. ]]
3128 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
3129 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
3130 ^ List can be shortened to needed length ]]
3131 special_tiles = {tile definition 1, Tile definition 2}, --[[
3132 ^ Special textures of node; used rarely (old field name: special_materials)
3133 ^ List can be shortened to needed length ]]
3135 use_texture_alpha = false, -- Use texture's alpha channel
3136 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
3137 paramtype = "none", -- See "Nodes" --[[
3138 ^ paramtype = "light" allows light to propagate from or through the node with light value
3139 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
3140 paramtype2 = "none", -- See "Nodes"
3141 is_ground_content = true, -- If false, the cave generator will not carve through this
3142 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
3143 walkable = true, -- If true, objects collide with node
3144 pointable = true, -- If true, can be pointed at
3145 diggable = true, -- If false, can never be dug
3146 climbable = false, -- If true, can be climbed on (ladder)
3147 buildable_to = false, -- If true, placed nodes can replace this node
3148 liquidtype = "none", -- "none"/"source"/"flowing"
3149 liquid_alternative_flowing = "", -- Flowing version of source liquid
3150 liquid_alternative_source = "", -- Source version of flowing liquid
3151 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
3152 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
3154 ^ Block contains level in param2. Value is default level, used for snow.
3155 ^ Don't forget to use "leveled" type nodebox. ]]
3156 liquid_range = 8, -- number of flowing nodes around source (max. 8)
3157 drowning = 0, -- Player will take this amount of damage if no bubbles are left
3158 light_source = 0, -- Amount of light emitted by node
3159 damage_per_second = 0, -- If player is inside node, this damage is caused
3160 node_box = {type="regular"}, -- See "Node boxes"
3162 selection_box = {type="regular"}, -- See "Node boxes" --[[
3163 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
3164 legacy_facedir_simple = false, -- Support maps made in and before January 2012
3165 legacy_wallmounted = false, -- Support maps made in and before January 2012
3167 footstep = <SimpleSoundSpec>,
3168 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
3169 dug = <SimpleSoundSpec>,
3170 place = <SimpleSoundSpec>,
3172 drop = "", -- Name of dropped node when dug. Default is the node itself.
3175 max_items = 1, -- Maximum number of items to drop.
3176 items = { -- Choose max_items randomly from this list.
3178 items = {"foo:bar", "baz:frob"}, -- Choose one item randomly from this list.
3179 rarity = 1, -- Probability of getting is 1 / rarity.
3184 on_construct = func(pos), --[[
3185 ^ Node constructor; always called after adding node
3186 ^ Can set up metadata and stuff like that
3188 on_destruct = func(pos), --[[
3189 ^ Node destructor; always called before removing node
3191 after_destruct = func(pos, oldnode), --[[
3192 ^ Node destructor; always called after removing node
3195 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
3196 ^ Called after constructing node when node was placed using
3197 minetest.item_place_node / minetest.place_node
3198 ^ If return true no item is taken from itemstack
3200 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
3201 ^ oldmetadata is in table format
3202 ^ Called after destructing node when node was dug using
3203 minetest.node_dig / minetest.dig_node
3205 can_dig = function(pos, [player]) --[[
3206 ^ returns true if node can be dug, or false if not
3209 on_punch = func(pos, node, puncher, pointed_thing), --[[
3210 ^ default: minetest.node_punch
3211 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
3212 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
3214 ^ if defined, itemstack will hold clicker's wielded item
3215 ^ Shall return the leftover itemstack
3216 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
3218 on_dig = func(pos, node, digger), --[[
3219 ^ default: minetest.node_dig
3220 ^ By default: checks privileges, wears out tool and removes node ]]
3222 on_timer = function(pos,elapsed), --[[
3224 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
3225 ^ elapsed is the total time passed since the timer was started
3226 ^ return true to run the timer for another cycle with the same timeout value ]]
3228 on_receive_fields = func(pos, formname, fields, sender), --[[
3229 ^ fields = {name1 = value1, name2 = value2, ...}
3230 ^ Called when an UI form (e.g. sign text input) returns data
3233 allow_metadata_inventory_move = func(pos, from_list, from_index,
3234 to_list, to_index, count, player), --[[
3235 ^ Called when a player wants to move items inside the inventory
3236 ^ Return value: number of items allowed to move ]]
3238 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
3239 ^ Called when a player wants to put something into the inventory
3240 ^ Return value: number of items allowed to put
3241 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3243 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3244 ^ Called when a player wants to take something out of the inventory
3245 ^ Return value: number of items allowed to take
3246 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3248 on_metadata_inventory_move = func(pos, from_list, from_index,
3249 to_list, to_index, count, player),
3250 on_metadata_inventory_put = func(pos, listname, index, stack, player),
3251 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3252 ^ Called after the actual action has happened, according to what was allowed.
3253 ^ No return value ]]
3255 on_blast = func(pos, intensity), --[[
3256 ^ intensity: 1.0 = mid range of regular TNT
3257 ^ If defined, called when an explosion touches the node, instead of
3258 removing the node ]]
3261 ### Recipe for `register_craft` (shaped)
3264 output = 'default:pick_stone',
3266 {'default:cobble', 'default:cobble', 'default:cobble'},
3267 {'', 'default:stick', ''},
3268 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
3270 replacements = --[[<optional list of item pairs,
3271 replace one input item with another item on crafting>]]
3274 ### Recipe for `register_craft` (shapeless)
3278 output = 'mushrooms:mushroom_stew',
3281 "mushrooms:mushroom_brown",
3282 "mushrooms:mushroom_red",
3284 replacements = --[[<optional list of item pairs,
3285 replace one input item with another item on crafting>]]
3288 ### Recipe for `register_craft` (tool repair)
3291 type = "toolrepair",
3292 additional_wear = -0.02,
3295 ### Recipe for `register_craft` (cooking)
3299 output = "default:glass",
3300 recipe = "default:sand",
3304 ### Recipe for `register_craft` (furnace fuel)
3308 recipe = "default:leaves",
3312 ### Ore definition (`register_ore`)
3315 ore_type = "scatter", -- See "Ore types"
3316 ore = "default:stone_with_coal",
3317 wherein = "default:stone",
3318 -- ^ a list of nodenames is supported too
3319 clust_scarcity = 8*8*8,
3320 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
3321 -- ^ This value should be *MUCH* higher than your intuition might tell you!
3323 -- ^ Number of ores in a cluster
3325 -- ^ Size of the bounding box of the cluster
3326 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
3330 -- ^ Attributes for this ore generation
3331 noise_threshhold = 0.5,
3332 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
3333 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
3334 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
3335 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
3336 random_factor = 1.0,
3337 -- ^ Multiplier of the randomness contribution to the noise value at any
3338 -- given point to decide if ore should be placed. Set to 0 for solid veins.
3339 -- ^ This parameter is only valid for ore_type == "vein".
3340 biomes = {"desert", "rainforest"}
3341 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3342 -- ^ and ignored if the Mapgen being used does not support biomes.
3343 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3346 ### Decoration definition (`register_decoration`)
3349 deco_type = "simple", -- See "Decoration types"
3350 place_on = "default:dirt_with_grass",
3351 -- ^ Node that decoration can be placed on
3353 -- ^ Size of divisions made in the chunk being generated.
3354 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
3356 -- ^ Ratio of the area to be uniformly filled by the decoration.
3357 -- ^ Used only if noise_params is not specified.
3358 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
3359 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
3360 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
3361 biomes = {"Oceanside", "Hills", "Plains"},
3362 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3363 -- ^ and ignored if the Mapgen being used does not support biomes.
3364 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3367 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
3368 -- ^ This parameter refers to the `y` position of the decoration base, so
3369 -- the actual maximum height would be `height_max + size.Y`.
3371 ----- Simple-type parameters
3372 decoration = "default:grass",
3373 -- ^ The node name used as the decoration.
3374 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
3376 -- ^ Number of nodes high the decoration is made.
3377 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
3379 -- ^ Number of nodes the decoration can be at maximum.
3380 -- ^ If absent, the parameter 'height' is used as a constant.
3381 spawn_by = "default:water",
3382 -- ^ Node that the decoration only spawns next to.
3383 -- ^ The neighbours checked are the 8 nodes horizontally surrounding the lowest node of the
3384 -- ^ decoration, and the 8 nodes horizontally surrounding the ground node below the decoration.
3386 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
3387 -- ^ If absent or -1, decorations occur next to any nodes.
3389 ----- Schematic-type parameters
3390 schematic = "foobar.mts",
3391 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
3392 -- ^ specified Minetest schematic file.
3393 -- ^ - OR -, could be the ID of a previously registered schematic
3394 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
3395 -- ^ and an optional table yslice_prob:
3397 size = {x=4, y=6, z=4},
3399 {name="default:cobble", param1=255, param2=0},
3400 {name="default:dirt_with_grass", param1=255, param2=0},
3401 {name="ignore", param1=255, param2=0},
3402 {name="air", param1=255, param2=0},
3411 -- ^ See 'Schematic specifier' for details.
3412 replacements = {["oldname"] = "convert_to", ...},
3413 flags = "place_center_x, place_center_y, place_center_z, force_placement",
3414 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
3415 rotation = "90" -- rotate schematic 90 degrees on placement
3416 -- ^ Rotation can be "0", "90", "180", "270", or "random".
3419 ### Chat command definition (`register_chatcommand`)
3422 params = "<name> <privilege>", -- Short parameter description
3423 description = "Remove privilege from player", -- Full description
3424 privs = {privs=true}, -- Require the "privs" privilege to run
3425 func = function(name, param), -- Called when command is run.
3426 -- Returns boolean success and text output.
3429 ### Detached inventory callbacks
3432 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3433 -- ^ Called when a player wants to move items inside the inventory
3434 -- ^ Return value: number of items allowed to move
3436 allow_put = func(inv, listname, index, stack, player),
3437 -- ^ Called when a player wants to put something into the inventory
3438 -- ^ Return value: number of items allowed to put
3439 -- ^ Return value: -1: Allow and don't modify item count in inventory
3441 allow_take = func(inv, listname, index, stack, player),
3442 -- ^ Called when a player wants to take something out of the inventory
3443 -- ^ Return value: number of items allowed to take
3444 -- ^ Return value: -1: Allow and don't modify item count in inventory
3446 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3447 on_put = func(inv, listname, index, stack, player),
3448 on_take = func(inv, listname, index, stack, player),
3449 -- ^ Called after the actual action has happened, according to what was allowed.
3450 -- ^ No return value
3453 ### HUD Definition (`hud_add`, `hud_get`)
3456 hud_elem_type = "image", -- see HUD element types
3457 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
3458 position = {x=0.5, y=0.5},
3459 -- ^ Left corner position of element
3465 -- ^ Selected item in inventory. 0 for no item selected.
3467 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
3468 alignment = {x=0, y=0},
3469 -- ^ See "HUD Element Types"
3470 offset = {x=0, y=0},
3471 -- ^ See "HUD Element Types"
3472 size = { x=100, y=100 },
3473 -- ^ Size of element in pixels
3476 ### Particle definition (`add_particle`)
3479 pos = {x=0, y=0, z=0},
3480 velocity = {x=0, y=0, z=0},
3481 acceleration = {x=0, y=0, z=0},
3482 -- ^ Spawn particle at pos with velocity and acceleration
3484 -- ^ Disappears after expirationtime seconds
3486 collisiondetection = false,
3487 -- ^ collisiondetection: if true collides with physical objects
3489 -- ^ vertical: if true faces player using y axis only
3490 texture = "image.png",
3491 -- ^ Uses texture (string)
3492 playername = "singleplayer"
3493 -- ^ optional, if specified spawns particle only on the player's client
3496 ### `ParticleSpawner` definition (`add_particlespawner`)
3501 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
3502 minpos = {x=0, y=0, z=0},
3503 maxpos = {x=0, y=0, z=0},
3504 minvel = {x=0, y=0, z=0},
3505 maxvel = {x=0, y=0, z=0},
3506 minacc = {x=0, y=0, z=0},
3507 maxacc = {x=0, y=0, z=0},
3512 -- ^ The particle's properties are random values in between the bounds:
3513 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
3514 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
3515 collisiondetection = false,
3516 -- ^ collisiondetection: if true uses collision detection
3518 -- ^ vertical: if true faces player using y axis only
3519 texture = "image.png",
3520 -- ^ Uses texture (string)
3521 playername = "singleplayer"
3522 -- ^ Playername is optional, if specified spawns particle only on the player's client