1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
6 * (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, human readable name e.g. `name = Minetest`
66 * `description`: Short description to be shown in the content tab
67 * `disallowed_mapgens = <comma-separated mapgens>`
68 e.g. `disallowed_mapgens = v5,v6,flat`
69 These mapgens are removed from the list of mapgens for the game.
71 Used to set default settings when running this game.
73 In the same format as the one in builtin.
74 This settingtypes.txt will be parsed by the menu and the settings will be
75 displayed in the "Games" category in the advanced settings tab.
76 * If the game contains a folder called `textures` the server will load it as a
77 texturepack, overriding mod textures.
78 Any server texturepack will override mod textures and the game texturepack.
83 Games can provide custom main menu images. They are put inside a `menu`
84 directory inside the game directory.
86 The images are named `$identifier.png`, where `$identifier` is one of
87 `overlay`, `background`, `footer`, `header`.
88 If you want to specify multiple images for one identifier, add additional
89 images named like `$identifier.$n.png`, with an ascending number $n starting
90 with 1, and a random image will be chosen from the provided ones.
101 Paths are relative to the directories listed in the [Paths] section above.
103 * `games/<gameid>/mods/`
105 * `worlds/<worldname>/worldmods/`
110 It is possible to include a game in a world; in this case, no mods or
111 games are loaded or checked from anywhere else.
113 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
116 Mods should then be placed in `<worldname>/game/mods/`.
121 Mods can be put in a subdirectory, if the parent directory, which otherwise
122 should be a mod, contains a file named `modpack.conf`.
123 The file is a key-value store of modpack details.
125 * `name`: The modpack name.
126 * `description`: Description of mod to be shown in the Mods tab of the main
129 Note: to support 0.4.x, please also create an empty modpack.txt file.
131 Mod directory structure
132 -----------------------
138 │ ├── settingtypes.txt
142 │ │ ├── modname_stuff.png
143 │ │ └── modname_something_else.png
152 The location of this directory can be fetched by using
153 `minetest.get_modpath(modname)`.
157 A `Settings` file that provides meta information about the mod.
159 * `name`: The mod name. Allows Minetest to determine the mod name even if the
160 folder is wrongly named.
161 * `description`: Description of mod to be shown in the Mods tab of the main
163 * `depends`: A comma separated list of dependencies. These are mods that must be
164 loaded before this mod.
165 * `optional_depends`: A comma separated list of optional dependencies.
166 Like a dependency, but no error if the mod doesn't exist.
168 Note: to support 0.4.x, please also provide depends.txt.
172 A screenshot shown in the mod manager within the main menu. It should
173 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
177 **Deprecated:** you should use mod.conf instead.
179 This file is used if there are no dependencies in mod.conf.
181 List of mods that have to be loaded before loading this mod.
183 A single line contains a single modname.
185 Optional dependencies can be defined by appending a question mark
186 to a single modname. This means that if the specified mod
187 is missing, it does not prevent this mod from being loaded.
189 ### `description.txt`
191 **Deprecated:** you should use mod.conf instead.
193 This file is used if there is no description in mod.conf.
195 A file containing a description to be shown in the Mods tab of the main menu.
197 ### `settingtypes.txt`
199 The format is documented in `builtin/settingtypes.txt`.
200 It is parsed by the main menu settings dialogue to list mod-specific
201 settings in the "Mods" category.
205 The main Lua script. Running this script should register everything it
206 wants to register. Subsequent execution depends on minetest calling the
207 registered callbacks.
209 `minetest.settings` can be used to read custom or existing settings at load
210 time, if necessary. (See [`Settings`])
214 Models for entities or meshnodes.
216 ### `textures`, `sounds`, `media`
218 Media files (textures, sounds, whatever) that will be transferred to the
219 client and will be available for use by the mod.
223 Translation files for the clients. (See [Translations])
228 Registered names should generally be in this format:
232 `<whatever>` can have these characters:
236 This is to prevent conflicting names from corrupting maps and is
237 enforced by the mod loader.
239 Registered names can be overridden by prefixing the name with `:`. This can
240 be used for overriding the registrations of some other mod.
242 The `:` prefix can also be used for maintaining backwards compatibility.
246 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
247 So the name should be `experimental:tnt`.
249 Any mod can redefine `experimental:tnt` by using the name
253 when registering it. That mod is required to have `experimental` as a
262 Aliases of itemnames can be added by using
263 `minetest.register_alias(alias, original_name)` or
264 `minetest.register_alias_force(alias, original_name)`.
266 This adds an alias `alias` for the item called `original_name`.
267 From now on, you can use `alias` to refer to the item `original_name`.
269 The only difference between `minetest.register_alias` and
270 `minetest.register_alias_force` is that if an item named `alias` already exists,
271 `minetest.register_alias` will do nothing while
272 `minetest.register_alias_force` will unregister it.
274 This can be used for maintaining backwards compatibility.
276 This can also set quick access names for things, e.g. if
277 you have an item called `epiclylongmodname:stuff`, you could do
279 minetest.register_alias("stuff", "epiclylongmodname:stuff")
281 and be able to use `/giveme stuff`.
286 In a game, a certain number of these must be set to tell core mapgens which
287 of the game's nodes are to be used for core mapgen generation. For example:
289 minetest.register_alias("mapgen_stone", "default:stone")
291 ### Aliases for non-V6 mapgens
293 #### Essential aliases
296 * mapgen_water_source
297 * mapgen_river_water_source
299 `mapgen_river_water_source` is required for mapgens with sloping rivers where
300 it is necessary to have a river liquid node with a short `liquid_range` and
301 `liquid_renewable = false` to avoid flooding.
303 #### Optional aliases
307 Fallback lava node used if cave liquids are not defined in biome definitions.
308 Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
312 Fallback node used if dungeon nodes are not defined in biome definitions.
313 Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
315 ### Aliases needed for Mapgen V6
318 * mapgen_water_source
321 * mapgen_dirt_with_grass
324 * mapgen_desert_stone
326 * mapgen_dirt_with_snow
335 * mapgen_jungleleaves
338 * mapgen_pine_needles
341 * mapgen_stair_cobble
343 * mapgen_stair_desert_stone
345 ### Setting the node used in Mapgen Singlenode
347 By default the world is filled with air nodes. To set a different node use, for
350 minetest.register_alias("mapgen_singlenode", "default:stone")
358 Mods should generally prefix their textures with `modname_`, e.g. given
359 the mod name `foomod`, a texture could be called:
363 Textures are referred to by their complete name, or alternatively by
364 stripping out the file extension:
366 * e.g. `foomod_foothing.png`
367 * e.g. `foomod_foothing`
372 There are various texture modifiers that can be used
373 to generate textures on-the-fly.
375 ### Texture overlaying
377 Textures can be overlaid by putting a `^` between them.
381 default_dirt.png^default_grass_side.png
383 `default_grass_side.png` is overlaid over `default_dirt.png`.
384 The texture with the lower resolution will be automatically upscaled to
385 the higher resolution texture.
389 Textures can be grouped together by enclosing them in `(` and `)`.
391 Example: `cobble.png^(thing1.png^thing2.png)`
393 A texture for `thing1.png^thing2.png` is created and the resulting
394 texture is overlaid on top of `cobble.png`.
398 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
399 passing complex texture names as arguments. Escaping is done with backslash and
400 is required for `^` and `:`.
402 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
404 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
405 on top of `cobble.png`.
407 ### Advanced texture modifiers
413 * `[crack:<t>:<n>:<p>`
414 * `[cracko:<t>:<n>:<p>`
418 * `<t>`: tile count (in each direction)
419 * `<n>`: animation frame count
420 * `<p>`: current animation frame
422 Draw a step of the crack animation on the texture.
423 `crack` draws it normally, while `cracko` lays it over, keeping transparent
428 default_cobble.png^[crack:10:1
430 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
436 * `<file>`: texture to combine
438 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
439 specified coordinates.
443 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
445 #### `[resize:<w>x<h>`
447 Resizes the texture to the given dimensions.
451 default_sandstone.png^[resize:16x16
455 Makes the base image transparent according to the given ratio.
457 `r` must be between 0 (transparent) and 255 (opaque).
461 default_sandstone.png^[opacity:127
463 #### `[invert:<mode>`
465 Inverts the given channels of the base image.
466 Mode may contain the characters "r", "g", "b", "a".
467 Only the channels that are mentioned in the mode string will be inverted.
471 default_apple.png^[invert:rgb
475 Brightens the texture.
479 tnt_tnt_side.png^[brighten
483 Makes the texture completely opaque.
487 default_leaves.png^[noalpha
489 #### `[makealpha:<r>,<g>,<b>`
491 Convert one color to transparency.
495 default_cobble.png^[makealpha:128,128,128
499 * `<t>`: transformation(s) to apply
501 Rotates and/or flips the image.
503 `<t>` can be a number (between 0 and 7) or a transform name.
504 Rotations are counter-clockwise.
507 1 R90 rotate by 90 degrees
508 2 R180 rotate by 180 degrees
509 3 R270 rotate by 270 degrees
511 5 FXR90 flip X then rotate by 90 degrees
513 7 FYR90 flip Y then rotate by 90 degrees
517 default_stone.png^[transformFXR90
519 #### `[inventorycube{<top>{<left>{<right>`
521 Escaping does not apply here and `^` is replaced by `&` in texture names
524 Create an inventory cube texture using the side textures.
528 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
530 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
531 `dirt.png^grass_side.png` textures
533 #### `[lowpart:<percent>:<file>`
535 Blit the lower `<percent>`% part of `<file>` on the texture.
539 base.png^[lowpart:25:overlay.png
541 #### `[verticalframe:<t>:<n>`
543 * `<t>`: animation frame count
544 * `<n>`: current animation frame
546 Crops the texture to a frame of a vertical animation.
550 default_torch_animated.png^[verticalframe:16:8
554 Apply a mask to the base image.
556 The mask is applied using binary AND.
558 #### `[sheet:<w>x<h>:<x>,<y>`
560 Retrieves a tile at position x,y from the base image
561 which it assumes to be a tilesheet with dimensions w,h.
563 #### `[colorize:<color>:<ratio>`
565 Colorize the textures with the given color.
566 `<color>` is specified as a `ColorString`.
567 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
568 it is an int, then it specifies how far to interpolate between the
569 colors where 0 is only the texture color and 255 is only `<color>`. If
570 omitted, the alpha of `<color>` will be used as the ratio. If it is
571 the word "`alpha`", then each texture pixel will contain the RGB of
572 `<color>` and the alpha of `<color>` multiplied by the alpha of the
575 #### `[multiply:<color>`
577 Multiplies texture colors with the given color.
578 `<color>` is specified as a `ColorString`.
579 Result is more like what you'd expect if you put a color on top of another
580 color, meaning white surfaces get a lot of your new color while black parts
581 don't change very much.
586 The goal of hardware coloring is to simplify the creation of
587 colorful nodes. If your textures use the same pattern, and they only
588 differ in their color (like colored wool blocks), you can use hardware
589 coloring instead of creating and managing many texture files.
590 All of these methods use color multiplication (so a white-black texture
591 with red coloring will result in red-black color).
595 This method is useful if you wish to create nodes/items with
596 the same texture, in different colors, each in a new node/item definition.
600 When you register an item or node, set its `color` field (which accepts a
601 `ColorSpec`) to the desired color.
603 An `ItemStack`'s static color can be overwritten by the `color` metadata
604 field. If you set that field to a `ColorString`, that color will be used.
608 Each tile may have an individual static color, which overwrites every
609 other coloring method. To disable the coloring of a face,
610 set its color to white (because multiplying with white does nothing).
611 You can set the `color` property of the tiles in the node's definition
612 if the tile is in table format.
616 For nodes and items which can have many colors, a palette is more
617 suitable. A palette is a texture, which can contain up to 256 pixels.
618 Each pixel is one possible color for the node/item.
619 You can register one node/item, which can have up to 256 colors.
621 #### Palette indexing
623 When using palettes, you always provide a pixel index for the given
624 node or `ItemStack`. The palette is read from left to right and from
625 top to bottom. If the palette has less than 256 pixels, then it is
626 stretched to contain exactly 256 pixels (after arranging the pixels
627 to one line). The indexing starts from 0.
631 * 16x16 palette, index = 0: the top left corner
632 * 16x16 palette, index = 4: the fifth pixel in the first row
633 * 16x16 palette, index = 16: the pixel below the top left corner
634 * 16x16 palette, index = 255: the bottom right corner
635 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
636 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
637 to ensure the total 256 pixels.
638 * 2x4 palette, index = 32: the top right corner
639 * 2x4 palette, index = 63: the top right corner
640 * 2x4 palette, index = 64: the pixel below the top left corner
642 #### Using palettes with items
644 When registering an item, set the item definition's `palette` field to
645 a texture. You can also use texture modifiers.
647 The `ItemStack`'s color depends on the `palette_index` field of the
648 stack's metadata. `palette_index` is an integer, which specifies the
649 index of the pixel to use.
651 #### Linking palettes with nodes
653 When registering a node, set the item definition's `palette` field to
654 a texture. You can also use texture modifiers.
655 The node's color depends on its `param2`, so you also must set an
656 appropriate `paramtype2`:
658 * `paramtype2 = "color"` for nodes which use their full `param2` for
659 palette indexing. These nodes can have 256 different colors.
660 The palette should contain 256 pixels.
661 * `paramtype2 = "colorwallmounted"` for nodes which use the first
662 five bits (most significant) of `param2` for palette indexing.
663 The remaining three bits are describing rotation, as in `wallmounted`
664 paramtype2. Division by 8 yields the palette index (without stretching the
665 palette). These nodes can have 32 different colors, and the palette
666 should contain 32 pixels.
668 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
669 pixel will be picked from the palette.
670 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
671 pixel will be picked from the palette.
672 * `paramtype2 = "colorfacedir"` for nodes which use the first
673 three bits of `param2` for palette indexing. The remaining
674 five bits are describing rotation, as in `facedir` paramtype2.
675 Division by 32 yields the palette index (without stretching the
676 palette). These nodes can have 8 different colors, and the
677 palette should contain 8 pixels.
679 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
680 first (= 0 + 1) pixel will be picked from the palette.
681 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
682 second (= 1 + 1) pixel will be picked from the palette.
684 To colorize a node on the map, set its `param2` value (according
685 to the node's paramtype2).
687 ### Conversion between nodes in the inventory and on the map
689 Static coloring is the same for both cases, there is no need
692 If the `ItemStack`'s metadata contains the `color` field, it will be
693 lost on placement, because nodes on the map can only use palettes.
695 If the `ItemStack`'s metadata contains the `palette_index` field, it is
696 automatically transferred between node and item forms by the engine,
697 when a player digs or places a colored node.
698 You can disable this feature by setting the `drop` field of the node
699 to itself (without metadata).
700 To transfer the color to a special drop, you need a drop table.
704 minetest.register_node("mod:stone", {
705 description = "Stone",
706 tiles = {"default_stone.png"},
707 paramtype2 = "color",
708 palette = "palette.png",
711 -- assume that mod:cobblestone also has the same palette
712 {items = {"mod:cobblestone"}, inherit_color = true },
717 ### Colored items in craft recipes
719 Craft recipes only support item strings, but fortunately item strings
720 can also contain metadata. Example craft recipe registration:
722 minetest.register_craft({
723 output = minetest.itemstring_with_palette("wool:block", 3),
731 To set the `color` field, you can use `minetest.itemstring_with_color`.
733 Metadata field filtering in the `recipe` field are not supported yet,
734 so the craft output is independent of the color of the ingredients.
739 Sometimes hardware coloring is not enough, because it affects the
740 whole tile. Soft texture overlays were added to Minetest to allow
741 the dynamic coloring of only specific parts of the node's texture.
742 For example a grass block may have colored grass, while keeping the
745 These overlays are 'soft', because unlike texture modifiers, the layers
746 are not merged in the memory, but they are simply drawn on top of each
747 other. This allows different hardware coloring, but also means that
748 tiles with overlays are drawn slower. Using too much overlays might
751 For inventory and wield images you can specify overlays which
752 hardware coloring does not modify. You have to set `inventory_overlay`
753 and `wield_overlay` fields to an image name.
755 To define a node overlay, simply set the `overlay_tiles` field of the node
756 definition. These tiles are defined in the same way as plain tiles:
757 they can have a texture name, color etc.
758 To skip one face, set that overlay tile to an empty string.
760 Example (colored grass block):
762 minetest.register_node("default:dirt_with_grass", {
763 description = "Dirt with Grass",
764 -- Regular tiles, as usual
765 -- The dirt tile disables palette coloring
766 tiles = {{name = "default_grass.png"},
767 {name = "default_dirt.png", color = "white"}},
768 -- Overlay tiles: define them in the same style
769 -- The top and bottom tile does not have overlay
770 overlay_tiles = {"", "",
771 {name = "default_grass_side.png", tileable_vertical = false}},
772 -- Global color, used in inventory
774 -- Palette in the world
775 paramtype2 = "color",
776 palette = "default_foilage.png",
785 Only Ogg Vorbis files are supported.
787 For positional playing of sounds, only single-channel (mono) files are
788 supported. Otherwise OpenAL will play them non-positionally.
790 Mods should generally prefix their sounds with `modname_`, e.g. given
791 the mod name "`foomod`", a sound could be called:
795 Sounds are referred to by their name with a dot, a single digit and the
796 file extension stripped out. When a sound is played, the actual sound file
797 is chosen randomly from the matching sounds.
799 When playing the sound `foomod_foosound`, the sound is chosen randomly
800 from the available ones of the following files:
802 * `foomod_foosound.ogg`
803 * `foomod_foosound.0.ogg`
804 * `foomod_foosound.1.ogg`
806 * `foomod_foosound.9.ogg`
808 Examples of sound parameter tables:
810 -- Play locationless on all clients
812 gain = 1.0, -- default
813 fade = 0.0, -- default, change to a value > 0 to fade the sound in
814 pitch = 1.0, -- default
816 -- Play locationless to one player
819 gain = 1.0, -- default
820 fade = 0.0, -- default, change to a value > 0 to fade the sound in
821 pitch = 1.0, -- default
823 -- Play locationless to one player, looped
826 gain = 1.0, -- default
829 -- Play in a location
831 pos = {x = 1, y = 2, z = 3},
832 gain = 1.0, -- default
833 max_hear_distance = 32, -- default, uses an euclidean metric
835 -- Play connected to an object, looped
837 object = <an ObjectRef>,
838 gain = 1.0, -- default
839 max_hear_distance = 32, -- default, uses an euclidean metric
843 Looped sounds must either be connected to an object or played locationless to
844 one player using `to_player = name,`.
846 A positional sound will only be heard by players that are within
847 `max_hear_distance` of the sound position, at the start of the sound.
853 * e.g. `"default_place_node"`
855 * e.g. `{name = "default_place_node"}`
856 * e.g. `{name = "default_place_node", gain = 1.0}`
857 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
863 These sound files are played back by the engine if provided.
865 * `main_menu`: Looped sound in the main menu (gain = 1.0)
866 * `player_damage`: Played when the local player takes damage (gain = 0.5)
867 * `player_falling_damage`: Played when the local player takes
868 damage by falling (gain = 0.5)
871 Registered definitions
872 ======================
874 Anything added using certain [Registration functions] gets added to one or more
875 of the global [Registered definition tables].
877 Note that in some cases you will stumble upon things that are not contained
878 in these tables (e.g. when a mod has been removed). Always check for
879 existence before trying to access the fields.
883 All nodes register with `minetest.register_node` get added to the table
884 `minetest.registered_nodes`.
886 If you want to check the drawtype of a node, you could do:
888 local function get_nodedef_field(nodename, fieldname)
889 if not minetest.registered_nodes[nodename] then
892 return minetest.registered_nodes[nodename][fieldname]
894 local drawtype = get_nodedef_field(nodename, "drawtype")
902 Nodes are the bulk data of the world: cubes and other things that take the
903 space of a cube. Huge amounts of them are handled efficiently, but they
906 The definition of a node is stored and can be accessed by using
908 minetest.registered_nodes[node.name]
910 See [Registered definitions].
912 Nodes are passed by value between Lua and the engine.
913 They are represented by a table:
915 {name="name", param1=num, param2=num}
917 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
918 them for certain automated functions. If you don't use these functions, you can
919 use them to store arbitrary values.
924 The functions of `param1` and `param2` are determined by certain fields in the
927 `param1` is reserved for the engine when `paramtype != "none"`:
929 * `paramtype = "light"`
930 * The value stores light with and without sun in its upper and lower 4 bits
932 * Required by a light source node to enable spreading its light.
933 * Required by the following drawtypes as they determine their visual
934 brightness from their internal light value:
945 `param2` is reserved for the engine when any of these are used:
947 * `liquidtype = "flowing"`
948 * The level and some flags of the liquid is stored in `param2`
949 * `drawtype = "flowingliquid"`
950 * The drawn liquid level is read from `param2`
951 * `drawtype = "torchlike"`
952 * `drawtype = "signlike"`
953 * `paramtype2 = "wallmounted"`
954 * The rotation of the node is stored in `param2`. You can make this value
955 by using `minetest.dir_to_wallmounted()`.
956 * `paramtype2 = "facedir"`
957 * The rotation of the node is stored in `param2`. Furnaces and chests are
958 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
959 * Values range 0 - 23
960 * facedir / 4 = axis direction:
961 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
962 * facedir modulo 4 = rotation around that axis
963 * `paramtype2 = "leveled"`
964 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
966 * The level of the top face of the nodebox is stored in `param2`.
967 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
969 * The nodebox height is (`param2` / 64) nodes.
970 * The maximum accepted value of `param2` is 127.
972 * The height of the 'plantlike' section is stored in `param2`.
973 * The height is (`param2` / 16) nodes.
974 * `paramtype2 = "degrotate"`
975 * Only valid for "plantlike". The rotation of the node is stored in
977 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
978 get the actual rotation in degrees of the node.
979 * `paramtype2 = "meshoptions"`
980 * Only valid for "plantlike". The value of `param2` becomes a bitfield which
981 can be used to change how the client draws plantlike nodes.
982 * Bits 0, 1 and 2 form a mesh selector.
983 Currently the following meshes are choosable:
984 * 0 = a "x" shaped plant (ordinary plant)
985 * 1 = a "+" shaped plant (just rotated 45 degrees)
986 * 2 = a "*" shaped plant with 3 faces instead of 2
987 * 3 = a "#" shaped plant with 4 faces instead of 2
988 * 4 = a "#" shaped plant with 4 faces that lean outwards
989 * 5-7 are unused and reserved for future meshes.
990 * Bits 3 through 7 are optional flags that can be combined and give these
992 * bit 3 (0x08) - Makes the plant slightly vary placement horizontally
993 * bit 4 (0x10) - Makes the plant mesh 1.4x larger
994 * bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
995 * bits 6-7 are reserved for future use.
996 * `paramtype2 = "color"`
997 * `param2` tells which color is picked from the palette.
998 The palette should have 256 pixels.
999 * `paramtype2 = "colorfacedir"`
1000 * Same as `facedir`, but with colors.
1001 * The first three bits of `param2` tells which color is picked from the
1002 palette. The palette should have 8 pixels.
1003 * `paramtype2 = "colorwallmounted"`
1004 * Same as `wallmounted`, but with colors.
1005 * The first five bits of `param2` tells which color is picked from the
1006 palette. The palette should have 32 pixels.
1007 * `paramtype2 = "glasslikeliquidlevel"`
1008 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1010 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1012 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1014 Nodes can also contain extra data. See [Node Metadata].
1019 There are a bunch of different looking node types.
1021 Look for examples in `games/minimal` or `games/minetest_game`.
1024 * A node-sized cube.
1026 * Invisible, uses no texture.
1028 * The cubic source node for a liquid.
1030 * The flowing version of a liquid, appears with various heights and slopes.
1032 * Often used for partially-transparent nodes.
1033 * Only external sides of textures are visible.
1034 * `glasslike_framed`
1035 * All face-connected nodes are drawn as one volume within a surrounding
1037 * The frame appearance is generated from the edges of the first texture
1038 specified in `tiles`. The width of the edges used are 1/16th of texture
1039 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1040 * The glass 'shine' (or other desired detail) on each node face is supplied
1041 by the second texture specified in `tiles`.
1042 * `glasslike_framed_optional`
1043 * This switches between the above 2 drawtypes according to the menu setting
1046 * Often used for partially-transparent nodes.
1047 * External and internal sides of textures are visible.
1048 * `allfaces_optional`
1049 * Often used for leaves nodes.
1050 * This switches between `normal`, `glasslike` and `allfaces` according to
1051 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1052 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1053 is used instead, if present. This allows a visually thicker texture to be
1054 used to compensate for how `glasslike` reduces visual thickness.
1056 * A single vertical texture.
1057 * If placed on top of a node, uses the first texture specified in `tiles`.
1058 * If placed against the underside of a node, uses the second texture
1059 specified in `tiles`.
1060 * If placed on the side of a node, uses the third texture specified in
1061 `tiles` and is perpendicular to that node.
1063 * A single texture parallel to, and mounted against, the top, underside or
1066 * Two vertical and diagonal textures at right-angles to each other.
1067 * See `paramtype2 = "meshoptions"` above for other options.
1069 * When above a flat surface, appears as 6 textures, the central 2 as
1070 `plantlike` plus 4 more surrounding those.
1071 * If not above a surface the central 2 do not appear, but the texture
1072 appears against the faces of surrounding nodes if they are present.
1074 * A 3D model suitable for a wooden fence.
1075 * One placed node appears as a single vertical post.
1076 * Adjacently-placed nodes cause horizontal bars to appear between them.
1078 * Often used for tracks for mining carts.
1079 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1080 curved, t-junction, crossing.
1081 * Each placed node automatically switches to a suitable rotated texture
1082 determined by the adjacent `raillike` nodes, in order to create a
1083 continuous track network.
1084 * Becomes a sloping node if placed against stepped nodes.
1086 * Often used for stairs and slabs.
1087 * Allows defining nodes consisting of an arbitrary number of boxes.
1088 * See [Node boxes] below for more information.
1090 * Uses models for nodes.
1091 * Tiles should hold model materials textures.
1092 * Only static meshes are implemented.
1093 * For supported model formats see Irrlicht engine documentation.
1094 * `plantlike_rooted`
1095 * Enables underwater `plantlike` without air bubbles around the nodes.
1096 * Consists of a base cube at the co-ordinates of the node plus a
1097 `plantlike` extension above with a height of `param2 / 16` nodes.
1098 * The `plantlike` extension visually passes through any nodes above the
1099 base cube without affecting them.
1100 * The base cube texture tiles are defined as normal, the `plantlike`
1101 extension uses the defined special tile, for example:
1102 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1104 `*_optional` drawtypes need less rendering time if deactivated
1105 (always client-side).
1110 Node selection boxes are defined using "node boxes".
1112 A nodebox is defined as any of:
1115 -- A normal cube; the default in most things
1119 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1121 fixed = box OR {box1, box2, ...}
1124 -- A variable height box (or boxes) with the top face position defined
1125 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1127 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1129 fixed = box OR {box1, box2, ...}
1132 -- A box like the selection box for torches
1133 -- (wallmounted param2 is used, if applicable)
1134 type = "wallmounted",
1140 -- A node that has optional boxes depending on neighbouring nodes'
1141 -- presence and type. See also `connects_to`.
1143 fixed = box OR {box1, box2, ...}
1144 connect_top = box OR {box1, box2, ...}
1145 connect_bottom = box OR {box1, box2, ...}
1146 connect_front = box OR {box1, box2, ...}
1147 connect_left = box OR {box1, box2, ...}
1148 connect_back = box OR {box1, box2, ...}
1149 connect_right = box OR {box1, box2, ...}
1150 -- The following `disconnected_*` boxes are the opposites of the
1151 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1152 -- on the respective side, the corresponding disconnected box is drawn.
1153 disconnected_top = box OR {box1, box2, ...}
1154 disconnected_bottom = box OR {box1, box2, ...}
1155 disconnected_front = box OR {box1, box2, ...}
1156 disconnected_left = box OR {box1, box2, ...}
1157 disconnected_back = box OR {box1, box2, ...}
1158 disconnected_right = box OR {box1, box2, ...}
1159 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1160 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1161 -- neighbours to the sides
1164 A `box` is defined as:
1166 {x1, y1, z1, x2, y2, z2}
1168 A box of a regular node would look like:
1170 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1175 Map terminology and coordinates
1176 ===============================
1178 Nodes, mapblocks, mapchunks
1179 ---------------------------
1181 A 'node' is the fundamental cubic unit of a world and appears to a player as
1182 roughly 1x1x1 meters in size.
1184 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1185 fundamental region of a world that is stored in the world database, sent to
1186 clients and handled by many parts of the engine.
1187 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1188 'node', however 'block' often appears in the API.
1190 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1191 (80x80x80 nodes) and is the volume of world generated in one operation by
1193 The size in mapblocks has been chosen to optimise map generation.
1198 ### Orientation of axes
1200 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1202 ### Node coordinates
1204 Almost all positions used in the API use node coordinates.
1206 ### Mapblock coordinates
1208 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1209 specify a particular mapblock.
1210 For example blockpos (0,0,0) specifies the mapblock that extends from
1211 node position (0,0,0) to node position (15,15,15).
1213 #### Converting node position to the containing blockpos
1215 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1218 * blockpos = math.floor(nodepos / 16)
1220 #### Converting blockpos to min/max node positions
1222 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1226 nodepos = blockpos * 16
1228 nodepos = blockpos * 16 + 15
1239 The position field is used for all element types.
1241 To account for differing resolutions, the position coordinates are the
1242 percentage of the screen, ranging in value from `0` to `1`.
1244 The name field is not yet used, but should contain a description of what the
1245 HUD element represents. The direction field is the direction in which something
1248 `0` draws from left to right, `1` draws from right to left, `2` draws from
1249 top to bottom, and `3` draws from bottom to top.
1251 The `alignment` field specifies how the item will be aligned. It is a table
1252 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1253 moved to the left/up, and `1` is to the right/down. Fractional values can be
1256 The `offset` field specifies a pixel offset from the position. Contrary to
1257 position, the offset is not scaled to screen size. This allows for some
1258 precisely positioned items in the HUD.
1260 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1263 The `z_index` field specifies the order of HUD elements from back to front.
1264 Lower z-index elements are displayed behind higher z-index elements. Elements
1265 with same z-index are displayed in an arbitrary order. Default 0.
1266 Supports negative values.
1268 Below are the specific uses for fields in each type; fields not listed for that
1273 Displays an image on the HUD.
1275 * `scale`: The scale of the image, with 1 being the original texture size.
1276 Only the X coordinate scale is used (positive values).
1277 Negative values represent that percentage of the screen it
1278 should take; e.g. `x=-100` means 100% (width).
1279 * `text`: The name of the texture that is displayed.
1280 * `alignment`: The alignment of the image.
1281 * `offset`: offset in pixels from position.
1285 Displays text on the HUD.
1287 * `scale`: Defines the bounding rectangle of the text.
1288 A value such as `{x=100, y=100}` should work.
1289 * `text`: The text to be displayed in the HUD element.
1290 * `number`: An integer containing the RGB value of the color used to draw the
1291 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1292 * `alignment`: The alignment of the text.
1293 * `offset`: offset in pixels from position.
1297 Displays a horizontal bar made up of half-images.
1299 * `text`: The name of the texture that is used.
1300 * `number`: The number of half-textures that are displayed.
1301 If odd, will end with a vertically center-split texture.
1303 * `offset`: offset in pixels from position.
1304 * `size`: If used, will force full-image size to this value (override texture
1309 * `text`: The name of the inventory list to be displayed.
1310 * `number`: Number of items in the inventory to be displayed.
1311 * `item`: Position of item that is selected.
1313 * `offset`: offset in pixels from position.
1317 Displays distance to selected world position.
1319 * `name`: The name of the waypoint.
1320 * `text`: Distance suffix. Can be blank.
1321 * `number:` An integer containing the RGB value of the color used to draw the
1323 * `world_pos`: World position of the waypoint.
1328 Representations of simple things
1329 ================================
1334 {x=num, y=num, z=num}
1336 For helper functions see [Spatial Vectors].
1341 * `{type="nothing"}`
1342 * `{type="node", under=pos, above=pos}`
1343 * Indicates a pointed node selection box.
1344 * `under` refers to the node position behind the pointed face.
1345 * `above` refers to the node position in front of the pointed face.
1346 * `{type="object", ref=ObjectRef}`
1348 Exact pointing location (currently only `Raycast` supports these fields):
1350 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1351 point on the selection box which is pointed at. May be in the selection box
1352 if the pointer is in the box too.
1353 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1355 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1356 selected selection box. This specifies which face is pointed at.
1357 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1363 Flag Specifier Format
1364 =====================
1366 Flags using the standardized flag specifier format can be specified in either
1367 of two ways, by string or table.
1369 The string format is a comma-delimited set of flag names; whitespace and
1370 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1371 flag, and specifying a flag prefixed by the string `"no"` explicitly
1372 clears the flag from whatever the default may be.
1374 In addition to the standard string flag format, the schematic flags field can
1375 also be a table of flag names to boolean values representing whether or not the
1376 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1377 is present, mapped to a boolean of any value, the specified flag is unset.
1379 E.g. A flag field of value
1381 {place_center_x = true, place_center_y=false, place_center_z=true}
1385 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1387 which is equivalent to
1389 "place_center_x, noplace_center_y, place_center_z"
1393 "place_center_x, place_center_z"
1395 since, by default, no schematic attributes are set.
1406 There are three kinds of items: nodes, tools and craftitems.
1408 * Node: Can be placed in the world's voxel grid
1409 * Tool: Has a wear property but cannot be stacked. The default use action is to
1410 dig nodes or hit objects according to its tool capabilities.
1411 * Craftitem: Cannot dig nodes or be placed
1416 All item stacks have an amount between 0 and 65535. It is 1 by
1417 default. Tool item stacks can not have an amount greater than 1.
1419 Tools use a wear (damage) value ranging from 0 to 65535. The
1420 value 0 is the default and is used for unworn tools. The values
1421 1 to 65535 are used for worn tools, where a higher value stands for
1422 a higher wear. Non-tools always have a wear value of 0.
1427 Items and item stacks can exist in three formats: Serializes, table format
1430 When an item must be passed to a function, it can usually be in any of
1435 This is called "stackstring" or "itemstring". It is a simple string with
1436 1-3 components: the full item identifier, an optional amount and an optional
1439 <identifier> [<amount>[ <wear>]]
1443 * `'default:apple'`: 1 apple
1444 * `'default:dirt 5'`: 5 dirt
1445 * `'default:pick_stone'`: a new stone pickaxe
1446 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1454 {name="default:dirt", count=5, wear=0, metadata=""}
1456 A wooden pick about 1/3 worn out:
1458 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1462 {name="default:apple", count=1, wear=0, metadata=""}
1466 A native C++ format with many helper methods. Useful for converting
1467 between formats. See the [Class reference] section for details.
1475 In a number of places, there is a group table. Groups define the
1476 properties of a thing (item, node, armor of entity, capabilities of
1477 tool) in such a way that the engine and other mods can can interact with
1478 the thing without actually knowing what the thing is.
1483 Groups are stored in a table, having the group names with keys and the
1484 group ratings as values. For example:
1487 groups = {crumbly=3, soil=1}
1489 -- A more special dirt-kind of thing
1490 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1492 Groups always have a rating associated with them. If there is no
1493 useful meaning for a rating for an enabled group, it shall be `1`.
1495 When not defined, the rating of a group defaults to `0`. Thus when you
1496 read groups, you must interpret `nil` and `0` as the same value, `0`.
1498 You can read the rating of a group for an item or a node by using
1500 minetest.get_item_group(itemname, groupname)
1505 Groups of items can define what kind of an item it is (e.g. wool).
1510 In addition to the general item things, groups are used to define whether
1511 a node is destroyable and how long it takes to destroy by a tool.
1516 For entities, groups are, as of now, used only for calculating damage.
1517 The rating is the percentage of damage caused by tools with this damage group.
1518 See [Entity damage mechanism].
1520 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1521 object.set_armor_groups({fleshy=30, cracky=80})
1526 Groups in tools define which groups of nodes and entities they are
1529 Groups in crafting recipes
1530 --------------------------
1532 An example: Make meat soup from any meat, any water and any bowl:
1535 output = 'food:meat_soup_raw',
1541 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1544 Another example: Make red wool from white wool and red dye:
1548 output = 'wool:red',
1549 recipe = {'wool:white', 'group:dye,basecolor_red'},
1555 The asterisk `(*)` after a group name describes that there is no engine
1556 functionality bound to it, and implementation is left up as a suggestion
1559 ### Node, item and tool groups
1561 * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
1562 that the item should be hidden in item lists.
1565 ### Node-only groups
1567 * `attached_node`: if the node under it is not a walkable block the node will be
1568 dropped as an item. If the node is wallmounted the wallmounted direction is
1570 * `bouncy`: value is bounce speed in percent
1571 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1572 connect to each other
1573 * `dig_immediate`: Player can always pick up node without reducing tool wear
1574 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1575 * `3`: the node always gets the digging time 0 seconds (torch)
1576 * `disable_jump`: Player (and possibly other things) cannot jump from node
1577 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1578 * `falling_node`: if there is no walkable block under the node it will fall
1579 * `float`: the node will not fall through liquids
1580 * `level`: Can be used to give an additional sense of progression in the game.
1581 * A larger level will cause e.g. a weapon of a lower level make much less
1582 damage, and get worn out much faster, or not be able to get drops
1583 from destroyed nodes.
1584 * `0` is something that is directly accessible at the start of gameplay
1585 * There is no upper limit
1586 * See also: `leveldiff` in [Tools]
1587 * `slippery`: Players and items will slide on the node.
1588 Slipperiness rises steadily with `slippery` value, starting at 1.
1591 ### Tool-only groups
1593 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1594 `"toolrepair"` crafting recipe
1597 ### `ObjectRef` groups
1599 * `immortal`: Skips all damage and breath handling for an object. This group
1600 will also hide the integrated HUD status bars for players, and is
1601 automatically set to all players when damage is disabled on the server.
1602 * `punch_operable`: For entities; disables the regular damage mechanism for
1603 players punching it by hand or a non-tool item, so that it can do something
1604 else than take damage.
1608 Known damage and digging time defining groups
1609 ---------------------------------------------
1611 * `crumbly`: dirt, sand
1612 * `cracky`: tough but crackable stuff like stone.
1613 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1614 plants, wire, sheets of metal
1615 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1616 * `fleshy`: Living things like animals and the player. This could imply
1617 some blood effects when hitting.
1618 * `explody`: Especially prone to explosions
1619 * `oddly_breakable_by_hand`:
1620 Can be added to nodes that shouldn't logically be breakable by the
1621 hand but are. Somewhat similar to `dig_immediate`, but times are more
1622 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1623 speed of a tool if the tool can dig at a faster speed than this
1624 suggests for the hand.
1626 Examples of custom groups
1627 -------------------------
1629 Item groups are often used for defining, well, _groups of items_.
1631 * `meat`: any meat-kind of a thing (rating might define the size or healing
1632 ability or be irrelevant -- it is not defined as of yet)
1633 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1635 * `flammable`: can be set on fire. Rating might define the intensity of the
1636 fire, affecting e.g. the speed of the spreading of an open fire.
1637 * `wool`: any wool (any origin, any color)
1638 * `metal`: any metal
1639 * `weapon`: any weapon
1640 * `heavy`: anything considerably heavy
1642 Digging time calculation specifics
1643 ----------------------------------
1645 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1646 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1647 faster digging time.
1649 The `level` group is used to limit the toughness of nodes a tool can dig
1650 and to scale the digging times / damage to a greater extent.
1652 **Please do understand this**, otherwise you cannot use the system to it's
1655 Tools define their properties by a list of parameters for groups. They
1656 cannot dig other groups; thus it is important to use a standard bunch of
1657 groups to enable interaction with tools.
1670 * Full punch interval
1671 * Maximum drop level
1672 * For an arbitrary list of groups:
1673 * Uses (until the tool breaks)
1674 * Maximum level (usually `0`, `1`, `2` or `3`)
1678 ### Full punch interval
1680 When used as a weapon, the tool will do full damage if this time is spent
1681 between punches. If e.g. half the time is spent, the tool will do half
1684 ### Maximum drop level
1686 Suggests the maximum level of node, when dug with the tool, that will drop
1687 it's useful item. (e.g. iron ore to drop a lump of iron).
1689 This is not automated; it is the responsibility of the node definition
1694 Determines how many uses the tool has when it is used for digging a node,
1695 of this group, of the maximum level. For lower leveled nodes, the use count
1696 is multiplied by `3^leveldiff`.
1697 `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
1698 node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
1700 * `uses=10, leveldiff=0`: actual uses: 10
1701 * `uses=10, leveldiff=1`: actual uses: 30
1702 * `uses=10, leveldiff=2`: actual uses: 90
1706 Tells what is the maximum level of a node of this group that the tool will
1711 List of digging times for different ratings of the group, for nodes of the
1714 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1715 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1716 for this group, and unable to dig the rating `1`, which is the toughest.
1717 Unless there is a matching group that enables digging otherwise.
1719 If the result digging time is 0, a delay of 0.15 seconds is added between
1720 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1721 i.e. players can more quickly click the nodes away instead of holding LMB.
1725 List of damage for groups of entities. See [Entity damage mechanism].
1727 Example definition of the capabilities of a tool
1728 ------------------------------------------------
1730 tool_capabilities = {
1731 full_punch_interval=1.5,
1734 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1736 damage_groups = {fleshy=2},
1739 This makes the tool be able to dig nodes that fulfil both of these:
1741 * Have the `crumbly` group
1742 * Have a `level` group less or equal to `2`
1744 Table of resulting digging times:
1746 crumbly 0 1 2 3 4 <- level
1748 1 0.80 1.60 1.60 - -
1749 2 0.60 1.20 1.20 - -
1750 3 0.40 0.80 0.80 - -
1752 level diff: 2 1 0 -1 -2
1754 Table of resulting tool uses:
1763 * At `crumbly==0`, the node is not diggable.
1764 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1765 easy nodes to be quickly breakable.
1766 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1771 Entity damage mechanism
1772 =======================
1777 foreach group in cap.damage_groups:
1778 damage += cap.damage_groups[group]
1779 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1780 * (object.armor_groups[group] / 100.0)
1781 -- Where object.armor_groups[group] is 0 for inexistent values
1784 Client predicts damage based on damage groups. Because of this, it is able to
1785 give an immediate response when an entity is damaged or dies; the response is
1786 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1788 Currently a smoke puff will appear when an entity dies.
1790 The group `immortal` completely disables normal damage.
1792 Entities can define a special armor group, which is `punch_operable`. This
1793 group disables the regular damage mechanism for players punching it by hand or
1794 a non-tool item, so that it can do something else than take damage.
1796 On the Lua side, every punch calls:
1798 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1801 This should never be called directly, because damage is usually not handled by
1804 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1805 accessed unless absolutely required, to encourage interoperability.
1806 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1807 * `tool_capabilities` can be `nil`.
1808 * `direction` is a unit vector, pointing from the source of the punch to
1810 * `damage` damage that will be done to entity
1811 Return value of this function will determine if damage is done by this function
1812 (retval true) or shall be done by engine (retval false)
1814 To punch an entity/object in Lua, call:
1816 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1818 * Return value is tool wear.
1819 * Parameters are equal to the above callback.
1820 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1821 will be automatically filled in based on the location of `puncher`.
1832 The instance of a node in the world normally only contains the three values
1833 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
1834 It is called "node metadata"; See `NodeMetaRef`.
1836 Node metadata contains two things:
1841 Some of the values in the key-value store are handled specially:
1843 * `formspec`: Defines a right-click inventory menu. See [Formspec].
1844 * `infotext`: Text shown on the screen when the node is pointed at
1848 local meta = minetest.get_meta(pos)
1849 meta:set_string("formspec",
1851 "list[context;main;0,0;8,4;]"..
1852 "list[current_player;main;0,5;8,4;]")
1853 meta:set_string("infotext", "Chest");
1854 local inv = meta:get_inventory()
1855 inv:set_size("main", 8*4)
1856 print(dump(meta:to_table()))
1859 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1860 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1861 [10] = "", [11] = "", [12] = "", [13] = "",
1862 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1863 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1864 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1865 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1869 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1877 Item stacks can store metadata too. See [`ItemStackMetaRef`].
1879 Item metadata only contains a key-value store.
1881 Some of the values in the key-value store are handled specially:
1883 * `description`: Set the item stack's description. Defaults to
1885 * `color`: A `ColorString`, which sets the stack's color.
1886 * `palette_index`: If the item has a palette, this is used to get the
1887 current color from the palette.
1891 local meta = stack:get_meta()
1892 meta:set_string("key", "value")
1893 print(dump(meta:to_table()))
1901 Formspec defines a menu. This supports inventories and some of the
1902 typical widgets like buttons, checkboxes, text input fields, etc.
1903 It is a string, with a somewhat strange format.
1905 A formspec is made out of formspec elements, which includes widgets
1906 like buttons but also can be used to set stuff like background color.
1908 Many formspec elements have a `name`, which is a unique identifier which
1909 is used when the server receives user input. You must not use the name
1910 "quit" for formspec elements.
1912 Spaces and newlines can be inserted between the blocks, as is used in the
1915 Position and size units are inventory slots unless the new coordinate system
1916 is enabled. `X` and `Y` position the formspec element relative to the top left
1917 of the menu or container. `W` and `H` are its width and height values.
1919 If the new system is enabled, all elements have unified coordinates for all
1920 elements with no padding or spacing in between. This is highly recommended
1921 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
1924 Inventories with a `player:<name>` inventory location are only sent to the
1925 player named `<name>`.
1927 When displaying text which can contain formspec code, e.g. text set by a player,
1928 use `minetest.formspec_escape`.
1929 For coloured text you can use `minetest.colorize`.
1931 Since formspec version 3, elements drawn in the order they are defined. All
1932 background elements are drawn before all other elements.
1933 `list` elements are an exception here. They are drawn last. This, however, might
1934 be changed at any time.
1936 **WARNING**: do _not_ use a element name starting with `key_`; those names are
1937 reserved to pass key press events to formspec!
1939 **WARNING**: Minetest allows you to add elements to every single formspec instance
1940 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
1941 appearing when you don't expect them to, or why things are styled differently
1942 to normal. See [`no_prepend[]`] and [Styling Formspecs].
1950 list[context;main;0,0;8,4;]
1951 list[current_player;main;0,5;8,4;]
1956 list[context;fuel;2,3;1,1;]
1957 list[context;src;2,1;1,1;]
1958 list[context;dst;5,1;2,2;]
1959 list[current_player;main;0,5;8,4;]
1961 ### Minecraft-like player inventory
1964 image[1,0.6;1,2;player.png]
1965 list[current_player;main;0,3.5;8,4;]
1966 list[current_player;craft;3,0;3,3;]
1967 list[current_player;craftpreview;7,1;1,1;]
1972 ### `formspec_version[<version>]`
1974 * Set the formspec version to a certain number. If not specified,
1975 version 1 is assumed.
1976 * Must be specified before `size` element.
1977 * Clients older than this version can neither show newer elements nor display
1978 elements with new arguments correctly.
1979 * Available since feature `formspec_version_element`.
1981 ### `size[<W>,<H>,<fixed_size>]`
1983 * Define the size of the menu in inventory slots
1984 * `fixed_size`: `true`/`false` (optional)
1985 * deprecated: `invsize[<W>,<H>;]`
1987 ### `position[<X>,<Y>]`
1989 * Must be used after `size` element.
1990 * Defines the position on the game window of the formspec's `anchor` point.
1991 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
1993 * [0.0, 0.0] sets the position to the top left corner of the game window.
1994 * [1.0, 1.0] sets the position to the bottom right of the game window.
1995 * Defaults to the center of the game window [0.5, 0.5].
1997 ### `anchor[<X>,<Y>]`
1999 * Must be used after both `size` and `position` (if present) elements.
2000 * Defines the location of the anchor point within the formspec.
2001 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2003 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2004 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2005 * Defaults to the center of the formspec [0.5, 0.5].
2007 * `position` and `anchor` elements need suitable values to avoid a formspec
2008 extending off the game window due to particular game window sizes.
2012 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2013 * Disables player:set_formspec_prepend() from applying to this formspec.
2015 ### `real_coordinates[<bool>]`
2017 * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
2018 * When set to true, all following formspec elements will use the new coordinate system.
2019 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
2020 (if present), the form size will use the new coordinate system.
2021 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
2022 They must enable it explicitly.
2023 * For information on converting forms to the new coordinate system, see `Migrating
2024 to Real Coordinates`.
2026 ### `container[<X>,<Y>]`
2028 * Start of a container block, moves all physical elements in the container by
2030 * Must have matching `container_end`
2031 * Containers can be nested, in which case the offsets are added
2032 (child containers are relative to parent containers)
2034 ### `container_end[]`
2036 * End of a container, following elements are no longer relative to this
2039 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
2041 * Show an inventory list if it has been sent to the client. Nothing will
2042 be shown if the inventory list is of size 0.
2043 * **Note**: With the new coordinate system, the spacing between inventory
2044 slots is one-fourth the size of an inventory slot.
2045 * **Note**: Lists are drawn after every other element. This might change at any time.
2047 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2049 * Show an inventory list if it has been sent to the client. Nothing will
2050 be shown if the inventory list is of size 0.
2051 * **Note**: With the new coordinate system, the spacing between inventory
2052 slots is one-fourth the size of an inventory slot.
2053 * **Note**: Lists are drawn after every other element. This might change at any time.
2055 ### `listring[<inventory location>;<list name>]`
2057 * Allows to create a ring of inventory lists
2058 * Shift-clicking on items in one element of the ring
2059 will send them to the next inventory list inside the ring
2060 * The first occurrence of an element inside the ring will
2061 determine the inventory where items will be sent to
2065 * Shorthand for doing `listring[<inventory location>;<list name>]`
2066 for the last two inventory lists added by list[...]
2068 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2070 * Sets background color of slots as `ColorString`
2071 * Sets background color of slots on mouse hovering
2073 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2075 * Sets background color of slots as `ColorString`
2076 * Sets background color of slots on mouse hovering
2077 * Sets color of slots border
2079 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2081 * Sets background color of slots as `ColorString`
2082 * Sets background color of slots on mouse hovering
2083 * Sets color of slots border
2084 * Sets default background color of tooltips
2085 * Sets default font color of tooltips
2087 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2089 * Adds tooltip for an element
2090 * `<bgcolor>` tooltip background color as `ColorString` (optional)
2091 * `<fontcolor>` tooltip font color as `ColorString` (optional)
2093 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2095 * Adds tooltip for an area. Other tooltips will take priority when present.
2096 * `<bgcolor>` tooltip background color as `ColorString` (optional)
2097 * `<fontcolor>` tooltip font color as `ColorString` (optional)
2099 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2103 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2105 * Show an inventory image of registered item/node
2107 ### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
2109 * Sets background color of formspec.
2110 * `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
2111 of the non-fullscreen and the fullscreen background.
2112 * `fullscreen` (optional) can be one of the following:
2113 * `false`: Only the non-fullscreen background color is drawn. (default)
2114 * `true`: Only the fullscreen background color is drawn.
2115 * `both`: The non-fullscreen and the fullscreen background color are drawn.
2116 * `neither`: No background color is drawn.
2117 * Note: Leave a parameter empty to not modify the value.
2118 * Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
2119 are not bools are only available since formspec version 3.
2121 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2123 * Example for formspec 8x4 in 16x resolution: image shall be sized
2124 8 times 16px times 4 times 16px.
2126 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2128 * Example for formspec 8x4 in 16x resolution:
2129 image shall be sized 8 times 16px times 4 times 16px
2130 * If `auto_clip` is `true`, the background is clipped to the formspec size
2131 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2133 ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2135 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2136 * Middle is a rect which defines the middle of the 9-slice.
2137 * `x` - The middle will be x pixels from all sides.
2138 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2139 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2140 will be added to the width and height of the texture, allowing it to be used as the
2141 distance from the far end.
2142 * All numbers in middle are integers.
2143 * Example for formspec 8x4 in 16x resolution:
2144 image shall be sized 8 times 16px times 4 times 16px
2145 * If `auto_clip` is `true`, the background is clipped to the formspec size
2146 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2147 * Available since formspec version 2
2149 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2151 * Textual password style field; will be sent to server when a button is clicked
2152 * When enter is pressed in field, fields.key_enter_field will be sent with the
2154 * With the old coordinate system, fields are a set height, but will be vertically
2155 centred on `H`. With the new coordinate system, `H` will modify the height.
2156 * `name` is the name of the field as returned in fields to `on_receive_fields`
2157 * `label`, if not blank, will be text printed on the top left above the field
2158 * See `field_close_on_enter` to stop enter closing the formspec
2160 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2162 * Textual field; will be sent to server when a button is clicked
2163 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2164 the name of this field.
2165 * With the old coordinate system, fields are a set height, but will be vertically
2166 centred on `H`. With the new coordinate system, `H` will modify the height.
2167 * `name` is the name of the field as returned in fields to `on_receive_fields`
2168 * `label`, if not blank, will be text printed on the top left above the field
2169 * `default` is the default value of the field
2170 * `default` may contain variable references such as `${text}` which
2171 will fill the value from the metadata value `text`
2172 * **Note**: no extra text or more than a single variable is supported ATM.
2173 * See `field_close_on_enter` to stop enter closing the formspec
2175 ### `field[<name>;<label>;<default>]`
2177 * As above, but without position/size units
2178 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2179 the name of this field.
2180 * Special field for creating simple forms, such as sign text input
2181 * Must be used without a `size[]` element
2182 * A "Proceed" button will be added automatically
2183 * See `field_close_on_enter` to stop enter closing the formspec
2185 ### `field_close_on_enter[<name>;<close_on_enter>]`
2187 * <name> is the name of the field
2188 * if <close_on_enter> is false, pressing enter in the field will submit the
2189 form but not close it.
2190 * defaults to true when not specified (ie: no tag for a field)
2192 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2194 * Same as fields above, but with multi-line input
2195 * If the text overflows, a vertical scrollbar is added.
2196 * If the name is empty, the textarea is read-only and
2197 the background is not shown, which corresponds to a multi-line label.
2199 ### `label[<X>,<Y>;<label>]`
2201 * The label formspec element displays the text set in `label`
2202 at the specified position.
2203 * **Note**: If the new coordinate system is enabled, labels are
2204 positioned from the center of the text, not the top.
2205 * The text is displayed directly without automatic line breaking,
2206 so label should not be used for big text chunks. Newlines can be
2207 used to make labels multiline.
2208 * **Note**: With the new coordinate system, newlines are spaced with
2209 half a coordinate. With the old system, newlines are spaced 2/5 of
2212 ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
2213 * Displays a static formated text with hyperlinks.
2214 * `x`, `y`, `w` and `h` work as per field
2215 * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
2216 * `text` is the formatted text using `markup language` described below.
2218 ### `vertlabel[<X>,<Y>;<label>]`
2219 * Textual label drawn vertically
2220 * `label` is the text on the label
2221 * **Note**: If the new coordinate system is enabled, vertlabels are
2222 positioned from the center of the text, not the left.
2224 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2226 * Clickable button. When clicked, fields will be sent.
2227 * With the old coordinate system, buttons are a set height, but will be vertically
2228 centred on `H`. With the new coordinate system, `H` will modify the height.
2229 * `label` is the text on the button
2231 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2233 * `texture name` is the filename of an image
2234 * **Note**: Height is supported on both the old and new coordinate systems
2237 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2239 * `texture name` is the filename of an image
2240 * `noclip=true` means the image button doesn't need to be within specified
2242 * `drawborder`: draw button border or not
2243 * `pressed texture name` is the filename of an image on pressed state
2245 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2247 * `item name` is the registered name of an item/node
2248 * The item description will be used as the tooltip. This can be overridden with
2251 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2253 * When clicked, fields will be sent and the form will quit.
2254 * Same as `button` in all other respects.
2256 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2258 * When clicked, fields will be sent and the form will quit.
2259 * Same as `image_button` in all other respects.
2261 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2263 * Scrollable item list showing arbitrary text elements
2264 * `name` fieldname sent to server on doubleclick value is current selected
2266 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2268 * if you want a listelement to start with "#" write "##".
2270 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2272 * Scrollable itemlist showing arbitrary text elements
2273 * `name` fieldname sent to server on doubleclick value is current selected
2275 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2276 * if you want a listelement to start with "#" write "##"
2277 * Index to be selected within textlist
2278 * `true`/`false`: draw transparent background
2279 * See also `minetest.explode_textlist_event`
2280 (main menu: `core.explode_textlist_event`).
2282 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2284 * Show a tab**header** at specific position (ignores formsize)
2285 * `X` and `Y`: position of the tabheader
2286 * *Note*: Width and height are automatically chosen with this syntax
2287 * `name` fieldname data is transferred to Lua
2288 * `caption 1`...: name shown on top of tab
2289 * `current_tab`: index of selected tab 1...
2290 * `transparent` (optional): show transparent
2291 * `draw_border` (optional): draw border
2293 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2295 * Show a tab**header** at specific position (ignores formsize)
2296 * **Important note**: This syntax for tabheaders can only be used with the
2297 new coordinate system.
2298 * `X` and `Y`: position of the tabheader
2299 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2300 * `name` fieldname data is transferred to Lua
2301 * `caption 1`...: name shown on top of tab
2302 * `current_tab`: index of selected tab 1...
2303 * `transparent` (optional): show transparent
2304 * `draw_border` (optional): draw border
2306 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2308 * Show a tab**header** at specific position (ignores formsize)
2309 * **Important note**: This syntax for tabheaders can only be used with the
2310 new coordinate system.
2311 * `X` and `Y`: position of the tabheader
2312 * `W` and `H`: width and height of the tabheader
2313 * `name` fieldname data is transferred to Lua
2314 * `caption 1`...: name shown on top of tab
2315 * `current_tab`: index of selected tab 1...
2316 * `transparent` (optional): show transparent
2317 * `draw_border` (optional): draw border
2319 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2321 * Simple colored box
2322 * `color` is color specified as a `ColorString`.
2323 If the alpha component is left blank, the box will be semitransparent.
2325 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2327 * Show a dropdown field
2328 * **Important note**: There are two different operation modes:
2329 1. handle directly on change (only changed dropdown is submitted)
2330 2. read the value on pressing a button (all dropdown values are available)
2331 * `X` and `Y`: position of the dropdown
2332 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2333 * Fieldname data is transferred to Lua
2334 * Items to be shown in dropdown
2335 * Index of currently selected dropdown item
2337 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2339 * Show a dropdown field
2340 * **Important note**: This syntax for dropdowns can only be used with the
2341 new coordinate system.
2342 * **Important note**: There are two different operation modes:
2343 1. handle directly on change (only changed dropdown is submitted)
2344 2. read the value on pressing a button (all dropdown values are available)
2345 * `X` and `Y`: position of the dropdown
2346 * `W` and `H`: width and height of the dropdown
2347 * Fieldname data is transferred to Lua
2348 * Items to be shown in dropdown
2349 * Index of currently selected dropdown item
2351 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2354 * `name` fieldname data is transferred to Lua
2355 * `label` to be shown left of checkbox
2356 * `selected` (optional): `true`/`false`
2357 * **Note**: If the new coordinate system is enabled, checkboxes are
2358 positioned from the center of the checkbox, not the top.
2360 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2362 * Show a scrollbar using options defined by the previous `scrollbaroptions[]`
2363 * There are two ways to use it:
2364 1. handle the changed event (only changed scrollbar is available)
2365 2. read the value on pressing a button (all scrollbars are available)
2366 * `orientation`: `vertical`/`horizontal`
2367 * Fieldname data is transferred to Lua
2368 * Value of this trackbar is set to (`0`-`1000`) by default
2369 * See also `minetest.explode_scrollbar_event`
2370 (main menu: `core.explode_scrollbar_event`).
2372 ### `scrollbaroptions[opt1;opt2;...]`
2373 * Sets options for all following `scrollbar[]` elements
2375 * Sets scrollbar minimum value, defaults to `0`.
2377 * Sets scrollbar maximum value, defaults to `1000`.
2378 If the max is equal to the min, the scrollbar will be disabled.
2380 * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
2382 * If this is set to a negative number, the value will be reset to `10`.
2384 * Sets scrollbar step value used by page up and page down.
2385 * If this is set to a negative number, the value will be reset to `100`.
2387 * Sets size of the thumb on the scrollbar. Size is calculated in the number of
2388 units the thumb spans out of the range of the scrollbar values.
2389 * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
2390 would span a tenth of the scrollbar space.
2391 * If this is set to zero or less, the value will be reset to `1`.
2392 * `arrows=<show/hide/default>`
2393 * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
2394 when the scrollbar gets too small, but shows them otherwise.
2396 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2398 * Show scrollable table using options defined by the previous `tableoptions[]`
2399 * Displays cells as defined by the previous `tablecolumns[]`
2400 * `name`: fieldname sent to server on row select or doubleclick
2401 * `cell 1`...`cell n`: cell contents given in row-major order
2402 * `selected idx`: index of row to be selected within table (first row = `1`)
2403 * See also `minetest.explode_table_event`
2404 (main menu: `core.explode_table_event`).
2406 ### `tableoptions[<opt 1>;<opt 2>;...]`
2408 * Sets options for `table[]`
2410 * default text color (`ColorString`), defaults to `#FFFFFF`
2411 * `background=#RRGGBB`
2412 * table background color (`ColorString`), defaults to `#000000`
2413 * `border=<true/false>`
2414 * should the table be drawn with a border? (default: `true`)
2415 * `highlight=#RRGGBB`
2416 * highlight background color (`ColorString`), defaults to `#466432`
2417 * `highlight_text=#RRGGBB`
2418 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2419 * `opendepth=<value>`
2420 * all subtrees up to `depth < value` are open (default value = `0`)
2421 * only useful when there is a column of type "tree"
2423 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2425 * Sets columns for `table[]`
2426 * Types: `text`, `image`, `color`, `indent`, `tree`
2427 * `text`: show cell contents as text
2428 * `image`: cell contents are an image index, use column options to define
2430 * `color`: cell contents are a ColorString and define color of following
2432 * `indent`: cell contents are a number and define indentation of following
2434 * `tree`: same as indent, but user can open and close subtrees
2438 * for `text` and `image`: content alignment within cells.
2439 Available values: `left` (default), `center`, `right`, `inline`
2441 * for `text` and `image`: minimum width in em (default: `0`)
2442 * for `indent` and `tree`: indent width in em (default: `1.5`)
2443 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2444 Exception: defaults to 0 for indent columns
2445 * `tooltip=<value>`: tooltip text (default: empty)
2446 * `image` column options:
2447 * `0=<value>` sets image for image index 0
2448 * `1=<value>` sets image for image index 1
2449 * `2=<value>` sets image for image index 2
2450 * and so on; defined indices need not be contiguous empty or
2451 non-numeric cells are treated as `0`.
2452 * `color` column options:
2453 * `span=<value>`: number of following columns to affect
2454 (default: infinite).
2456 ### `style[<name>;<prop1>;<prop2>;...]`
2458 * Set the style for the named element `name`.
2459 * Note: this **must** be before the element is defined.
2460 * See [Styling Formspecs].
2463 ### `style_type[<type>;<prop1>;<prop2>;...]`
2465 * Sets the style for all elements of type `type` which appear after this element.
2466 * See [Styling Formspecs].
2468 Migrating to Real Coordinates
2469 -----------------------------
2471 In the old system, positions included padding and spacing. Padding is a gap between
2472 the formspec window edges and content, and spacing is the gaps between items. For
2473 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2474 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2475 in the new coordinate system from scratch.
2477 To recreate an old layout with padding, you'll need to pass the positions and sizes
2478 through the following formula to re-introduce padding:
2481 pos = (oldpos + 1)*spacing + padding
2487 You'll need to change the `size[]` tag like this:
2490 size = (oldsize-1)*spacing + padding*2 + 1
2493 A few elements had random offsets in the old system. Here is a table which shows these
2494 offsets when migrating:
2496 | Element | Position | Size | Notes
2497 |---------|------------|---------|-------
2498 | box | +0.3, +0.1 | 0, -0.4 |
2499 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2500 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2501 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2506 Formspec elements can be themed using the style elements:
2508 style[<name>;<prop1>;<prop2>;...]
2509 style_type[<type>;<prop1>;<prop2>;...]
2513 property_name=property_value
2517 style_type[button;bgcolor=#006699]
2518 style[world_delete;bgcolor=red;textcolor=yellow]
2519 button[4,3.95;2.6,1;world_delete;Delete]
2521 Setting a property to nothing will reset it to the default value. For example:
2523 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2524 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2527 ### Supported Element Types
2529 Some types may inherit styles from parent types.
2532 * button_exit, inherits from button
2539 * pwdfield, inherits from field
2542 * vertlabel, inherits from field
2548 ### Valid Properties
2550 * button, button_exit, image_button, item_image_button
2551 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2552 * bgcolor - color, sets button tint.
2553 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
2554 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
2555 * bgimg - standard background image. Defaults to none.
2556 * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
2557 * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
2558 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
2559 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2560 * textcolor - color, default white.
2562 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2564 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2566 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2568 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2569 * field, pwdfield, textarea
2570 * border - set to false to hide the textbox background and border. Default true.
2571 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2572 * textcolor - color. Default white.
2574 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2575 * image_button (additional properties)
2576 * fgimg - standard image. Defaults to none.
2577 * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
2578 * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
2579 * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
2581 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2582 * textcolor - color. Default white.
2587 Markup language used in `hypertext[]` elements uses tag that look like HTML tags. Some
2588 tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
2589 Tags can have attributes, in that case, attributes are in the opening tag in
2590 form of a key/value separated with equal signs. Attribute values should not be quoted.
2592 These are the technically basic tags but see below for usual tags. Base tags are:
2594 `<style color=... font=... size=...>...</style>`
2596 Changes the style of the text.
2598 * `color`: Text color. Given color is a `colorspec`.
2599 * `size`: Text size.
2600 * `font`: Text font (`mono` or `normal`).
2602 `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
2607 * `background`: Text background, a `colorspec` or `none`.
2608 * `margin`: Page margins in pixel.
2609 * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
2611 Inheriting styles (affects child elements):
2612 * `color`: Default text color. Given color is a `colorspec`.
2613 * `hovercolor`: Color of <action> tags when mouse is over.
2614 * `size`: Default text size.
2615 * `font`: Default text font (`mono` or `normal`).
2616 * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
2618 This tag needs to be placed only once as it changes the global settings of the
2619 text. Anyway, if several tags are placed, each changed will be made in the order
2622 `<tag name=... color=... hovercolor=... font=... size=...>`
2624 Defines or redefines tag style. This can be used to define new tags.
2625 * `name`: Name of the tag to define or change.
2626 * `color`: Text color. Given color is a `colorspec`.
2627 * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
2628 * `size`: Text size.
2629 * `font`: Text font (`mono` or `normal`).
2631 Following tags are the usual tags for text layout. They are defined by default.
2632 Other tags can be added using `<tag ...>` tag.
2634 `<normal>...</normal>`: Normal size text
2636 `<big>...</big>`: Big text
2638 `<bigger>...</bigger>`: Bigger text
2640 `<center>...</center>`: Centered text
2642 `<left>...</left>`: Left-aligned text
2644 `<right>...</right>`: Right-aligned text
2646 `<justify>...</justify>`: Justified text
2648 `<mono>...</mono>`: Monospaced font
2650 `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
2652 `<action name=...>...</action>`
2654 Make that text a clickable text triggering an action.
2656 * `name`: Name of the action (mandatory).
2658 When clicked, the formspec is send to the server. The value of the text field
2659 sent to `on_player_receive_fields` will be "action:" concatenated to the action
2662 `<img name=... float=... width=... height=...>`
2664 Draws an image which is present in the client media cache.
2666 * `name`: Name of the texture (mandatory).
2667 * `float`: If present, makes the image floating (`left` or `right`).
2668 * `width`: Force image width instead of taking texture width.
2669 * `height`: Force image height instead of taking texture height.
2671 If only width or height given, texture aspect is kept.
2673 `<item name=... float=... width=... height=... rotate=...>`
2675 Draws an item image.
2677 * `name`: Item string of the item to draw (mandatory).
2678 * `float`: If present, makes the image floating (`left` or `right`).
2679 * `width`: Item image width.
2680 * `height`: Item image height.
2681 * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
2682 rotation speeds in percent of standard speed (-1000 to 1000). Works only if
2683 `inventory_items_animations` is set to true.
2684 * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
2685 X, Y and Z being angles around each three axes. Works only if
2686 `inventory_items_animations` is set to true.
2694 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2695 * `"current_player"`: Player to whom the menu is shown
2696 * `"player:<name>"`: Any player
2697 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2698 * `"detached:<name>"`: A detached inventory
2700 Player Inventory lists
2701 ----------------------
2703 * `main`: list containing the default inventory
2704 * `craft`: list containing the craft input
2705 * `craftpreview`: list containing the craft prediction
2706 * `craftresult`: list containing the crafted output
2707 * `hand`: list containing an override for the empty hand
2708 * Is not created automatically, use `InvRef:set_size`
2709 * Is only used to enhance the empty hand's tool capabilities
2717 `#RGB` defines a color in hexadecimal format.
2719 `#RGBA` defines a color in hexadecimal format and alpha channel.
2721 `#RRGGBB` defines a color in hexadecimal format.
2723 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2725 Named colors are also supported and are equivalent to
2726 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2727 To specify the value of the alpha channel, append `#AA` to the end of the color
2728 name (e.g. `colorname#08`). For named colors the hexadecimal string
2729 representing the alpha value must (always) be two hexadecimal digits.
2734 A ColorSpec specifies a 32-bit color. It can be written in any of the following
2737 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
2738 * `colorspec = {a=255, r=0, g=255, b=0}`
2739 * numerical form: The raw integer value of an ARGB8 quad:
2740 * `colorspec = 0xFF00FF00`
2741 * string form: A ColorString (defined above):
2742 * `colorspec = "green"`
2750 Most text can contain escape sequences, that can for example color the text.
2751 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2752 The following functions provide escape sequences:
2754 * `minetest.get_color_escape_sequence(color)`:
2755 * `color` is a ColorString
2756 * The escape sequence sets the text color to `color`
2757 * `minetest.colorize(color, message)`:
2759 `minetest.get_color_escape_sequence(color) ..
2761 minetest.get_color_escape_sequence("#ffffff")`
2762 * `minetest.get_background_escape_sequence(color)`
2763 * `color` is a ColorString
2764 * The escape sequence sets the background of the whole text element to
2765 `color`. Only defined for item descriptions and tooltips.
2766 * `minetest.strip_foreground_colors(str)`
2767 * Removes foreground colors added by `get_color_escape_sequence`.
2768 * `minetest.strip_background_colors(str)`
2769 * Removes background colors added by `get_background_escape_sequence`.
2770 * `minetest.strip_colors(str)`
2771 * Removes all color escape sequences.
2778 A spatial vector is similar to a position, but instead using
2779 absolute world coordinates, it uses *relative* coordinates, relative to
2780 no particular point.
2782 Internally, it is implemented as a table with the 3 fields
2783 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
2785 For the following functions, `v`, `v1`, `v2` are vectors,
2786 `p1`, `p2` are positions:
2788 * `vector.new(a[, b, c])`:
2790 * A copy of `a` if `a` is a vector.
2791 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2792 * `vector.direction(p1, p2)`:
2793 * Returns a vector of length 1 with direction `p1` to `p2`.
2794 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2795 * `vector.distance(p1, p2)`:
2796 * Returns zero or a positive number, the distance between `p1` and `p2`.
2797 * `vector.length(v)`:
2798 * Returns zero or a positive number, the length of vector `v`.
2799 * `vector.normalize(v)`:
2800 * Returns a vector of length 1 with direction of vector `v`.
2801 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2802 * `vector.floor(v)`:
2803 * Returns a vector, each dimension rounded down.
2804 * `vector.round(v)`:
2805 * Returns a vector, each dimension rounded to nearest integer.
2806 * `vector.apply(v, func)`:
2807 * Returns a vector where the function `func` has been applied to each
2809 * `vector.equals(v1, v2)`:
2810 * Returns a boolean, `true` if the vectors are identical.
2811 * `vector.sort(v1, v2)`:
2812 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2813 * `vector.angle(v1, v2)`:
2814 * Returns the angle between `v1` and `v2` in radians.
2815 * `vector.dot(v1, v2)`
2816 * Returns the dot product of `v1` and `v2`
2817 * `vector.cross(v1, v2)`
2818 * Returns the cross product of `v1` and `v2`
2820 For the following functions `x` can be either a vector or a number:
2822 * `vector.add(v, x)`:
2824 * If `x` is a vector: Returns the sum of `v` and `x`.
2825 * If `x` is a number: Adds `x` to each component of `v`.
2826 * `vector.subtract(v, x)`:
2828 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
2829 * If `x` is a number: Subtracts `x` from each component of `v`.
2830 * `vector.multiply(v, x)`:
2831 * Returns a scaled vector or Schur product.
2832 * `vector.divide(v, x)`:
2833 * Returns a scaled vector or Schur quotient.
2841 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2842 human-readable, handles reference loops.
2843 * `obj`: arbitrary variable
2844 * `name`: string, default: `"_"`
2845 * `dumped`: table, default: `{}`
2846 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2847 * `obj`: arbitrary variable
2848 * `dumped`: table, default: `{}`
2849 * `math.hypot(x, y)`
2850 * Get the hypotenuse of a triangle with legs x and y.
2851 Useful for distance calculation.
2852 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2853 * Get the sign of a number.
2854 * tolerance: number, default: `0.0`
2855 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2857 * `math.factorial(x)`: returns the factorial of `x`
2858 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2859 * `separator`: string, default: `","`
2860 * `include_empty`: boolean, default: `false`
2861 * `max_splits`: number, if it's negative, splits aren't limited,
2863 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2864 string or a pattern (regex), default: `false`
2865 * e.g. `"a,b":split","` returns `{"a","b"}`
2866 * `string:trim()`: returns the string without whitespace pre- and suffixes
2867 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2868 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2869 * Adds newlines to the string to keep it within the specified character
2871 * Note that the returned lines may be longer than the limit since it only
2872 splits at word borders.
2873 * `limit`: number, maximal amount of characters in one line
2874 * `as_table`: boolean, if set to true, a table of lines instead of a string
2875 is returned, default: `false`
2876 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2877 * `pos`: table {x=X, y=Y, z=Z}
2878 * Converts the position `pos` to a human-readable, printable string
2879 * `decimal_places`: number, if specified, the x, y and z values of
2880 the position are rounded to the given decimal place.
2881 * `minetest.string_to_pos(string)`: returns a position or `nil`
2882 * Same but in reverse.
2883 * If the string can't be parsed to a position, nothing is returned.
2884 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2885 * Converts a string representing an area box into two positions
2886 * `minetest.formspec_escape(string)`: returns a string
2887 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2889 * `minetest.is_yes(arg)`
2890 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2891 * `minetest.is_nan(arg)`
2892 * returns true when the passed number represents NaN.
2893 * `minetest.get_us_time()`
2894 * returns time with microsecond precision. May not return wall time.
2895 * `table.copy(table)`: returns a table
2896 * returns a deep copy of `table`
2897 * `table.indexof(list, val)`: returns the smallest numerical index containing
2898 the value `val` in the table `list`. Non-numerical indices are ignored.
2899 If `val` could not be found, `-1` is returned. `list` must not have
2901 * `table.insert_all(table, other_table)`:
2902 * Appends all values in `other_table` to `table` - uses `#table + 1` to
2904 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2906 * returns the exact position on the surface of a pointed node
2907 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool
2909 Returns a table with the following fields:
2910 * `diggable`: `true` if node can be dug, `false` otherwise.
2911 * `time`: Time it would take to dig the node.
2912 * `wear`: How much wear would be added to the tool.
2913 `time` and `wear` are meaningless if node's not diggable
2915 * `groups`: Table of the node groups of the node that would be dug
2916 * `tool_capabilities`: Tool capabilities table of the tool
2917 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
2918 Simulates an item that punches an object.
2919 Returns a table with the following fields:
2920 * `hp`: How much damage the punch would cause.
2921 * `wear`: How much wear would be added to the tool.
2923 * `groups`: Damage groups of the object
2924 * `tool_capabilities`: Tool capabilities table of the item
2925 * `time_from_last_punch`: time in seconds since last punch action
2933 Texts can be translated client-side with the help of `minetest.translate` and
2936 Translating a string
2937 --------------------
2939 Two functions are provided to translate strings: `minetest.translate` and
2940 `minetest.get_translator`.
2942 * `minetest.get_translator(textdomain)` is a simple wrapper around
2943 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2944 equivalent to `minetest.translate(textdomain, str, ...)`.
2945 It is intended to be used in the following way, so that it avoids verbose
2946 repetitions of `minetest.translate`:
2948 local S = minetest.get_translator(textdomain)
2951 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2953 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2954 the given `textdomain` for disambiguation. The textdomain must match the
2955 textdomain specified in the translation file in order to get the string
2956 translated. This can be used so that a string is translated differently in
2958 It is advised to use the name of the mod as textdomain whenever possible, to
2959 avoid clashes with other mods.
2960 This function must be given a number of arguments equal to the number of
2961 arguments the translated string expects.
2962 Arguments are literal strings -- they will not be translated, so if you want
2963 them to be, they need to come as outputs of `minetest.translate` as well.
2965 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2966 by the translation of "Red". We can do the following:
2968 local S = minetest.get_translator()
2969 S("@1 Wool", S("Red"))
2971 This will be displayed as "Red Wool" on old clients and on clients that do
2972 not have localization enabled. However, if we have for instance a translation
2973 file named `wool.fr.tr` containing the following:
2978 this will be displayed as "Laine Rouge" on clients with a French locale.
2980 Operations on translated strings
2981 --------------------------------
2983 The output of `minetest.translate` is a string, with escape sequences adding
2984 additional information to that string so that it can be translated on the
2985 different clients. In particular, you can't expect operations like string.length
2986 to work on them like you would expect them to, or string.gsub to work in the
2987 expected manner. However, string concatenation will still work as expected
2988 (note that you should only use this for things like formspecs; do not translate
2989 sentences by breaking them into parts; arguments should be used instead), and
2990 operations such as `minetest.colorize` which are also concatenation.
2992 Translation file format
2993 -----------------------
2995 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
2996 it corresponds to. It must be put into the `locale` subdirectory of the mod.
2997 The file should be a text file, with the following format:
2999 * Lines beginning with `# textdomain:` (the space is significant) can be used
3000 to specify the text domain of all following translations in the file.
3001 * All other empty lines or lines beginning with `#` are ignored.
3002 * Other lines should be in the format `original=translated`. Both `original`
3003 and `translated` can contain escape sequences beginning with `@` to insert
3004 arguments, literal `@`, `=` or newline (See [Escapes] below).
3005 There must be no extraneous whitespace around the `=` or at the beginning or
3006 the end of the line.
3011 Strings that need to be translated can contain several escapes, preceded by `@`.
3013 * `@@` acts as a literal `@`.
3014 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
3015 string that will be inlined when translated. Due to how translations are
3016 implemented, the original translation string **must** have its arguments in
3017 increasing order, without gaps or repetitions, starting from 1.
3018 * `@=` acts as a literal `=`. It is not required in strings given to
3019 `minetest.translate`, but is in translation files to avoid being confused
3020 with the `=` separating the original from the translation.
3021 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
3022 As with `@=`, this escape is not required in strings given to
3023 `minetest.translate`, but is in translation files.
3024 * `@n` acts as a literal newline as well.
3032 Perlin noise creates a continuously-varying value depending on the input values.
3033 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
3034 The result is used during map generation to create the terrain shape, vary heat
3035 and humidity to distribute biomes, vary the density of decorations or vary the
3038 Structure of perlin noise
3039 -------------------------
3041 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
3042 The smooth wavy noise it generates has a single characteristic scale, almost
3043 like a 'wavelength', so on its own does not create fine detail.
3044 Due to this perlin noise combines several octaves to create variation on
3045 multiple scales. Each additional octave has a smaller 'wavelength' than the
3048 This combination results in noise varying very roughly between -2.0 and 2.0 and
3049 with an average value of 0.0, so `scale` and `offset` are then used to multiply
3050 and offset the noise variation.
3052 The final perlin noise variation is created as follows:
3054 noise = offset + scale * (octave1 +
3055 octave2 * persistence +
3056 octave3 * persistence ^ 2 +
3057 octave4 * persistence ^ 3 +
3063 Noise Parameters are commonly called `NoiseParams`.
3067 After the multiplication by `scale` this is added to the result and is the final
3068 step in creating the noise value.
3069 Can be positive or negative.
3073 Once all octaves have been combined, the result is multiplied by this.
3074 Can be positive or negative.
3078 For octave1, this is roughly the change of input value needed for a very large
3079 variation in the noise value generated by octave1. It is almost like a
3080 'wavelength' for the wavy noise variation.
3081 Each additional octave has a 'wavelength' that is smaller than the previous
3082 octave, to create finer detail. `spread` will therefore roughly be the typical
3083 size of the largest structures in the final noise variation.
3085 `spread` is a vector with values for x, y, z to allow the noise variation to be
3086 stretched or compressed in the desired axes.
3087 Values are positive numbers.
3091 This is a whole number that determines the entire pattern of the noise
3092 variation. Altering it enables different noise patterns to be created.
3093 With other parameters equal, different seeds produce different noise patterns
3094 and identical seeds produce identical noise patterns.
3096 For this parameter you can randomly choose any whole number. Usually it is
3097 preferable for this to be different from other seeds, but sometimes it is useful
3098 to be able to create identical noise patterns.
3100 When used in mapgen this is actually a 'seed offset', it is added to the
3101 'world seed' to create the seed used by the noise, to ensure the noise has a
3102 different pattern in different worlds.
3106 The number of simple noise generators that are combined.
3107 A whole number, 1 or more.
3108 Each additional octave adds finer detail to the noise but also increases the
3109 noise calculation load.
3110 3 is a typical minimum for a high quality, complex and natural-looking noise
3111 variation. 1 octave has a slight 'gridlike' appearence.
3113 Choose the number of octaves according to the `spread` and `lacunarity`, and the
3114 size of the finest detail you require. For example:
3115 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
3116 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
3117 512, 256, 128, 64, 32, 16 nodes.
3118 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
3122 Each additional octave has an amplitude that is the amplitude of the previous
3123 octave multiplied by `persistence`, to reduce the amplitude of finer details,
3124 as is often helpful and natural to do so.
3125 Since this controls the balance of fine detail to large-scale detail
3126 `persistence` can be thought of as the 'roughness' of the noise.
3128 A positive or negative non-zero number, often between 0.3 and 1.0.
3129 A common medium value is 0.5, such that each octave has half the amplitude of
3130 the previous octave.
3131 This may need to be tuned when altering `lacunarity`; when doing so consider
3132 that a common medium value is 1 / lacunarity.
3136 Each additional octave has a 'wavelength' that is the 'wavelength' of the
3137 previous octave multiplied by 1 / lacunarity, to create finer detail.
3138 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
3140 A positive number no smaller than 1.0.
3141 Values below 2.0 create higher quality noise at the expense of requiring more
3142 octaves to cover a paticular range of 'wavelengths'.
3146 Leave this field unset for no special handling.
3147 Currently supported are `defaults`, `eased` and `absvalue`:
3151 Specify this if you would like to keep auto-selection of eased/not-eased while
3152 specifying some other flags.
3156 Maps noise gradient values onto a quintic S-curve before performing
3157 interpolation. This results in smooth, rolling noise.
3158 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3160 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3162 Easing a 3D noise significantly increases the noise calculation load, so use
3167 The absolute value of each octave's noise variation is used when combining the
3168 octaves. The final perlin noise variation is created as follows:
3170 noise = offset + scale * (abs(octave1) +
3171 abs(octave2) * persistence +
3172 abs(octave3) * persistence ^ 2 +
3173 abs(octave4) * persistence ^ 3 +
3178 For 2D or 3D perlin noise or perlin noise maps:
3183 spread = {x = 500, y = 500, z = 500},
3188 flags = "defaults, absvalue",
3191 For 2D noise the Z component of `spread` is still defined but is ignored.
3192 A single noise parameter table can be used for 2D or 3D noise.
3203 These tell in what manner the ore is generated.
3205 All default ores are of the uniformly-distributed scatter type.
3209 Randomly chooses a location and generates a cluster of ore.
3211 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3212 at that point is greater than the `noise_threshold`, giving the ability to
3213 create a non-equal distribution of ore.
3217 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3218 described by `noise_params` and `noise_threshold`. This is essentially an
3219 improved version of the so-called "stratus" ore seen in some unofficial mods.
3221 This sheet consists of vertical columns of uniform randomly distributed height,
3222 varying between the inclusive range `column_height_min` and `column_height_max`.
3223 If `column_height_min` is not specified, this parameter defaults to 1.
3224 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3225 for reverse compatibility. New code should prefer `column_height_max`.
3227 The `column_midpoint_factor` parameter controls the position of the column at
3228 which ore emanates from.
3229 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3230 equally starting from each direction.
3231 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3232 this parameter is not specified, the default is 0.5.
3234 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3239 Creates a sheet of ore in a cloud-like puff shape.
3241 As with the `sheet` ore type, the size and shape of puffs are described by
3242 `noise_params` and `noise_threshold` and are placed at random vertical
3243 positions within the currently generated chunk.
3245 The vertical top and bottom displacement of each puff are determined by the
3246 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3250 Creates a deformed sphere of ore according to 3d perlin noise described by
3251 `noise_params`. The maximum size of the blob is `clust_size`, and
3252 `clust_scarcity` has the same meaning as with the `scatter` type.
3256 Creates veins of ore varying in density by according to the intersection of two
3257 instances of 3d perlin noise with different seeds, both described by
3260 `random_factor` varies the influence random chance has on placement of an ore
3261 inside the vein, which is `1` by default. Note that modifying this parameter
3262 may require adjusting `noise_threshold`.
3264 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
3267 This ore type is difficult to control since it is sensitive to small changes.
3268 The following is a decent set of parameters to work from:
3273 spread = {x=200, y=200, z=200},
3280 noise_threshold = 1.6
3282 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
3283 computationally expensive than any other ore.
3287 Creates a single undulating ore stratum that is continuous across mapchunk
3288 borders and horizontally spans the world.
3290 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
3291 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
3292 defines the stratum's vertical thickness (in units of nodes). Due to being
3293 continuous across mapchunk borders the stratum's vertical thickness is
3296 If the noise parameter `noise_params` is omitted the ore will occur from y_min
3297 to y_max in a simple horizontal stratum.
3299 A parameter `stratum_thickness` can be provided instead of the noise parameter
3300 `np_stratum_thickness`, to create a constant thickness.
3302 Leaving out one or both noise parameters makes the ore generation less
3303 intensive, useful when adding multiple strata.
3305 `y_min` and `y_max` define the limits of the ore generation and for performance
3306 reasons should be set as close together as possible but without clipping the
3307 stratum's Y variation.
3309 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
3310 solid-ore stratum would require a `clust_scarcity` of 1.
3312 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
3313 `random_factor` are ignored by this ore type.
3318 See section [Flag Specifier Format].
3320 Currently supported flags:
3321 `puff_cliffs`, `puff_additive_composition`.
3325 If set, puff ore generation will not taper down large differences in
3326 displacement when approaching the edge of a puff. This flag has no effect for
3327 ore types other than `puff`.
3329 ### `puff_additive_composition`
3331 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
3332 in a negative displacement, the sub-column at that point is not generated. With
3333 this attribute set, puff ore generation will instead generate the absolute
3334 difference in noise displacement values. This flag has no effect for ore types
3343 The varying types of decorations that can be placed.
3348 Creates a 1 times `H` times 1 column of a specified node (or a random node from
3349 a list, if a decoration list is specified). Can specify a certain node it must
3350 spawn next to, such as water or lava, for example. Can also generate a
3351 decoration of random height between a specified lower and upper bound.
3352 This type of decoration is intended for placement of grass, flowers, cacti,
3353 papyri, waterlilies and so on.
3358 Copies a box of `MapNodes` from a specified schematic file (or raw description).
3359 Can specify a probability of a node randomly appearing when placed.
3360 This decoration type is intended to be used for multi-node sized discrete
3361 structures, such as trees, cave spikes, rocks, and so on.
3370 --------------------
3372 A schematic specifier identifies a schematic by either a filename to a
3373 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
3374 in the form of a table. This table specifies the following fields:
3376 * The `size` field is a 3D vector containing the dimensions of the provided
3377 schematic. (required field)
3378 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
3379 sets the probability of a particular horizontal slice of the schematic being
3380 placed. (optional field)
3381 `ypos` = 0 for the lowest horizontal slice of a schematic.
3382 The default of `prob` is 255.
3383 * The `data` field is a flat table of MapNode tables making up the schematic,
3384 in the order of `[z [y [x]]]`. (required field)
3385 Each MapNode table contains:
3386 * `name`: the name of the map node to place (required)
3387 * `prob` (alias `param1`): the probability of this node being placed
3389 * `param2`: the raw param2 value of the node being placed onto the map
3391 * `force_place`: boolean representing if the node should forcibly overwrite
3392 any previous contents (default: false)
3394 About probability values:
3396 * A probability value of `0` or `1` means that node will never appear
3398 * A probability value of `254` or `255` means the node will always appear
3400 * If the probability value `p` is greater than `1`, then there is a
3401 `(p / 256 * 100)` percent chance that node will appear when the schematic is
3404 Schematic attributes
3405 --------------------
3407 See section [Flag Specifier Format].
3409 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
3412 * `place_center_x`: Placement of this decoration is centered along the X axis.
3413 * `place_center_y`: Placement of this decoration is centered along the Y axis.
3414 * `place_center_z`: Placement of this decoration is centered along the Z axis.
3415 * `force_placement`: Schematic nodes other than "ignore" will replace existing
3421 Lua Voxel Manipulator
3422 =====================
3427 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
3428 facility. The purpose of this object is for fast, low-level, bulk access to
3429 reading and writing Map content. As such, setting map nodes through VoxelManip
3430 will lack many of the higher level features and concepts you may be used to
3431 with other methods of setting nodes. For example, nodes will not have their
3432 construction and destruction callbacks run, and no rollback information is
3435 It is important to note that VoxelManip is designed for speed, and *not* ease
3436 of use or flexibility. If your mod requires a map manipulation facility that
3437 will handle 100% of all edge cases, or the use of high level node placement
3438 features, perhaps `minetest.set_node()` is better suited for the job.
3440 In addition, VoxelManip might not be faster, or could even be slower, for your
3441 specific use case. VoxelManip is most effective when setting large areas of map
3442 at once - for example, if only setting a 3x3x3 node area, a
3443 `minetest.set_node()` loop may be more optimal. Always profile code using both
3444 methods of map manipulation to determine which is most appropriate for your
3447 A recent simple test of setting cubic areas showed that `minetest.set_node()`
3448 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
3453 A VoxelManip object can be created any time using either:
3454 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3456 If the optional position parameters are present for either of these routines,
3457 the specified region will be pre-loaded into the VoxelManip object on creation.
3458 Otherwise, the area of map you wish to manipulate must first be loaded into the
3459 VoxelManip object using `VoxelManip:read_from_map()`.
3461 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
3462 formed by these positions indicate the minimum and maximum (respectively)
3463 positions of the area actually loaded in the VoxelManip, which may be larger
3464 than the area requested. For convenience, the loaded area coordinates can also
3465 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3467 Now that the VoxelManip object is populated with map data, your mod can fetch a
3468 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
3469 which retrieves an individual node in a MapNode formatted table at the position
3470 requested is the simplest method to use, but also the slowest.
3472 Nodes in a VoxelManip object may also be read in bulk to a flat array table
3475 * `VoxelManip:get_data()` for node content (in Content ID form, see section
3477 * `VoxelManip:get_light_data()` for node light levels, and
3478 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3480 See section [Flat array format] for more details.
3482 It is very important to understand that the tables returned by any of the above
3483 three functions represent a snapshot of the VoxelManip's internal state at the
3484 time of the call. This copy of the data will not magically update itself if
3485 another function modifies the internal VoxelManip state.
3486 Any functions that modify a VoxelManip's contents work on the VoxelManip's
3487 internal state unless otherwise explicitly stated.
3489 Once the bulk data has been edited to your liking, the internal VoxelManip
3490 state can be set using:
3492 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3494 * `VoxelManip:set_light_data()` for node light levels, and
3495 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3497 The parameter to each of the above three functions can use any table at all in
3498 the same flat array format as produced by `get_data()` etc. and is not required
3499 to be a table retrieved from `get_data()`.
3501 Once the internal VoxelManip state has been modified to your liking, the
3502 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
3504 ### Flat array format
3507 `Nx = p2.X - p1.X + 1`,
3508 `Ny = p2.Y - p1.Y + 1`, and
3509 `Nz = p2.Z - p1.Z + 1`.
3511 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
3512 including the value of the expression `Nx * Ny * Nz`.
3514 Positions offset from p1 are present in the array with the format of:
3517 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3518 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3520 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3521 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3523 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3525 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3528 and the array index for a position p contained completely in p1..p2 is:
3530 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3532 Note that this is the same "flat 3D array" format as
3533 `PerlinNoiseMap:get3dMap_flat()`.
3534 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3535 of the index for a single point in a flat VoxelManip array.
3539 A Content ID is a unique integer identifier for a specific node type.
3540 These IDs are used by VoxelManip in place of the node name string for
3541 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3542 `minetest.get_content_id()` to look up the Content ID for the specified node
3543 name, and `minetest.get_name_from_content_id()` to look up the node name string
3544 for a given Content ID.
3545 After registration of a node, its Content ID will remain the same throughout
3546 execution of the mod.
3547 Note that the node being queried needs to have already been been registered.
3549 The following builtin node types have their Content IDs defined as constants:
3551 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3552 * `minetest.CONTENT_AIR`: ID for "air" nodes
3553 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3555 ### Mapgen VoxelManip objects
3557 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3558 VoxelManip object used by the core's Map Generator (commonly abbreviated
3559 Mapgen). Most of the rules previously described still apply but with a few
3562 * The Mapgen VoxelManip object is retrieved using:
3563 `minetest.get_mapgen_object("voxelmanip")`
3564 * This VoxelManip object already has the region of map just generated loaded
3565 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3566 a Mapgen VoxelManip.
3567 * The `on_generated()` callbacks of some mods may place individual nodes in the
3568 generated area using non-VoxelManip map modification methods. Because the
3569 same Mapgen VoxelManip object is passed through each `on_generated()`
3570 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3571 consistency with the current map state. For this reason, calling any of the
3572 following functions:
3573 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3574 will also update the Mapgen VoxelManip object's internal state active on the
3576 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3577 necessary to update lighting information using either:
3578 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3580 ### Other API functions operating on a VoxelManip
3582 If any VoxelManip contents were set to a liquid node,
3583 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3584 flowing. It is recommended to call this function only after having written all
3585 buffered data back to the VoxelManip object, save for special situations where
3586 the modder desires to only have certain liquid nodes begin flowing.
3588 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3589 will generate all registered decorations and ores throughout the full area
3590 inside of the specified VoxelManip object.
3592 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3593 `minetest.place_schematic()`, except instead of placing the specified schematic
3594 directly on the map at the specified position, it will place the schematic
3595 inside the VoxelManip.
3599 * Attempting to read data from a VoxelManip object before map is read will
3600 result in a zero-length array table for `VoxelManip:get_data()`, and an
3601 "ignore" node at any position for `VoxelManip:get_node_at()`.
3602 * If either a region of map has not yet been generated or is out-of-bounds of
3603 the map, that region is filled with "ignore" nodes.
3604 * Other mods, or the core itself, could possibly modify the area of map
3605 currently loaded into a VoxelManip object. With the exception of Mapgen
3606 VoxelManips (see above section), the internal buffers are not updated. For
3607 this reason, it is strongly encouraged to complete the usage of a particular
3608 VoxelManip object in the same callback it had been created.
3609 * If a VoxelManip object will be used often, such as in an `on_generated()`
3610 callback, consider passing a file-scoped table as the optional parameter to
3611 `VoxelManip:get_data()`, which serves as a static buffer the function can use
3612 to write map data to instead of returning a new table each call. This greatly
3613 enhances performance by avoiding unnecessary memory allocations.
3618 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
3619 containing the region formed by `p1` and `p2`.
3620 * returns actual emerged `pmin`, actual emerged `pmax`
3621 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
3623 * **important**: data must be set using `VoxelManip:set_data()` before
3625 * if `light` is true, then lighting is automatically recalculated.
3626 The default value is true.
3627 If `light` is false, no light calculations happen, and you should correct
3628 all modified blocks with `minetest.fix_light()` as soon as possible.
3629 Keep in mind that modifying the map where light is incorrect can cause
3631 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3632 the `VoxelManip` at that position
3633 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
3635 * `get_data([buffer])`: Retrieves the node content data loaded into the
3636 `VoxelManip` object.
3637 * returns raw node data in the form of an array of node content IDs
3638 * if the param `buffer` is present, this table will be used to store the
3640 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3641 * `update_map()`: Does nothing, kept for compatibility.
3642 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
3644 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3645 * To be used only by a `VoxelManip` object from
3646 `minetest.get_mapgen_object`.
3647 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3649 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3650 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3652 * Each value is the bitwise combination of day and night light values
3654 * `light = day + (night * 16)`
3655 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3656 in the `VoxelManip`.
3657 * expects lighting data in the same format that `get_light_data()` returns
3658 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
3659 `VoxelManip` object.
3660 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3662 * If the param `buffer` is present, this table will be used to store the
3664 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
3666 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
3668 * To be used only by a `VoxelManip` object from
3669 `minetest.get_mapgen_object`.
3670 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3671 area if left out or nil. For almost all uses these should be left out
3672 or nil to use the default.
3673 * `propagate_shadow` is an optional boolean deciding whether shadows in a
3674 generated mapchunk above are propagated down into the mapchunk, defaults
3675 to `true` if left out.
3676 * `update_liquids()`: Update liquid flow
3677 * `was_modified()`: Returns `true` or `false` if the data in the voxel
3678 manipulator had been modified since the last read from map, due to a call to
3679 `minetest.set_data()` on the loaded area elsewhere.
3680 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3685 A helper class for voxel areas.
3686 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3687 The coordinates are *inclusive*, like most other things in Minetest.
3691 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3692 `MinEdge` and `MaxEdge`.
3693 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
3695 * `index(x, y, z)`: returns the index of an absolute position in a flat array
3697 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
3698 * The position (x, y, z) is not checked for being inside the area volume,
3699 being outside can cause an incorrect index result.
3700 * Useful for things like `VoxelManip`, raw Schematic specifiers,
3701 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
3702 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
3703 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
3704 is not checked for being inside the area volume.
3705 * `position(i)`: returns the absolute position vector corresponding to index
3707 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
3708 `MinEdge` and `MaxEdge`.
3709 * `containsp(p)`: same as above, except takes a vector
3710 * `containsi(i)`: same as above, except takes an index `i`
3711 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
3713 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
3715 * `iterp(minp, maxp)`: same as above, except takes a vector
3723 A mapgen object is a construct used in map generation. Mapgen objects can be
3724 used by an `on_generate` callback to speed up operations by avoiding
3725 unnecessary recalculations, these can be retrieved using the
3726 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
3727 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
3728 callback, `nil` is returned.
3730 The following Mapgen objects are currently available:
3734 This returns three values; the `VoxelManip` object to be used, minimum and
3735 maximum emerged position, in that order. All mapgens support this object.
3739 Returns an array containing the y coordinates of the ground levels of nodes in
3740 the most recently generated chunk by the current mapgen.
3744 Returns an array containing the biome IDs of nodes in the most recently
3745 generated chunk by the current mapgen.
3749 Returns an array containing the temperature values of nodes in the most
3750 recently generated chunk by the current mapgen.
3754 Returns an array containing the humidity values of nodes in the most recently
3755 generated chunk by the current mapgen.
3759 Returns a table mapping requested generation notification types to arrays of
3760 positions at which the corresponding generated structures are located within
3761 the current chunk. To set the capture of positions of interest to be recorded
3762 on generate, use `minetest.set_gen_notify()`.
3763 For decorations, the returned positions are the ground surface 'place_on'
3764 nodes, not the decorations themselves. A 'simple' type decoration is often 1
3765 node above the returned position and possibly displaced by 'place_offset_y'.
3767 Possible fields of the table returned are:
3773 * `large_cave_begin`
3777 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3778 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
3786 Functions receive a "luaentity" as `self`:
3788 * It has the member `.name`, which is the registered name `("mod:thing")`
3789 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3790 * The original prototype stuff is visible directly via a metatable
3794 * `on_activate(self, staticdata, dtime_s)`
3795 * Called when the object is instantiated.
3796 * `dtime_s` is the time passed since the object was unloaded, which can be
3797 used for updating the entity state.
3798 * `on_step(self, dtime)`
3799 * Called on every server tick, after movement and collision processing.
3800 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3802 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
3803 * Called when somebody punches the object.
3804 * Note that you probably want to handle most punches using the automatic
3806 * `puncher`: an `ObjectRef` (can be `nil`)
3807 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3809 * `tool_capabilities`: capability table of used tool (can be `nil`)
3810 * `dir`: unit vector of direction of punch. Always defined. Points from the
3811 puncher to the punched.
3812 * `damage`: damage that will be done to entity.
3813 * `on_death(self, killer)`
3814 * Called when the object dies.
3815 * `killer`: an `ObjectRef` (can be `nil`)
3816 * `on_rightclick(self, clicker)`
3817 * `on_attach_child(self, child)`
3818 * `child`: an `ObjectRef` of the child that attaches
3819 * `on_detach_child(self, child)`
3820 * `child`: an `ObjectRef` of the child that detaches
3821 * `on_detach(self, parent)`
3822 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
3823 * This happens before the parent object is removed from the world
3824 * `get_staticdata(self)`
3825 * Should return a string that will be passed to `on_activate` when the
3826 object is instantiated the next time.
3838 axiom, --string initial tree axiom
3839 rules_a, --string rules set A
3840 rules_b, --string rules set B
3841 rules_c, --string rules set C
3842 rules_d, --string rules set D
3843 trunk, --string trunk node name
3844 leaves, --string leaves node name
3845 leaves2, --string secondary leaves node name
3846 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3847 angle, --num angle in deg
3848 iterations, --num max # of iterations, usually 2 -5
3849 random_level, --num factor to lower nr of iterations, usually 0 - 3
3850 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3851 -- 2x2 nodes or 3x3 in cross shape
3852 thin_branches, --boolean true -> use thin (1 node) branches
3853 fruit, --string fruit node name
3854 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3855 seed, --num random seed, if no seed is provided, the engine
3859 Key for special L-System symbols used in axioms
3860 -----------------------------------------------
3862 * `G`: move forward one unit with the pen up
3863 * `F`: move forward one unit with the pen down drawing trunks and branches
3864 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3865 * `T`: move forward one unit with the pen down drawing trunks only
3866 * `R`: move forward one unit with the pen down placing fruit
3867 * `A`: replace with rules set A
3868 * `B`: replace with rules set B
3869 * `C`: replace with rules set C
3870 * `D`: replace with rules set D
3871 * `a`: replace with rules set A, chance 90%
3872 * `b`: replace with rules set B, chance 80%
3873 * `c`: replace with rules set C, chance 70%
3874 * `d`: replace with rules set D, chance 60%
3875 * `+`: yaw the turtle right by `angle` parameter
3876 * `-`: yaw the turtle left by `angle` parameter
3877 * `&`: pitch the turtle down by `angle` parameter
3878 * `^`: pitch the turtle up by `angle` parameter
3879 * `/`: roll the turtle to the right by `angle` parameter
3880 * `*`: roll the turtle to the left by `angle` parameter
3881 * `[`: save in stack current state info
3882 * `]`: recover from stack state info
3887 Spawn a small apple tree:
3889 pos = {x=230,y=20,z=4}
3892 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3893 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3894 trunk="default:tree",
3895 leaves="default:leaves",
3899 trunk_type="single",
3902 fruit="default:apple"
3904 minetest.spawn_tree(pos,apple_tree)
3909 'minetest' namespace reference
3910 ==============================
3915 * `minetest.get_current_modname()`: returns the currently loading mod's name,
3917 * `minetest.get_modpath(modname)`: returns e.g.
3918 `"/home/user/.minetest/usermods/modname"`.
3919 * Useful for loading additional `.lua` modules or static data from mod
3920 * `minetest.get_modnames()`: returns a list of installed mods
3921 * Return a list of installed mods, sorted alphabetically
3922 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
3923 * Useful for storing custom data
3924 * `minetest.is_singleplayer()`
3925 * `minetest.features`: Table containing API feature flags
3928 glasslike_framed = true, -- 0.4.7
3929 nodebox_as_selectionbox = true, -- 0.4.7
3930 get_all_craft_recipes_works = true, -- 0.4.7
3931 -- The transparency channel of textures can optionally be used on
3933 use_texture_alpha = true,
3934 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
3935 no_legacy_abms = true,
3936 -- Texture grouping is possible using parentheses (0.4.11)
3937 texture_names_parens = true,
3938 -- Unique Area ID for AreaStore:insert_area (0.4.14)
3939 area_store_custom_ids = true,
3940 -- add_entity supports passing initial staticdata to on_activate
3942 add_entity_with_staticdata = true,
3943 -- Chat messages are no longer predicted (0.4.16)
3944 no_chat_message_prediction = true,
3945 -- The transparency channel of textures can optionally be used on
3946 -- objects (ie: players and lua entities) (5.0.0)
3947 object_use_texture_alpha = true,
3948 -- Object selectionbox is settable independently from collisionbox
3950 object_independent_selectionbox = true,
3951 -- Specifies whether binary data can be uploaded or downloaded using
3952 -- the HTTP API (5.1.0)
3953 httpfetch_binary_data = true,
3954 -- Whether formspec_version[<version>] may be used (5.1.0)
3955 formspec_version_element = true,
3956 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
3957 area_store_persistent_ids = true,
3960 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
3961 * `arg`: string or table in format `{foo=true, bar=true}`
3962 * `missing_features`: `{foo=true, bar=true}`
3963 * `minetest.get_player_information(player_name)`: Table containing information
3964 about a player. Example return value:
3967 address = "127.0.0.1", -- IP address of client
3968 ip_version = 4, -- IPv4 / IPv6
3969 min_rtt = 0.01, -- minimum round trip time
3970 max_rtt = 0.2, -- maximum round trip time
3971 avg_rtt = 0.02, -- average round trip time
3972 min_jitter = 0.01, -- minimum packet time jitter
3973 max_jitter = 0.5, -- maximum packet time jitter
3974 avg_jitter = 0.03, -- average packet time jitter
3975 connection_uptime = 200, -- seconds since client connected
3976 protocol_version = 32, -- protocol version used by client
3977 formspec_version = 2, -- supported formspec version
3978 -- following information is available on debug build only!!!
3979 -- DO NOT USE IN MODS
3980 --ser_vers = 26, -- serialization version used by client
3981 --major = 0, -- major version number
3982 --minor = 4, -- minor version number
3983 --patch = 10, -- patch version number
3984 --vers_string = "0.4.9-git", -- full version string
3985 --state = "Active" -- current client state
3988 * `minetest.mkdir(path)`: returns success.
3989 * Creates a directory specified by `path`, creating parent directories
3990 if they don't exist.
3991 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
3993 * nil: return all entries,
3994 * true: return only subdirectory names, or
3995 * false: return only file names.
3996 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
3997 * Replaces contents of file at path with new contents in a safe (atomic)
3998 way. Use this instead of below code when writing e.g. database files:
3999 `local f = io.open(path, "wb"); f:write(content); f:close()`
4000 * `minetest.get_version()`: returns a table containing components of the
4001 engine version. Components:
4002 * `project`: Name of the project, eg, "Minetest"
4003 * `string`: Simple version, eg, "1.2.3-dev"
4004 * `hash`: Full git version (only set if available),
4005 eg, "1.2.3-dev-01234567-dirty".
4006 Use this for informational purposes only. The information in the returned
4007 table does not represent the capabilities of the engine, nor is it
4008 reliable or verifiable. Compatible forks will have a different name and
4009 version entirely. To check for the presence of engine features, test
4010 whether the functions exported by the wanted features exist. For example:
4011 `if minetest.check_for_falling then ... end`.
4012 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
4013 * `data`: string of data to hash
4014 * `raw`: return raw bytes instead of hex digits, default: false
4019 * `minetest.debug(...)`
4020 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
4021 * `minetest.log([level,] text)`
4022 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
4023 `"info"`, or `"verbose"`. Default is `"none"`.
4025 Registration functions
4026 ----------------------
4028 Call these functions only at load time!
4032 * `minetest.register_node(name, node definition)`
4033 * `minetest.register_craftitem(name, item definition)`
4034 * `minetest.register_tool(name, item definition)`
4035 * `minetest.override_item(name, redefinition)`
4036 * Overrides fields of an item registered with register_node/tool/craftitem.
4037 * Note: Item must already be defined, (opt)depend on the mod defining it.
4038 * Example: `minetest.override_item("default:mese",
4039 {light_source=minetest.LIGHT_MAX})`
4040 * `minetest.unregister_item(name)`
4041 * Unregisters the item from the engine, and deletes the entry with key
4042 `name` from `minetest.registered_items` and from the associated item table
4043 according to its nature: `minetest.registered_nodes`, etc.
4044 * `minetest.register_entity(name, entity definition)`
4045 * `minetest.register_abm(abm definition)`
4046 * `minetest.register_lbm(lbm definition)`
4047 * `minetest.register_alias(alias, original_name)`
4048 * Also use this to set the 'mapgen aliases' needed in a game for the core
4049 mapgens. See [Mapgen aliases] section above.
4050 * `minetest.register_alias_force(alias, original_name)`
4051 * `minetest.register_ore(ore definition)`
4052 * Returns an integer object handle uniquely identifying the registered
4054 * The order of ore registrations determines the order of ore generation.
4055 * `minetest.register_biome(biome definition)`
4056 * Returns an integer object handle uniquely identifying the registered
4057 biome on success. To get the biome ID, use `minetest.get_biome_id`.
4058 * `minetest.unregister_biome(name)`
4059 * Unregisters the biome from the engine, and deletes the entry with key
4060 `name` from `minetest.registered_biomes`.
4061 * `minetest.register_decoration(decoration definition)`
4062 * Returns an integer object handle uniquely identifying the registered
4063 decoration on success. To get the decoration ID, use
4064 `minetest.get_decoration_id`.
4065 * The order of decoration registrations determines the order of decoration
4067 * `minetest.register_schematic(schematic definition)`
4068 * Returns an integer object handle uniquely identifying the registered
4069 schematic on success.
4070 * If the schematic is loaded from a file, the `name` field is set to the
4072 * If the function is called when loading the mod, and `name` is a relative
4073 path, then the current mod path will be prepended to the schematic
4075 * `minetest.clear_registered_ores()`
4076 * Clears all ores currently registered.
4077 * `minetest.clear_registered_biomes()`
4078 * Clears all biomes currently registered.
4079 * `minetest.clear_registered_decorations()`
4080 * Clears all decorations currently registered.
4081 * `minetest.clear_registered_schematics()`
4082 * Clears all schematics currently registered.
4086 * `minetest.register_craft(recipe)`
4087 * Check recipe table syntax for different types below.
4088 * `minetest.clear_craft(recipe)`
4089 * Will erase existing craft based either on output item or on input recipe.
4090 * Specify either output or input only. If you specify both, input will be
4091 ignored. For input use the same recipe table syntax as for
4092 `minetest.register_craft(recipe)`. For output specify only the item,
4094 * Returns false if no erase candidate could be found, otherwise returns true.
4095 * **Warning**! The type field ("shaped", "cooking" or any other) will be
4096 ignored if the recipe contains output. Erasing is then done independently
4097 from the crafting method.
4098 * `minetest.register_chatcommand(cmd, chatcommand definition)`
4099 * `minetest.override_chatcommand(name, redefinition)`
4100 * Overrides fields of a chatcommand registered with `register_chatcommand`.
4101 * `minetest.unregister_chatcommand(name)`
4102 * Unregisters a chatcommands registered with `register_chatcommand`.
4103 * `minetest.register_privilege(name, definition)`
4104 * `definition` can be a description or a definition table (see [Privilege
4106 * If it is a description, the priv will be granted to singleplayer and admin
4108 * To allow players with `basic_privs` to grant, see the `basic_privs`
4109 minetest.conf setting.
4110 * `minetest.register_authentication_handler(authentication handler definition)`
4111 * Registers an auth handler that overrides the builtin one.
4112 * This function can be called by a single mod once only.
4114 Global callback registration functions
4115 --------------------------------------
4117 Call these functions only at load time!
4119 * `minetest.register_globalstep(function(dtime))`
4120 * Called every server step, usually interval of 0.1s
4121 * `minetest.register_on_mods_loaded(function())`
4122 * Called after mods have finished loading and before the media is cached or the
4124 * `minetest.register_on_shutdown(function())`
4125 * Called before server shutdown
4126 * **Warning**: If the server terminates abnormally (i.e. crashes), the
4127 registered callbacks **will likely not be run**. Data should be saved at
4128 semi-frequent intervals as well as on server shutdown.
4129 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
4130 * Called when a node has been placed
4131 * If return `true` no item is taken from `itemstack`
4132 * `placer` may be any valid ObjectRef or nil.
4133 * **Not recommended**; use `on_construct` or `after_place_node` in node
4134 definition whenever possible.
4135 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
4136 * Called when a node has been dug.
4137 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
4138 definition whenever possible.
4139 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
4140 * Called when a node is punched
4141 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
4142 * Called after generating a piece of world. Modifying nodes inside the area
4143 is a bit faster than usually.
4144 * `minetest.register_on_newplayer(function(ObjectRef))`
4145 * Called after a new player has been created
4146 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
4147 * Called when a player is punched
4148 * Note: This callback is invoked even if the punched player is dead.
4149 * `player`: ObjectRef - Player that was punched
4150 * `hitter`: ObjectRef - Player that hit
4151 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4153 * `tool_capabilities`: Capability table of used tool (can be nil)
4154 * `dir`: Unit vector of direction of punch. Always defined. Points from
4155 the puncher to the punched.
4156 * `damage`: Number that represents the damage calculated by the engine
4157 * should return `true` to prevent the default damage mechanism
4158 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
4159 * Called when the player gets damaged or healed
4160 * `player`: ObjectRef of the player
4161 * `hp_change`: the amount of change. Negative when it is damage.
4162 * `reason`: a PlayerHPChangeReason table.
4163 * The `type` field will have one of the following values:
4164 * `set_hp`: A mod or the engine called `set_hp` without
4165 giving a type - use this for custom damage types.
4166 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
4168 * `node_damage`: `damage_per_second` from a neighbouring node.
4169 `reason.node` will hold the node name or nil.
4172 * Any of the above types may have additional fields from mods.
4173 * `reason.from` will be `mod` or `engine`.
4174 * `modifier`: when true, the function should return the actual `hp_change`.
4175 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
4176 Modifiers can return true as a second argument to stop the execution of further functions.
4177 Non-modifiers receive the final HP change calculated by the modifiers.
4178 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
4179 * Called when a player dies
4180 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
4181 * `minetest.register_on_respawnplayer(function(ObjectRef))`
4182 * Called when player is to be respawned
4183 * Called _before_ repositioning of player occurs
4184 * return true in func to disable regular player placement
4185 * `minetest.register_on_prejoinplayer(function(name, ip))`
4186 * Called before a player joins the game
4187 * If it returns a string, the player is disconnected with that string as
4189 * `minetest.register_on_joinplayer(function(ObjectRef))`
4190 * Called when a player joins the game
4191 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
4192 * Called when a player leaves the game
4193 * `timed_out`: True for timeout, false for other reasons.
4194 * `minetest.register_on_auth_fail(function(name, ip))`
4195 * Called when a client attempts to log into an account but supplies the
4197 * `ip`: The IP address of the client.
4198 * `name`: The account the client attempted to log into.
4199 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
4200 * Called when a player cheats
4201 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
4203 * `interacted_too_far`
4204 * `interacted_while_dead`
4205 * `finished_unknown_dig`
4208 * `minetest.register_on_chat_message(function(name, message))`
4209 * Called always when a player says something
4210 * Return `true` to mark the message as handled, which means that it will
4211 not be sent to other players.
4212 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
4213 * Called when the server received input from `player` in a formspec with
4214 the given `formname`. Specifically, this is called on any of the
4216 * a button was pressed,
4217 * Enter was pressed while the focus was on a text field
4218 * a checkbox was toggled,
4219 * something was selecteed in a drop-down list,
4220 * a different tab was selected,
4221 * selection was changed in a textlist or table,
4222 * an entry was double-clicked in a textlist or table,
4223 * a scrollbar was moved, or
4224 * the form was actively closed by the player.
4225 * Fields are sent for formspec elements which define a field. `fields`
4226 is a table containing each formspecs element value (as string), with
4227 the `name` parameter as index for each. The value depends on the
4228 formspec element type:
4229 * `button` and variants: If pressed, contains the user-facing button
4230 text as value. If not pressed, is `nil`
4231 * `field`, `textarea` and variants: Text in the field
4232 * `dropdown`: Text of selected item
4233 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
4234 * `checkbox`: `"true"` if checked, `"false"` if unchecked
4235 * `textlist`: See `minetest.explode_textlist_event`
4236 * `table`: See `minetest.explode_table_event`
4237 * `scrollbar`: See `minetest.explode_scrollbar_event`
4238 * Special case: `["quit"]="true"` is sent when the user actively
4239 closed the form by mouse click, keypress or through a button_exit[]
4241 * Special case: `["key_enter"]="true"` is sent when the user pressed
4242 the Enter key and the focus was either nowhere (causing the formspec
4243 to be closed) or on a button. If the focus was on a text field,
4244 additionally, the index `key_enter_field` contains the name of the
4245 text field. See also: `field_close_on_enter`.
4246 * Newest functions are called first
4247 * If function returns `true`, remaining functions are not called
4248 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
4249 * Called when `player` crafts something
4250 * `itemstack` is the output
4251 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
4253 * `craft_inv` is the inventory with the crafting grid
4254 * Return either an `ItemStack`, to replace the output, or `nil`, to not
4256 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
4257 * The same as before, except that it is called before the player crafts, to
4258 make craft prediction, and it should not change anything.
4259 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
4260 * Determinates how much of a stack may be taken, put or moved to a
4262 * `player` (type `ObjectRef`) is the player who modified the inventory
4263 `inventory` (type `InvRef`).
4264 * List of possible `action` (string) values and their
4265 `inventory_info` (table) contents:
4266 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
4267 * `put`: `{listname=string, index=number, stack=ItemStack}`
4268 * `take`: Same as `put`
4269 * Return a numeric value to limit the amount of items to be taken, put or
4270 moved. A value of `-1` for `take` will make the source stack infinite.
4271 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
4272 * Called after a take, put or move event from/to/in a player inventory
4273 * Function arguments: see `minetest.register_allow_player_inventory_action`
4274 * Does not accept or handle any return value.
4275 * `minetest.register_on_protection_violation(function(pos, name))`
4276 * Called by `builtin` and mods when a player violates protection at a
4277 position (eg, digs a node or punches a protected entity).
4278 * The registered functions can be called using
4279 `minetest.record_protection_violation`.
4280 * The provided function should check that the position is protected by the
4281 mod calling this function before it prints a message, if it does, to
4282 allow for multiple protection mods.
4283 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
4284 * Called when an item is eaten, by `minetest.item_eat`
4285 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
4286 * `minetest.register_on_priv_grant(function(name, granter, priv))`
4287 * Called when `granter` grants the priv `priv` to `name`.
4288 * Note that the callback will be called twice if it's done by a player,
4289 once with granter being the player name, and again with granter being nil.
4290 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
4291 * Called when `revoker` revokes the priv `priv` from `name`.
4292 * Note that the callback will be called twice if it's done by a player,
4293 once with revoker being the player name, and again with revoker being nil.
4294 * `minetest.register_can_bypass_userlimit(function(name, ip))`
4295 * Called when `name` user connects with `ip`.
4296 * Return `true` to by pass the player limit
4297 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
4298 * Called when an incoming mod channel message is received
4299 * You should have joined some channels to receive events.
4300 * If message comes from a server mod, `sender` field is an empty string.
4305 * `minetest.settings`: Settings object containing all of the settings from the
4306 main config file (`minetest.conf`).
4307 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
4308 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
4313 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
4314 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
4315 * Convert between two privilege representations
4316 * `minetest.get_player_privs(name) -> {priv1=true,...}`
4317 * `minetest.check_player_privs(player_or_name, ...)`:
4318 returns `bool, missing_privs`
4319 * A quickhand for checking privileges.
4320 * `player_or_name`: Either a Player object or the name of a player.
4321 * `...` is either a list of strings, e.g. `"priva", "privb"` or
4322 a table, e.g. `{ priva = true, privb = true }`.
4324 * `minetest.check_password_entry(name, entry, password)`
4325 * Returns true if the "password entry" for a player with name matches given
4326 password, false otherwise.
4327 * The "password entry" is the password representation generated by the
4328 engine as returned as part of a `get_auth()` call on the auth handler.
4329 * Only use this function for making it possible to log in via password from
4330 external protocols such as IRC, other uses are frowned upon.
4331 * `minetest.get_password_hash(name, raw_password)`
4332 * Convert a name-password pair to a password hash that Minetest can use.
4333 * The returned value alone is not a good basis for password checks based
4334 on comparing the password hash in the database with the password hash
4335 from the function, with an externally provided password, as the hash
4336 in the db might use the new SRP verifier format.
4337 * For this purpose, use `minetest.check_password_entry` instead.
4338 * `minetest.get_player_ip(name)`: returns an IP address string for the player
4340 * The player needs to be online for this to be successful.
4342 * `minetest.get_auth_handler()`: Return the currently active auth handler
4343 * See the [Authentication handler definition]
4344 * Use this to e.g. get the authentication data for a player:
4345 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
4346 * `minetest.notify_authentication_modified(name)`
4347 * Must be called by the authentication handler for privilege changes.
4348 * `name`: string; if omitted, all auth data should be considered modified
4349 * `minetest.set_player_password(name, password_hash)`: Set password hash of
4351 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
4353 * `minetest.auth_reload()`
4354 * See `reload()` in authentication handler definition
4356 `minetest.set_player_password`, `minetest_set_player_privs`,
4357 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
4363 * `minetest.chat_send_all(text)`
4364 * `minetest.chat_send_player(name, text)`
4365 * `minetest.format_chat_message(name, message)`
4366 * Used by the server to format a chat message, based on the setting `chat_message_format`.
4367 Refer to the documentation of the setting for a list of valid placeholders.
4368 * Takes player name and message, and returns the formatted string to be sent to players.
4369 * Can be redefined by mods if required, for things like colored names or messages.
4370 * **Only** the first occurrence of each placeholder will be replaced.
4375 * `minetest.set_node(pos, node)`
4376 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
4377 * Set node at position `pos`
4378 * `node`: table `{name=string, param1=number, param2=number}`
4379 * If param1 or param2 is omitted, it's set to `0`.
4380 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
4381 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
4382 * Set node on all positions set in the first argument.
4383 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
4384 * For node specification or position syntax see `minetest.set_node` call
4385 * Faster than set_node due to single call, but still considerably slower
4386 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
4387 Unlike LVMs, this will call node callbacks. It also allows setting nodes
4388 in spread out positions which would cause LVMs to waste memory.
4389 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
4391 * `minetest.swap_node(pos, node)`
4392 * Set node at position, but don't remove metadata
4393 * `minetest.remove_node(pos)`
4394 * By default it does the same as `minetest.set_node(pos, {name="air"})`
4395 * `minetest.get_node(pos)`
4396 * Returns the node at the given position as table in the format
4397 `{name="node_name", param1=0, param2=0}`,
4398 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
4399 * `minetest.get_node_or_nil(pos)`
4400 * Same as `get_node` but returns `nil` for unloaded areas.
4401 * `minetest.get_node_light(pos, timeofday)`
4402 * Gets the light value at the given position. Note that the light value
4403 "inside" the node at the given position is returned, so you usually want
4404 to get the light value of a neighbor.
4405 * `pos`: The position where to measure the light.
4406 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
4407 * Returns a number between `0` and `15` or `nil`
4408 * `minetest.place_node(pos, node)`
4409 * Place node with the same effects that a player would cause
4410 * `minetest.dig_node(pos)`
4411 * Dig node with the same effects that a player would cause
4412 * Returns `true` if successful, `false` on failure (e.g. protected location)
4413 * `minetest.punch_node(pos)`
4414 * Punch node with the same effects that a player would cause
4415 * `minetest.spawn_falling_node(pos)`
4416 * Change node into falling node
4417 * Returns `true` if successful, `false` on failure
4419 * `minetest.find_nodes_with_meta(pos1, pos2)`
4420 * Get a table of positions of nodes that have metadata within a region
4422 * `minetest.get_meta(pos)`
4423 * Get a `NodeMetaRef` at that position
4424 * `minetest.get_node_timer(pos)`
4425 * Get `NodeTimerRef`
4427 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
4429 * Returns `ObjectRef`, or `nil` if failed
4430 * `minetest.add_item(pos, item)`: Spawn item
4431 * Returns `ObjectRef`, or `nil` if failed
4432 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
4433 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
4435 * `radius`: using an euclidean metric
4436 * `minetest.set_timeofday(val)`
4437 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
4438 * `minetest.get_timeofday()`
4439 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
4441 * `minetest.get_day_count()`: returns number days elapsed since world was
4443 * accounts for time changes.
4444 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
4446 * `radius`: using a maximum metric
4447 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4448 * `search_center` is an optional boolean (default: `false`)
4449 If true `pos` is also checked for the nodes
4450 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
4452 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4453 * First return value: Table with all node positions
4454 * Second return value: Table with the count of each node with the node name
4456 * Area volume is limited to 4,096,000 nodes
4457 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
4459 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4460 * Return value: Table with all node positions with a node air above
4461 * Area volume is limited to 4,096,000 nodes
4462 * `minetest.get_perlin(noiseparams)`
4463 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
4464 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
4465 * `minetest.get_voxel_manip([pos1, pos2])`
4466 * Return voxel manipulator object.
4467 * Loads the manipulator from the map if positions are passed.
4468 * `minetest.set_gen_notify(flags, {deco_ids})`
4469 * Set the types of on-generate notifications that should be collected.
4470 * `flags` is a flag field with the available flags:
4478 * The second parameter is a list of IDs of decorations which notification
4480 * `minetest.get_gen_notify()`
4481 * Returns a flagstring and a table with the `deco_id`s.
4482 * `minetest.get_decoration_id(decoration_name)`
4483 * Returns the decoration ID number for the provided decoration name string,
4484 or `nil` on failure.
4485 * `minetest.get_mapgen_object(objectname)`
4486 * Return requested mapgen object if available (see [Mapgen objects])
4487 * `minetest.get_heat(pos)`
4488 * Returns the heat at the position, or `nil` on failure.
4489 * `minetest.get_humidity(pos)`
4490 * Returns the humidity at the position, or `nil` on failure.
4491 * `minetest.get_biome_data(pos)`
4492 * Returns a table containing:
4493 * `biome` the biome id of the biome at that position
4494 * `heat` the heat at the position
4495 * `humidity` the humidity at the position
4496 * Or returns `nil` on failure.
4497 * `minetest.get_biome_id(biome_name)`
4498 * Returns the biome id, as used in the biomemap Mapgen object and returned
4499 by `minetest.get_biome_data(pos)`, for a given biome_name string.
4500 * `minetest.get_biome_name(biome_id)`
4501 * Returns the biome name string for the provided biome id, or `nil` on
4503 * If no biomes have been registered, such as in mgv6, returns `default`.
4504 * `minetest.get_mapgen_params()`
4505 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
4506 * Returns a table containing:
4512 * `minetest.set_mapgen_params(MapgenParams)`
4513 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
4515 * Set map generation parameters.
4516 * Function cannot be called after the registration period; only
4517 initialization and `on_mapgen_init`.
4518 * Takes a table as an argument with the fields:
4524 * Leave field unset to leave that parameter unchanged.
4525 * `flags` contains a comma-delimited string of flags to set, or if the
4526 prefix `"no"` is attached, clears instead.
4527 * `flags` is in the same format and has the same options as `mg_flags` in
4529 * `minetest.get_mapgen_setting(name)`
4530 * Gets the *active* mapgen setting (or nil if none exists) in string
4531 format with the following order of precedence:
4532 1) Settings loaded from map_meta.txt or overrides set during mod
4534 2) Settings set by mods without a metafile override
4535 3) Settings explicitly set in the user config file, minetest.conf
4536 4) Settings set as the user config default
4537 * `minetest.get_mapgen_setting_noiseparams(name)`
4538 * Same as above, but returns the value as a NoiseParams table if the
4539 setting `name` exists and is a valid NoiseParams.
4540 * `minetest.set_mapgen_setting(name, value, [override_meta])`
4541 * Sets a mapgen param to `value`, and will take effect if the corresponding
4542 mapgen setting is not already present in map_meta.txt.
4543 * `override_meta` is an optional boolean (default: `false`). If this is set
4544 to true, the setting will become the active setting regardless of the map
4546 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
4547 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
4548 * Same as above, except value is a NoiseParams table.
4549 * `minetest.set_noiseparams(name, noiseparams, set_default)`
4550 * Sets the noiseparams setting of `name` to the noiseparams table specified
4552 * `set_default` is an optional boolean (default: `true`) that specifies
4553 whether the setting should be applied to the default config or current
4555 * `minetest.get_noiseparams(name)`
4556 * Returns a table of the noiseparams for name.
4557 * `minetest.generate_ores(vm, pos1, pos2)`
4558 * Generate all registered ores within the VoxelManip `vm` and in the area
4559 from `pos1` to `pos2`.
4560 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4561 * `minetest.generate_decorations(vm, pos1, pos2)`
4562 * Generate all registered decorations within the VoxelManip `vm` and in the
4563 area from `pos1` to `pos2`.
4564 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4565 * `minetest.clear_objects([options])`
4566 * Clear all objects in the environment
4567 * Takes an optional table as an argument with the field `mode`.
4568 * mode = `"full"` : Load and go through every mapblock, clearing
4570 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
4571 clear objects in unloaded mapblocks only when the
4572 mapblocks are next activated.
4573 * `minetest.load_area(pos1[, pos2])`
4574 * Load the mapblocks containing the area from `pos1` to `pos2`.
4575 `pos2` defaults to `pos1` if not specified.
4576 * This function does not trigger map generation.
4577 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
4578 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
4579 asynchronously fetched from memory, loaded from disk, or if inexistent,
4581 * If `callback` is a valid Lua function, this will be called for each block
4583 * The function signature of callback is:
4584 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
4585 * `blockpos` is the *block* coordinates of the block that had been
4587 * `action` could be one of the following constant values:
4588 * `minetest.EMERGE_CANCELLED`
4589 * `minetest.EMERGE_ERRORED`
4590 * `minetest.EMERGE_FROM_MEMORY`
4591 * `minetest.EMERGE_FROM_DISK`
4592 * `minetest.EMERGE_GENERATED`
4593 * `calls_remaining` is the number of callbacks to be expected after
4595 * `param` is the user-defined parameter passed to emerge_area (or
4596 nil if the parameter was absent).
4597 * `minetest.delete_area(pos1, pos2)`
4598 * delete all mapblocks in the area from pos1 to pos2, inclusive
4599 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
4600 * Checks if there is anything other than air between pos1 and pos2.
4601 * Returns false if something is blocking the sight.
4602 * Returns the position of the blocking node when `false`
4603 * `pos1`: First position
4604 * `pos2`: Second position
4605 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
4606 * Creates a `Raycast` object.
4607 * `pos1`: start of the ray
4608 * `pos2`: end of the ray
4609 * `objects`: if false, only nodes will be returned. Default is `true`.
4610 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
4611 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
4612 * returns table containing path
4613 * returns a table of 3D points representing a path from `pos1` to `pos2` or
4615 * `pos1`: start position
4616 * `pos2`: end position
4617 * `searchdistance`: number of blocks to search in each direction using a
4619 * `max_jump`: maximum height difference to consider walkable
4620 * `max_drop`: maximum height difference to consider droppable
4621 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
4622 * `minetest.spawn_tree (pos, {treedef})`
4623 * spawns L-system tree at given `pos` with definition in `treedef` table
4624 * `minetest.transforming_liquid_add(pos)`
4625 * add node to liquid update queue
4626 * `minetest.get_node_max_level(pos)`
4627 * get max available level for leveled node
4628 * `minetest.get_node_level(pos)`
4629 * get level of leveled node (water, snow)
4630 * `minetest.set_node_level(pos, level)`
4631 * set level of leveled node, default `level` equals `1`
4632 * if `totallevel > maxlevel`, returns rest (`total-max`).
4633 * `minetest.add_node_level(pos, level)`
4634 * increase level of leveled node by level, default `level` equals `1`
4635 * if `totallevel > maxlevel`, returns rest (`total-max`)
4636 * can be negative for decreasing
4637 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
4638 * resets the light in a cuboid-shaped part of
4639 the map and removes lighting bugs.
4640 * Loads the area if it is not loaded.
4641 * `pos1` is the corner of the cuboid with the least coordinates
4642 (in node coordinates), inclusive.
4643 * `pos2` is the opposite corner of the cuboid, inclusive.
4644 * The actual updated cuboid might be larger than the specified one,
4645 because only whole map blocks can be updated.
4646 The actual updated area consists of those map blocks that intersect
4647 with the given cuboid.
4648 * However, the neighborhood of the updated area might change
4649 as well, as light can spread out of the cuboid, also light
4651 * returns `false` if the area is not fully generated,
4653 * `minetest.check_single_for_falling(pos)`
4654 * causes an unsupported `group:falling_node` node to fall and causes an
4655 unattached `group:attached_node` node to fall.
4656 * does not spread these updates to neighbours.
4657 * `minetest.check_for_falling(pos)`
4658 * causes an unsupported `group:falling_node` node to fall and causes an
4659 unattached `group:attached_node` node to fall.
4660 * spread these updates to neighbours and can cause a cascade
4662 * `minetest.get_spawn_level(x, z)`
4663 * Returns a player spawn y co-ordinate for the provided (x, z)
4664 co-ordinates, or `nil` for an unsuitable spawn point.
4665 * For most mapgens a 'suitable spawn point' is one with y between
4666 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
4667 so `nil` will be returned for many (x, z) co-ordinates.
4668 * The spawn level returned is for a player spawn in unmodified terrain.
4669 * The spawn level is intentionally above terrain level to cope with
4670 full-node biome 'dust' nodes.
4675 You can find mod channels communication scheme in `doc/mod_channels.png`.
4677 * `minetest.mod_channel_join(channel_name)`
4678 * Server joins channel `channel_name`, and creates it if necessary. You
4679 should listen for incoming messages with
4680 `minetest.register_on_modchannel_message`
4685 `minetest.get_inventory(location)`: returns an `InvRef`
4688 * `{type="player", name="celeron55"}`
4689 * `{type="node", pos={x=, y=, z=}}`
4690 * `{type="detached", name="creative"}`
4691 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
4693 * `callbacks`: See [Detached inventory callbacks]
4694 * `player_name`: Make detached inventory available to one player
4695 exclusively, by default they will be sent to every player (even if not
4697 Note that this parameter is mostly just a workaround and will be removed
4699 * Creates a detached inventory. If it already exists, it is cleared.
4700 * `minetest.remove_detached_inventory(name)`
4701 * Returns a `boolean` indicating whether the removal succeeded.
4702 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
4703 returns left over ItemStack.
4704 * See `minetest.item_eat` and `minetest.register_on_item_eat`
4709 * `minetest.show_formspec(playername, formname, formspec)`
4710 * `playername`: name of player to show formspec
4711 * `formname`: name passed to `on_player_receive_fields` callbacks.
4712 It should follow the `"modname:<whatever>"` naming convention
4713 * `formspec`: formspec to display
4714 * `minetest.close_formspec(playername, formname)`
4715 * `playername`: name of player to close formspec
4716 * `formname`: has to exactly match the one given in `show_formspec`, or the
4717 formspec will not close.
4718 * calling `show_formspec(playername, formname, "")` is equal to this
4720 * to close a formspec regardless of the formname, call
4721 `minetest.close_formspec(playername, "")`.
4722 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
4723 * `minetest.formspec_escape(string)`: returns a string
4724 * escapes the characters "[", "]", "\", "," and ";", which can not be used
4726 * `minetest.explode_table_event(string)`: returns a table
4727 * returns e.g. `{type="CHG", row=1, column=2}`
4729 * `"INV"`: no row selected
4731 * `"DCL"`: double-click
4732 * `minetest.explode_textlist_event(string)`: returns a table
4733 * returns e.g. `{type="CHG", index=1}`
4735 * `"INV"`: no row selected
4737 * `"DCL"`: double-click
4738 * `minetest.explode_scrollbar_event(string)`: returns a table
4739 * returns e.g. `{type="CHG", value=500}`
4741 * `"INV"`: something failed
4742 * `"CHG"`: has been changed
4743 * `"VAL"`: not changed
4748 * `minetest.inventorycube(img1, img2, img3)`
4749 * Returns a string for making an image of a cube (useful as an item image)
4750 * `minetest.get_pointed_thing_position(pointed_thing, above)`
4751 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
4752 does not refer to a node or entity.
4753 * If the optional `above` parameter is true and the `pointed_thing` refers
4754 to a node, then it will return the `above` position of the `pointed_thing`.
4755 * `minetest.dir_to_facedir(dir, is6d)`
4756 * Convert a vector to a facedir value, used in `param2` for
4757 `paramtype2="facedir"`.
4758 * passing something non-`nil`/`false` for the optional second parameter
4759 causes it to take the y component into account.
4760 * `minetest.facedir_to_dir(facedir)`
4761 * Convert a facedir back into a vector aimed directly out the "back" of a
4763 * `minetest.dir_to_wallmounted(dir)`
4764 * Convert a vector to a wallmounted value, used for
4765 `paramtype2="wallmounted"`.
4766 * `minetest.wallmounted_to_dir(wallmounted)`
4767 * Convert a wallmounted value back into a vector aimed directly out the
4769 * `minetest.dir_to_yaw(dir)`
4770 * Convert a vector into a yaw (angle)
4771 * `minetest.yaw_to_dir(yaw)`
4772 * Convert yaw (angle) to a vector
4773 * `minetest.is_colored_paramtype(ptype)`
4774 * Returns a boolean. Returns `true` if the given `paramtype2` contains
4775 color information (`color`, `colorwallmounted` or `colorfacedir`).
4776 * `minetest.strip_param2_color(param2, paramtype2)`
4777 * Removes everything but the color information from the
4778 given `param2` value.
4779 * Returns `nil` if the given `paramtype2` does not contain color
4781 * `minetest.get_node_drops(nodename, toolname)`
4782 * Returns list of item names.
4783 * **Note**: This will be removed or modified in a future version.
4784 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
4785 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4786 * `input.width` = for example `3`
4787 * `input.items` = for example
4788 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4789 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
4790 * `output.time` = a number, if unsuccessful: `0`
4791 * `output.replacements` = List of replacement `ItemStack`s that couldn't be
4792 placed in `decremented_input.items`. Replacements can be placed in
4793 `decremented_input` if the stack of the replaced item has a count of 1.
4794 * `decremented_input` = like `input`
4795 * `minetest.get_craft_recipe(output)`: returns input
4796 * returns last registered recipe for output item (node)
4797 * `output` is a node or item type such as `"default:torch"`
4798 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4799 * `input.width` = for example `3`
4800 * `input.items` = for example
4801 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4802 * `input.items` = `nil` if no recipe found
4803 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
4804 * returns indexed table with all registered recipes for query item (node)
4805 or `nil` if no recipe was found.
4806 * recipe entry table:
4807 * `method`: 'normal' or 'cooking' or 'fuel'
4808 * `width`: 0-3, 0 means shapeless recipe
4809 * `items`: indexed [1-9] table with recipe items
4810 * `output`: string with item name and quantity
4811 * Example query for `"default:gold_ingot"` will return table:
4814 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
4815 items = {1 = "default:gold_lump"}},
4816 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
4817 items = {1 = "default:goldblock"}}
4819 * `minetest.handle_node_drops(pos, drops, digger)`
4820 * `drops`: list of itemstrings
4821 * Handles drops from nodes after digging: Default action is to put them
4822 into digger's inventory.
4823 * Can be overridden to get different functionality (e.g. dropping items on
4825 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
4827 * Creates an item string which contains palette index information
4828 for hardware colorization. You can use the returned string
4829 as an output in a craft recipe.
4830 * `item`: the item stack which becomes colored. Can be in string,
4831 table and native form.
4832 * `palette_index`: this index is added to the item stack
4833 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
4834 * Creates an item string which contains static color information
4835 for hardware colorization. Use this method if you wish to colorize
4836 an item that does not own a palette. You can use the returned string
4837 as an output in a craft recipe.
4838 * `item`: the item stack which becomes colored. Can be in string,
4839 table and native form.
4840 * `colorstring`: the new color of the item stack
4845 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
4846 returns `{{actor, pos, time, oldnode, newnode}, ...}`
4847 * Find who has done something to a node, or near a node
4848 * `actor`: `"player:<name>"`, also `"liquid"`.
4849 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
4850 `boolean, log_messages`.
4851 * Revert latest actions of someone
4852 * `actor`: `"player:<name>"`, also `"liquid"`.
4854 Defaults for the `on_*` item definition functions
4855 -------------------------------------------------
4857 These functions return the leftover itemstack.
4859 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
4860 * Place item as a node
4861 * `param2` overrides `facedir` and wallmounted `param2`
4862 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
4863 for the newly placed node to prevent a callback and placement loop
4864 * returns `itemstack, success`
4865 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
4867 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
4868 * Use one of the above based on what the item is.
4869 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
4870 * **Note**: is not called when wielded item overrides `on_place`
4871 * `param2` overrides `facedir` and wallmounted `param2`
4872 * returns `itemstack, success`
4873 * `minetest.item_drop(itemstack, dropper, pos)`
4875 * `minetest.item_eat(hp_change, replace_with_item)`
4877 * `replace_with_item` is the itemstring which is added to the inventory.
4878 If the player is eating a stack, then replace_with_item goes to a
4879 different spot. Can be `nil`
4880 * See `minetest.do_item_eat`
4882 Defaults for the `on_punch` and `on_dig` node definition callbacks
4883 ------------------------------------------------------------------
4885 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
4886 * Calls functions registered by `minetest.register_on_punchnode()`
4887 * `minetest.node_dig(pos, node, digger)`
4888 * Checks if node can be dug, puts item into inventory, removes node
4889 * Calls functions registered by `minetest.registered_on_dignodes()`
4894 * `minetest.sound_play(spec, parameters)`: returns a handle
4895 * `spec` is a `SimpleSoundSpec`
4896 * `parameters` is a sound parameter table
4897 * `minetest.sound_stop(handle)`
4898 * `minetest.sound_fade(handle, step, gain)`
4899 * `handle` is a handle returned by `minetest.sound_play`
4900 * `step` determines how fast a sound will fade.
4901 Negative step will lower the sound volume, positive step will increase
4903 * `gain` the target gain for the fade.
4908 * `minetest.after(time, func, ...)`
4909 * Call the function `func` after `time` seconds, may be fractional
4910 * Optional: Variable number of arguments that are passed to `func`
4915 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
4916 server shutdown. Will display `message` to clients.
4917 * `reconnect` == true displays a reconnect button
4918 * `delay` adds an optional delay (in seconds) before shutdown.
4919 Negative delay cancels the current active shutdown.
4920 Zero delay triggers an immediate shutdown.
4921 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
4922 * `minetest.get_server_status(name, joined)`
4923 * Returns the server status string when a player joins or when the command
4924 `/status` is called. Returns `nil` or an empty string when the message is
4926 * `joined`: Boolean value, indicates whether the function was called when
4928 * This function may be overwritten by mods to customize the status message.
4929 * `minetest.get_server_uptime()`: returns the server uptime in seconds
4930 * `minetest.remove_player(name)`: remove player from database (if they are not
4932 * As auth data is not removed, minetest.player_exists will continue to
4933 return true. Call the below method as well if you want to remove auth
4935 * Returns a code (0: successful, 1: no such player, 2: player is connected)
4936 * `minetest.remove_player_auth(name)`: remove player authentication data
4937 * Returns boolean indicating success (false if player nonexistant)
4942 * `minetest.get_ban_list()`: returns a list of all bans formatted as string
4943 * `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
4944 IP address or name formatted as string
4945 * `minetest.ban_player(name)`: ban the IP of a currently connected player
4946 * Returns boolean indicating success
4947 * `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
4949 * `minetest.kick_player(name, [reason])`: disconnect a player with an optional
4951 * Returns boolean indicating success (false if player nonexistant)
4956 * `minetest.add_particle(particle definition)`
4957 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
4958 expirationtime, size, collisiondetection, texture, playername)`
4960 * `minetest.add_particlespawner(particlespawner definition)`
4961 * Add a `ParticleSpawner`, an object that spawns an amount of particles
4962 over `time` seconds.
4963 * Returns an `id`, and -1 if adding didn't succeed
4964 * Deprecated: `minetest.add_particlespawner(amount, time,
4968 minexptime, maxexptime,
4970 collisiondetection, texture, playername)`
4972 * `minetest.delete_particlespawner(id, player)`
4973 * Delete `ParticleSpawner` with `id` (return value from
4974 `minetest.add_particlespawner`).
4975 * If playername is specified, only deletes on the player's client,
4976 otherwise on all clients.
4981 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
4982 * Create a schematic from the volume of map specified by the box formed by
4984 * Apply the specified probability and per-node force-place to the specified
4985 nodes according to the `probability_list`.
4986 * `probability_list` is an array of tables containing two fields, `pos`
4988 * `pos` is the 3D vector specifying the absolute coordinates of the
4989 node being modified,
4990 * `prob` is an integer value from `0` to `255` that encodes
4991 probability and per-node force-place. Probability has levels
4992 0-127, then 128 may be added to encode per-node force-place.
4993 For probability stated as 0-255, divide by 2 and round down to
4994 get values 0-127, then add 128 to apply per-node force-place.
4995 * If there are two or more entries with the same pos value, the
4997 * If `pos` is not inside the box formed by `p1` and `p2`, it is
4999 * If `probability_list` equals `nil`, no probabilities are applied.
5000 * Apply the specified probability to the specified horizontal slices
5001 according to the `slice_prob_list`.
5002 * `slice_prob_list` is an array of tables containing two fields, `ypos`
5004 * `ypos` indicates the y position of the slice with a probability
5005 applied, the lowest slice being `ypos = 0`.
5006 * If slice probability list equals `nil`, no slice probabilities
5008 * Saves schematic in the Minetest Schematic format to filename.
5010 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
5011 * Place the schematic specified by schematic (see [Schematic specifier]) at
5013 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
5014 * If the `rotation` parameter is omitted, the schematic is not rotated.
5015 * `replacements` = `{["old_name"] = "convert_to", ...}`
5016 * `force_placement` is a boolean indicating whether nodes other than `air`
5017 and `ignore` are replaced by the schematic.
5018 * Returns nil if the schematic could not be loaded.
5019 * **Warning**: Once you have loaded a schematic from a file, it will be
5020 cached. Future calls will always use the cached version and the
5021 replacement list defined for it, regardless of whether the file or the
5022 replacement list parameter have changed. The only way to load the file
5023 anew is to restart the server.
5024 * `flags` is a flag field with the available flags:
5029 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
5030 * This function is analogous to minetest.place_schematic, but places a
5031 schematic onto the specified VoxelManip object `vmanip` instead of the
5033 * Returns false if any part of the schematic was cut-off due to the
5034 VoxelManip not containing the full area required, and true if the whole
5035 schematic was able to fit.
5036 * Returns nil if the schematic could not be loaded.
5037 * After execution, any external copies of the VoxelManip contents are
5039 * `flags` is a flag field with the available flags:
5044 * `minetest.serialize_schematic(schematic, format, options)`
5045 * Return the serialized schematic specified by schematic
5046 (see [Schematic specifier])
5047 * in the `format` of either "mts" or "lua".
5048 * "mts" - a string containing the binary MTS data used in the MTS file
5050 * "lua" - a string containing Lua code representing the schematic in table
5052 * `options` is a table containing the following optional parameters:
5053 * If `lua_use_comments` is true and `format` is "lua", the Lua code
5054 generated will have (X, Z) position comments for every X row
5055 generated in the schematic data for easier reading.
5056 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
5057 the Lua code generated will use that number of spaces as indentation
5058 instead of a tab character.
5060 * `minetest.read_schematic(schematic, options)`
5061 * Returns a Lua table representing the schematic (see: [Schematic specifier])
5062 * `schematic` is the schematic to read (see: [Schematic specifier])
5063 * `options` is a table containing the following optional parameters:
5064 * `write_yslice_prob`: string value:
5065 * `none`: no `write_yslice_prob` table is inserted,
5066 * `low`: only probabilities that are not 254 or 255 are written in
5067 the `write_ylisce_prob` table,
5068 * `all`: write all probabilities to the `write_yslice_prob` table.
5069 * The default for this option is `all`.
5070 * Any invalid value will be interpreted as `all`.
5075 * `minetest.request_http_api()`:
5076 * returns `HTTPApiTable` containing http functions if the calling mod has
5077 been granted access by being listed in the `secure.http_mods` or
5078 `secure.trusted_mods` setting, otherwise returns `nil`.
5079 * The returned table contains the functions `fetch`, `fetch_async` and
5080 `fetch_async_get` described below.
5081 * Only works at init time and must be called from the mod's main scope
5082 (not from a function).
5083 * Function only exists if minetest server was built with cURL support.
5084 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
5086 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
5087 * Performs given request asynchronously and calls callback upon completion
5088 * callback: `function(HTTPRequestResult res)`
5089 * Use this HTTP function if you are unsure, the others are for advanced use
5090 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
5091 * Performs given request asynchronously and returns handle for
5092 `HTTPApiTable.fetch_async_get`
5093 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
5094 * Return response data for given asynchronous HTTP request
5099 * `minetest.get_mod_storage()`:
5100 * returns reference to mod private `StorageRef`
5101 * must be called during mod load time
5106 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
5107 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
5108 * `minetest.player_exists(name)`: boolean, whether player exists
5109 (regardless of online status)
5110 * `minetest.hud_replace_builtin(name, hud_definition)`
5111 * Replaces definition of a builtin hud element
5112 * `name`: `"breath"` or `"health"`
5113 * `hud_definition`: definition to replace builtin definition
5114 * `minetest.send_join_message(player_name)`
5115 * This function can be overridden by mods to change the join message.
5116 * `minetest.send_leave_message(player_name, timed_out)`
5117 * This function can be overridden by mods to change the leave message.
5118 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
5119 * `pos`: table {x=number, y=number, z=number},
5120 * Gives a unique hash number for a node position (16+16+16=48bit)
5121 * `minetest.get_position_from_hash(hash)`: returns a position
5122 * Inverse transform of `minetest.hash_node_position`
5123 * `minetest.get_item_group(name, group)`: returns a rating
5124 * Get rating of a group of an item. (`0` means: not in group)
5125 * `minetest.get_node_group(name, group)`: returns a rating
5126 * Deprecated: An alias for the former.
5127 * `minetest.raillike_group(name)`: returns a rating
5128 * Returns rating of the connect_to_raillike group corresponding to name
5129 * If name is not yet the name of a connect_to_raillike group, a new group
5130 id is created, with that name.
5131 * `minetest.get_content_id(name)`: returns an integer
5132 * Gets the internal content ID of `name`
5133 * `minetest.get_name_from_content_id(content_id)`: returns a string
5134 * Gets the name of the content with that content ID
5135 * `minetest.parse_json(string[, nullvalue])`: returns something
5136 * Convert a string containing JSON data into the Lua equivalent
5137 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
5138 * On success returns a table, a string, a number, a boolean or `nullvalue`
5139 * On failure outputs an error message and returns `nil`
5140 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
5141 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
5143 * Convert a Lua table into a JSON string
5144 * styled: Outputs in a human-readable format if this is set, defaults to
5146 * Unserializable things like functions and userdata will cause an error.
5147 * **Warning**: JSON is more strict than the Lua table format.
5148 1. You can only use strings and positive integers of at least one as
5150 2. You can not mix string and integer keys.
5151 This is due to the fact that JSON has two distinct array and object
5153 * Example: `write_json({10, {a = false}})`,
5154 returns `"[10, {\"a\": false}]"`
5155 * `minetest.serialize(table)`: returns a string
5156 * Convert a table containing tables, strings, numbers, booleans and `nil`s
5157 into string form readable by `minetest.deserialize`
5158 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
5159 * `minetest.deserialize(string)`: returns a table
5160 * Convert a string returned by `minetest.deserialize` into a table
5161 * `string` is loaded in an empty sandbox environment.
5162 * Will load functions, but they cannot access the global environment.
5163 * Example: `deserialize('return { ["foo"] = "bar" }')`,
5164 returns `{foo='bar'}`
5165 * Example: `deserialize('print("foo")')`, returns `nil`
5166 (function call fails), returns
5167 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
5168 * `minetest.compress(data, method, ...)`: returns `compressed_data`
5169 * Compress a string of data.
5170 * `method` is a string identifying the compression method to be used.
5171 * Supported compression methods:
5172 * Deflate (zlib): `"deflate"`
5173 * `...` indicates method-specific arguments. Currently defined arguments
5175 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
5176 * `minetest.decompress(compressed_data, method, ...)`: returns data
5177 * Decompress a string of data (using ZLib).
5178 * See documentation on `minetest.compress()` for supported compression
5180 * `...` indicates method-specific arguments. Currently, no methods use this
5181 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
5182 * Each argument is a 8 Bit unsigned integer
5183 * Returns the ColorString from rgb or rgba values
5184 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
5185 * `minetest.encode_base64(string)`: returns string encoded in base64
5186 * Encodes a string in base64.
5187 * `minetest.decode_base64(string)`: returns string
5188 * Decodes a string encoded in base64.
5189 * `minetest.is_protected(pos, name)`: returns boolean
5190 * Returning `true` restricts the player `name` from modifying (i.e. digging,
5191 placing) the node at position `pos`.
5192 * `name` will be `""` for non-players or unknown players.
5193 * This function should be overridden by protection mods. It is highly
5194 recommended to grant access to players with the `protection_bypass` privilege.
5195 * Cache and call the old version of this function if the position is
5196 not protected by the mod. This will allow using multiple protection mods.
5199 local old_is_protected = minetest.is_protected
5200 function minetest.is_protected(pos, name)
5201 if mymod:position_protected_from(pos, name) then
5204 return old_is_protected(pos, name)
5206 * `minetest.record_protection_violation(pos, name)`
5207 * This function calls functions registered with
5208 `minetest.register_on_protection_violation`.
5209 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
5210 * Returns the position of the first node that `player_name` may not modify
5211 in the specified cuboid between `pos1` and `pos2`.
5212 * Returns `false` if no protections were found.
5213 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
5214 The points are spaced evenly throughout the volume and have a spacing
5215 similar to, but no larger than, `interval`.
5216 * All corners and edges of the defined volume are checked.
5217 * `interval` defaults to 4.
5218 * `interval` should be carefully chosen and maximised to avoid an excessive
5219 number of points being checked.
5220 * Like `minetest.is_protected`, this function may be extended or
5221 overwritten by mods to provide a faster implementation to check the
5222 cuboid for intersections.
5223 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
5224 orient_flags, prevent_after_place])`
5225 * Attempt to predict the desired orientation of the facedir-capable node
5226 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
5227 or hanging from the ceiling).
5228 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
5229 stacks are handled normally.
5230 * `orient_flags`: Optional table containing extra tweaks to the placement code:
5231 * `invert_wall`: if `true`, place wall-orientation on the ground and
5232 ground-orientation on the wall.
5233 * `force_wall` : if `true`, always place the node in wall orientation.
5234 * `force_ceiling`: if `true`, always place on the ceiling.
5235 * `force_floor`: if `true`, always place the node on the floor.
5236 * `force_facedir`: if `true`, forcefully reset the facedir to north
5237 when placing on the floor or ceiling.
5238 * The first four options are mutually-exclusive; the last in the list
5239 takes precedence over the first.
5240 * `prevent_after_place` is directly passed to `minetest.item_place_node`
5241 * Returns the new itemstack after placement
5242 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
5243 * calls `rotate_and_place()` with `infinitestacks` set according to the state
5244 of the creative mode setting, checks for "sneak" to set the `invert_wall`
5245 parameter and `prevent_after_place` set to `true`.
5247 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
5248 tool_capabilities, dir, distance, damage)`
5249 * Returns the amount of knockback applied on the punched player.
5250 * Arguments are equivalent to `register_on_punchplayer`, except the following:
5251 * `distance`: distance between puncher and punched player
5252 * This function can be overriden by mods that wish to modify this behaviour.
5253 * You may want to cache and call the old function to allow multiple mods to
5254 change knockback behaviour.
5256 * `minetest.forceload_block(pos[, transient])`
5257 * forceloads the position `pos`.
5258 * returns `true` if area could be forceloaded
5259 * If `transient` is `false` or absent, the forceload will be persistent
5260 (saved between server runs). If `true`, the forceload will be transient
5261 (not saved between server runs).
5263 * `minetest.forceload_free_block(pos[, transient])`
5264 * stops forceloading the position `pos`
5265 * If `transient` is `false` or absent, frees a persistent forceload.
5266 If `true`, frees a transient forceload.
5268 * `minetest.request_insecure_environment()`: returns an environment containing
5269 insecure functions if the calling mod has been listed as trusted in the
5270 `secure.trusted_mods` setting or security is disabled, otherwise returns
5272 * Only works at init time and must be called from the mod's main scope (not
5274 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
5275 IT IN A LOCAL VARIABLE!**
5277 * `minetest.global_exists(name)`
5278 * Checks if a global variable has been set, without triggering a warning.
5283 * `minetest.env`: `EnvRef` of the server environment and world.
5284 * Any function in the minetest namespace can be called using the syntax
5285 `minetest.env:somefunction(somearguments)`
5286 instead of `minetest.somefunction(somearguments)`
5287 * Deprecated, but support is not to be dropped soon
5292 ### Registered definition tables
5294 * `minetest.registered_items`
5295 * Map of registered items, indexed by name
5296 * `minetest.registered_nodes`
5297 * Map of registered node definitions, indexed by name
5298 * `minetest.registered_craftitems`
5299 * Map of registered craft item definitions, indexed by name
5300 * `minetest.registered_tools`
5301 * Map of registered tool definitions, indexed by name
5302 * `minetest.registered_entities`
5303 * Map of registered entity prototypes, indexed by name
5304 * `minetest.object_refs`
5305 * Map of object references, indexed by active object id
5306 * `minetest.luaentities`
5307 * Map of Lua entities, indexed by active object id
5308 * `minetest.registered_abms`
5309 * List of ABM definitions
5310 * `minetest.registered_lbms`
5311 * List of LBM definitions
5312 * `minetest.registered_aliases`
5313 * Map of registered aliases, indexed by name
5314 * `minetest.registered_ores`
5315 * Map of registered ore definitions, indexed by the `name` field.
5316 * If `name` is nil, the key is the object handle returned by
5317 `minetest.register_ore`.
5318 * `minetest.registered_biomes`
5319 * Map of registered biome definitions, indexed by the `name` field.
5320 * If `name` is nil, the key is the object handle returned by
5321 `minetest.register_biome`.
5322 * `minetest.registered_decorations`
5323 * Map of registered decoration definitions, indexed by the `name` field.
5324 * If `name` is nil, the key is the object handle returned by
5325 `minetest.register_decoration`.
5326 * `minetest.registered_schematics`
5327 * Map of registered schematic definitions, indexed by the `name` field.
5328 * If `name` is nil, the key is the object handle returned by
5329 `minetest.register_schematic`.
5330 * `minetest.registered_chatcommands`
5331 * Map of registered chat command definitions, indexed by name
5332 * `minetest.registered_privileges`
5333 * Map of registered privilege definitions, indexed by name
5335 ### Registered callback tables
5337 All callbacks registered with [Global callback registration functions] are added
5338 to corresponding `minetest.registered_*` tables.
5346 Sorted alphabetically.
5351 A fast access data structure to store areas, and find areas near a given
5353 Every area has a `data` string attribute to store additional information.
5354 You can create an empty `AreaStore` by calling `AreaStore()`, or
5355 `AreaStore(type_name)`. The mod decides where to save and load AreaStore.
5356 If you chose the parameter-less constructor, a fast implementation will be
5357 automatically chosen for you.
5361 * `get_area(id, include_borders, include_data)`
5362 * Returns the area information about the specified ID.
5363 * Returned values are either of these:
5365 nil -- Area not found
5366 true -- Without `include_borders` and `include_data`
5368 min = pos, max = pos -- `include_borders == true`
5369 data = string -- `include_data == true`
5372 * `get_areas_for_pos(pos, include_borders, include_data)`
5373 * Returns all areas as table, indexed by the area ID.
5374 * Table values: see `get_area`.
5375 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`
5376 * Returns all areas that contain all nodes inside the area specified by `edge1`
5377 and `edge2` (inclusive).
5378 * `accept_overlap`: if `true`, areas are returned that have nodes in
5379 common (intersect) with the specified area.
5380 * Returns the same values as `get_areas_for_pos`.
5381 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
5382 * Returns the new area's ID, or nil if the insertion failed.
5383 * The (inclusive) positions `edge1` and `edge2` describe the area.
5384 * `data` is a string stored with the area.
5385 * `id` (optional): will be used as the internal area ID if it is an unique
5386 number between 0 and 2^32-2.
5387 * `reserve(count)`: reserves resources for at most `count` many contained
5389 Only needed for efficiency, and only some implementations profit.
5390 * `remove_area(id)`: removes the area with the given id from the store, returns
5392 * `set_cache_params(params)`: sets params for the included prefiltering cache.
5393 Calling invalidates the cache, so that its elements have to be newly
5395 * `params` is a table with the following fields:
5397 enabled = boolean, -- Whether to enable, default true
5398 block_radius = int, -- The radius (in nodes) of the areas the cache
5399 -- generates prefiltered lists for, minimum 16,
5401 limit = int, -- The cache size, minimum 20, default 1000
5402 * `to_string()`: Experimental. Returns area store serialized as a (binary)
5404 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
5406 * `from_string(str)`: Experimental. Deserializes string and loads it into the
5408 Returns success and, optionally, an error message.
5409 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
5415 An `InvRef` is a reference to an inventory.
5419 * `is_empty(listname)`: return `true` if list is empty
5420 * `get_size(listname)`: get size of a list
5421 * `set_size(listname, size)`: set size of a list
5422 * returns `false` on error (e.g. invalid `listname` or `size`)
5423 * `get_width(listname)`: get width of a list
5424 * `set_width(listname, width)`: set width of list; currently used for crafting
5425 * `get_stack(listname, i)`: get a copy of stack index `i` in list
5426 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
5427 * `get_list(listname)`: return full list
5428 * `set_list(listname, list)`: set full list (size will not change)
5429 * `get_lists()`: returns list of inventory lists
5430 * `set_lists(lists)`: sets inventory lists (size will not change)
5431 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
5433 * `room_for_item(listname, stack):` returns `true` if the stack of items
5434 can be fully added to the list
5435 * `contains_item(listname, stack, [match_meta])`: returns `true` if
5436 the stack of items can be fully taken from the list.
5437 If `match_meta` is false, only the items' names are compared
5439 * `remove_item(listname, stack)`: take as many items as specified from the
5440 list, returns the items that were actually removed (as an `ItemStack`)
5441 -- note that any item metadata is ignored, so attempting to remove a specific
5442 unique item this way will likely remove the wrong one -- to do that use
5443 `set_stack` with an empty `ItemStack`.
5444 * `get_location()`: returns a location compatible to
5445 `minetest.get_inventory(location)`.
5446 * returns `{type="undefined"}` in case location is not known
5451 An `ItemStack` is a stack of items.
5453 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
5454 an itemstring, a table or `nil`.
5458 * `is_empty()`: returns `true` if stack is empty.
5459 * `get_name()`: returns item name (e.g. `"default:stone"`).
5460 * `set_name(item_name)`: returns a boolean indicating whether the item was
5462 * `get_count()`: Returns number of items on the stack.
5463 * `set_count(count)`: returns a boolean indicating whether the item was cleared
5464 * `count`: number, unsigned 16 bit integer
5465 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
5466 * `set_wear(wear)`: returns boolean indicating whether item was cleared
5467 * `wear`: number, unsigned 16 bit integer
5468 * `get_meta()`: returns ItemStackMetaRef. See section for more details
5469 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
5471 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
5472 * `get_description()`: returns the description shown in inventory list tooltips.
5473 * `clear()`: removes all items from the stack, making it empty.
5474 * `replace(item)`: replace the contents of this stack.
5475 * `item` can also be an itemstring or table.
5476 * `to_string()`: returns the stack in itemstring form.
5477 * `to_table()`: returns the stack in Lua table form.
5478 * `get_stack_max()`: returns the maximum size of the stack (depends on the
5480 * `get_free_space()`: returns `get_stack_max() - get_count()`.
5481 * `is_known()`: returns `true` if the item name refers to a defined item type.
5482 * `get_definition()`: returns the item definition table.
5483 * `get_tool_capabilities()`: returns the digging properties of the item,
5484 or those of the hand if none are defined for this item type
5485 * `add_wear(amount)`
5486 * Increases wear by `amount` if the item is a tool
5487 * `amount`: number, integer
5488 * `add_item(item)`: returns leftover `ItemStack`
5489 * Put some item or stack onto this stack
5490 * `item_fits(item)`: returns `true` if item or stack can be fully added to
5492 * `take_item(n)`: returns taken `ItemStack`
5493 * Take (and remove) up to `n` items from this stack
5494 * `n`: number, default: `1`
5495 * `peek_item(n)`: returns taken `ItemStack`
5496 * Copy (don't remove) up to `n` items from this stack
5497 * `n`: number, default: `1`
5502 ItemStack metadata: reference extra data and functionality stored in a stack.
5503 Can be obtained via `item:get_meta()`.
5507 * All methods in MetaDataRef
5508 * `set_tool_capabilities([tool_capabilities])`
5509 * Overrides the item's tool capabilities
5510 * A nil value will clear the override data and restore the original
5516 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
5517 and [`PlayerMetaRef`].
5521 * `contains(key)`: Returns true if key present, otherwise false.
5522 * Returns `nil` when the MetaData is inexistent.
5523 * `get(key)`: Returns `nil` if key not present, else the stored string.
5524 * `set_string(key, value)`: Value of `""` will delete the key.
5525 * `get_string(key)`: Returns `""` if key not present.
5526 * `set_int(key, value)`
5527 * `get_int(key)`: Returns `0` if key not present.
5528 * `set_float(key, value)`
5529 * `get_float(key)`: Returns `0` if key not present.
5530 * `to_table()`: returns `nil` or a table with keys:
5531 * `fields`: key-value storage
5532 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
5533 * `from_table(nil or {})`
5534 * Any non-table value will clear the metadata
5535 * See [Node Metadata] for an example
5536 * returns `true` on success
5538 * returns `true` if this metadata has the same key-value pairs as `other`
5543 An interface to use mod channels on client and server
5547 * `leave()`: leave the mod channel.
5548 * Server leaves channel `channel_name`.
5549 * No more incoming or outgoing messages can be sent to this channel from
5551 * This invalidate all future object usage.
5552 * Ensure you set mod_channel to nil after that to free Lua resources.
5553 * `is_writeable()`: returns true if channel is writeable and mod can send over
5555 * `send_all(message)`: Send `message` though the mod channel.
5556 * If mod channel is not writeable or invalid, message will be dropped.
5557 * Message size is limited to 65535 characters by protocol.
5562 Node metadata: reference extra data and functionality stored in a node.
5563 Can be obtained via `minetest.get_meta(pos)`.
5567 * All methods in MetaDataRef
5568 * `get_inventory()`: returns `InvRef`
5569 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
5570 This will prevent them from being sent to the client. Note that the "private"
5571 status will only be remembered if an associated key-value pair exists,
5572 meaning it's best to call this when initializing all other meta (e.g.
5578 Node Timers: a high resolution persistent per-node timer.
5579 Can be gotten via `minetest.get_node_timer(pos)`.
5583 * `set(timeout,elapsed)`
5584 * set a timer's state
5585 * `timeout` is in seconds, and supports fractional values (0.1 etc)
5586 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
5587 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
5591 * equivalent to `set(timeout,0)`
5594 * `get_timeout()`: returns current timeout in seconds
5595 * if `timeout` equals `0`, timer is inactive
5596 * `get_elapsed()`: returns current elapsed time in seconds
5597 * the node's `on_timer` function will be called after `(timeout - elapsed)`
5599 * `is_started()`: returns boolean state of timer
5600 * returns `true` if timer is started, otherwise `false`
5605 Moving things in the game are generally these.
5607 This is basically a reference to a C++ `ServerActiveObject`
5611 * `get_pos()`: returns `{x=num, y=num, z=num}`
5612 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
5613 * `move_to(pos, continuous=false)`
5614 * Does an interpolated move for Lua entities for visually smooth transitions.
5615 * If `continuous` is true, the Lua entity will not be moved to the current
5616 position before starting the interpolated move.
5617 * For players this does the same as `set_pos`,`continuous` is ignored.
5618 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
5619 * `puncher` = another `ObjectRef`,
5620 * `time_from_last_punch` = time since last punch action of the puncher
5621 * `direction`: can be `nil`
5622 * `right_click(clicker)`; `clicker` is another `ObjectRef`
5623 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
5624 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
5625 * See reason in register_on_player_hpchange
5626 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
5627 * `get_wield_list()`: returns the name of the inventory list the wielded item
5629 * `get_wield_index()`: returns the index of the wielded item
5630 * `get_wielded_item()`: returns an `ItemStack`
5631 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
5633 * `set_armor_groups({group1=rating, group2=rating, ...})`
5634 * `get_armor_groups()`: returns a table with the armor group ratings
5635 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
5636 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
5637 * `frame_speed`: number, default: `15.0`
5638 * `frame_blend`: number, default: `0.0`
5639 * `frame_loop`: boolean, default: `true`
5640 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
5642 * `set_animation_frame_speed(frame_speed)`
5643 * `frame_speed`: number, default: `15.0`
5644 * `set_attach(parent, bone, position, rotation)`
5646 * `position`: `{x=num, y=num, z=num}` (relative)
5647 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
5648 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
5651 * `set_bone_position(bone, position, rotation)`
5653 * `position`: `{x=num, y=num, z=num}` (relative)
5654 * `rotation`: `{x=num, y=num, z=num}`
5655 * `get_bone_position(bone)`: returns position and rotation of the bone
5656 * `set_properties(object property table)`
5657 * `get_properties()`: returns object property table
5658 * `is_player()`: returns true for players, false otherwise
5659 * `get_nametag_attributes()`
5660 * returns a table with the attributes of the nametag of an object
5662 color = {a=0..255, r=0..255, g=0..255, b=0..255},
5665 * `set_nametag_attributes(attributes)`
5666 * sets the attributes of the nametag of an object
5670 text = "My Nametag",
5673 #### Lua entity only (no-op for other objects)
5675 * `remove()`: remove object (after returning from Lua)
5676 * `set_velocity(vel)`
5677 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5678 * `add_velocity(vel)`
5679 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5680 * In comparison to using get_velocity, adding the velocity and then using
5681 set_velocity, add_velocity is supposed to avoid synchronization problems.
5682 * `get_velocity()`: returns the velocity, a vector
5683 * `set_acceleration(acc)`
5685 * `get_acceleration()`: returns the acceleration, a vector
5686 * `set_rotation(rot)`
5687 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
5688 and Z is roll (bank).
5689 * `get_rotation()`: returns the rotation, a vector (radians)
5690 * `set_yaw(radians)`: sets the yaw (heading).
5691 * `get_yaw()`: returns number in radians
5692 * `set_texture_mod(mod)`
5693 * `get_texture_mod()` returns current texture modifier
5694 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
5695 * Select sprite from spritesheet with optional animation and Dungeon Master
5696 style texture selection based on yaw relative to camera
5697 * `p`: {x=number, y=number}, the coordinate of the first frame
5698 (x: column, y: row), default: `{x=0, y=0}`
5699 * `num_frames`: number, default: `1`
5700 * `framelength`: number, default: `0.2`
5701 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
5702 Master mob, default: `false`
5703 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
5706 #### Player only (no-op for other objects)
5708 * `get_player_name()`: returns `""` if is not a player
5709 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
5710 table {x, y, z} representing the player's instantaneous velocity in nodes/s
5711 * `add_player_velocity(vel)`
5712 * Adds to player velocity, this happens client-side and only once.
5713 * Does not apply during free_move.
5714 * Note that since the player speed is normalized at each move step,
5715 increasing e.g. Y velocity beyond what would usually be achieved
5716 (see: physics overrides) will cause existing X/Z velocity to be reduced.
5717 * Example: `add_player_velocity({x=0, y=6.5, z=0})` is equivalent to
5718 pressing the jump key (assuming default settings)
5719 * `get_look_dir()`: get camera direction as a unit vector
5720 * `get_look_vertical()`: pitch in radians
5721 * Angle ranges between -pi/2 and pi/2, which are straight up and down
5723 * `get_look_horizontal()`: yaw in radians
5724 * Angle is counter-clockwise from the +z direction.
5725 * `set_look_vertical(radians)`: sets look pitch
5726 * radians: Angle from looking forward, where positive is downwards.
5727 * `set_look_horizontal(radians)`: sets look yaw
5728 * radians: Angle from the +z direction, where positive is counter-clockwise.
5729 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
5730 `get_look_vertical`.
5731 * Angle ranges between -pi/2 and pi/2, which are straight down and up
5733 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
5734 `get_look_horizontal`.
5735 * Angle is counter-clockwise from the +x direction.
5736 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
5737 `set_look_vertical`.
5738 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
5739 `set_look_horizontal`.
5740 * `get_breath()`: returns player's breath
5741 * `set_breath(value)`: sets player's breath
5743 * `0`: player is drowning
5744 * max: bubbles bar is not shown
5745 * See [Object properties] for more information
5746 * `set_fov(fov, is_multiplier)`: Sets player's FOV
5748 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
5749 Defaults to `false`.
5750 * Set to 0 to clear FOV override.
5752 * Returns player's FOV override in degrees, and a boolean depending on whether
5753 the value is a multiplier.
5754 * Returns 0 as first value if player's FOV hasn't been overridden.
5755 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
5756 * Sets an extra attribute with value on player.
5757 * `value` must be a string, or a number which will be converted to a
5759 * If `value` is `nil`, remove attribute from player.
5760 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
5761 * Returns value (a string) for extra attribute.
5762 * Returns `nil` if no attribute found.
5763 * `get_meta()`: Returns a PlayerMetaRef.
5764 * `set_inventory_formspec(formspec)`
5765 * Redefine player's inventory form
5766 * Should usually be called in `on_joinplayer`
5767 * `get_inventory_formspec()`: returns a formspec string
5768 * `set_formspec_prepend(formspec)`:
5769 * the formspec string will be added to every formspec shown to the user,
5770 except for those with a no_prepend[] tag.
5771 * This should be used to set style elements such as background[] and
5772 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
5773 * Only affects formspecs shown after this is called.
5774 * `get_formspec_prepend(formspec)`: returns a formspec string.
5775 * `get_player_control()`: returns table with player pressed keys
5776 * The table consists of fields with boolean value representing the pressed
5777 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
5778 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
5779 sneak=true, aux1=false, down=false, up=false}`
5780 * `get_player_control_bits()`: returns integer with bit packed player pressed
5782 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
5784 * `set_physics_override(override_table)`
5785 * `override_table` is a table with the following fields:
5786 * `speed`: multiplier to default walking speed value (default: `1`)
5787 * `jump`: multiplier to default jump value (default: `1`)
5788 * `gravity`: multiplier to default gravity value (default: `1`)
5789 * `sneak`: whether player can sneak (default: `true`)
5790 * `sneak_glitch`: whether player can use the new move code replications
5791 of the old sneak side-effects: sneak ladders and 2 node sneak jump
5793 * `new_move`: use new move/sneak code. When `false` the exact old code
5794 is used for the specific old sneak behaviour (default: `true`)
5795 * `get_physics_override()`: returns the table given to `set_physics_override`
5796 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
5798 * `hud_remove(id)`: remove the HUD element of the specified id
5799 * `hud_change(id, stat, value)`: change a value of a previously added HUD
5801 * element `stat` values:
5802 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
5803 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
5804 * `hud_set_flags(flags)`: sets specified HUD flags of player.
5805 * `flags`: A table with the following fields set to boolean values
5813 * If a flag equals `nil`, the flag is not modified
5814 * `minimap`: Modifies the client's permission to view the minimap.
5815 The client may locally elect to not view the minimap.
5816 * `minimap_radar` is only usable when `minimap` is true
5817 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
5818 * See `hud_set_flags` for a list of flags that can be toggled.
5819 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
5820 * `count`: number of items, must be between `1` and `32`
5821 * `hud_get_hotbar_itemcount`: returns number of visible items
5822 * `hud_set_hotbar_image(texturename)`
5823 * sets background image for hotbar
5824 * `hud_get_hotbar_image`: returns texturename
5825 * `hud_set_hotbar_selected_image(texturename)`
5826 * sets image for selected item of hotbar
5827 * `hud_get_hotbar_selected_image`: returns texturename
5828 * `set_sky(bgcolor, type, {texture names}, clouds)`
5829 * `bgcolor`: ColorSpec, defaults to white
5830 * `type`: Available types:
5831 * `"regular"`: Uses 0 textures, `bgcolor` ignored
5832 * `"skybox"`: Uses 6 textures, `bgcolor` used
5833 * `"plain"`: Uses 0 textures, `bgcolor` used
5834 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
5835 `"plain"` custom skyboxes (default: `true`)
5836 * `get_sky()`: returns bgcolor, type, table of textures, clouds
5837 * `set_clouds(parameters)`: set cloud parameters
5838 * `parameters` is a table with the following optional fields:
5839 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
5840 * `color`: basic cloud color with alpha channel, ColorSpec
5841 (default `#fff0f0e5`).
5842 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
5843 ColorSpec (alpha ignored, default `#000000`)
5844 * `height`: cloud height, i.e. y of cloud base (default per conf,
5846 * `thickness`: cloud thickness in nodes (default `16`)
5847 * `speed`: 2D cloud speed + direction in nodes per second
5848 (default `{x=0, z=-2}`).
5849 * `get_clouds()`: returns a table with the current cloud parameters as in
5851 * `override_day_night_ratio(ratio or nil)`
5852 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
5854 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
5855 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
5856 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
5857 set animation for player model in third person view
5859 set_local_animation({x=0, y=79}, -- stand/idle animation key frames
5860 {x=168, y=187}, -- walk animation key frames
5861 {x=189, y=198}, -- dig animation key frames
5862 {x=200, y=219}, -- walk+dig animation key frames
5863 frame_speed=30) -- animation frame speed
5864 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
5866 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
5868 * in first person view
5869 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
5870 * `get_eye_offset()`: returns `offset_first` and `offset_third`
5871 * `send_mapblock(blockpos)`:
5872 * Sends a server-side loaded mapblock to the player.
5873 * Returns `false` if failed.
5874 * Resource intensive - use sparsely
5875 * To get blockpos, integer divide pos by 16
5880 A 32-bit pseudorandom number generator.
5881 Uses PCG32, an algorithm of the permuted congruential generator family,
5882 offering very strong randomness.
5884 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
5888 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
5889 * `next(min, max)`: return next integer random number [`min`...`max`]
5890 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
5891 random number [`min`...`max`].
5892 * This is only a rough approximation of a normal distribution with:
5893 * `mean = (max - min) / 2`, and
5894 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
5895 * Increasing `num_trials` improves accuracy of the approximation
5900 A perlin noise generator.
5901 It can be created via `PerlinNoise(seed, octaves, persistence, spread)`
5902 or `PerlinNoise(noiseparams)`.
5903 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
5904 or `minetest.get_perlin(noiseparams)`.
5908 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
5909 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
5914 A fast, bulk perlin noise generator.
5916 It can be created via `PerlinNoiseMap(noiseparams, size)` or
5917 `minetest.get_perlin_map(noiseparams, size)`.
5919 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
5920 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
5923 For each of the functions with an optional `buffer` parameter: If `buffer` is
5924 not nil, this table will be used to store the result instead of creating a new
5929 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
5930 with values starting at `pos={x=,y=}`
5931 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
5932 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
5933 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
5934 array of 2D noise with values starting at `pos={x=,y=}`
5935 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
5936 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
5937 is stored internally.
5938 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
5939 is stored internally.
5940 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
5941 returns a slice of the most recently computed noise results. The result slice
5942 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
5943 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
5945 `noisevals = noise:get_map_slice({y=20}, {y=2})`
5946 It is important to note that `slice_offset` offset coordinates begin at 1,
5947 and are relative to the starting position of the most recently calculated
5949 To grab a single vertical column of noise starting at map coordinates
5950 x = 1023, y=1000, z = 1000:
5951 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
5952 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
5958 Uses the same method of storage as the deprecated player attribute API, so
5959 data there will also be in player meta.
5960 Can be obtained using `player:get_meta()`.
5964 * All methods in MetaDataRef
5969 A 16-bit pseudorandom number generator.
5970 Uses a well-known LCG algorithm introduced by K&R.
5972 It can be created via `PseudoRandom(seed)`.
5976 * `next()`: return next integer random number [`0`...`32767`]
5977 * `next(min, max)`: return next integer random number [`min`...`max`]
5978 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
5979 due to the simple implementation making bad distribution otherwise.
5984 A raycast on the map. It works with selection boxes.
5985 Can be used as an iterator in a for loop as:
5987 local ray = Raycast(...)
5988 for pointed_thing in ray do
5992 The map is loaded as the ray advances. If the map is modified after the
5993 `Raycast` is created, the changes may or may not have an effect on the object.
5995 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
5996 `minetest.raycast(pos1, pos2, objects, liquids)` where:
5998 * `pos1`: start of the ray
5999 * `pos2`: end of the ray
6000 * `objects`: if false, only nodes will be returned. Default is true.
6001 * `liquids`: if false, liquid nodes won't be returned. Default is false.
6005 * `next()`: returns a `pointed_thing` with exact pointing location
6006 * Returns the next thing pointed by the ray or nil.
6011 Interface for the operating system's crypto-secure PRNG.
6013 It can be created via `SecureRandom()`. The constructor returns nil if a
6014 secure random device cannot be found on the system.
6018 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
6019 random bytes, as a string.
6024 An interface to read config files in the format of `minetest.conf`.
6026 It can be created via `Settings(filename)`.
6030 * `get(key)`: returns a value
6031 * `get_bool(key, [default])`: returns a boolean
6032 * `default` is the value returned if `key` is not found.
6033 * Returns `nil` if `key` is not found and `default` not specified.
6034 * `get_np_group(key)`: returns a NoiseParams table
6036 * Setting names can't contain whitespace or any of `="{}#`.
6037 * Setting values can't contain the sequence `\n"""`.
6038 * Setting names starting with "secure." can't be set on the main settings
6039 object (`minetest.settings`).
6040 * `set_bool(key, value)`
6041 * See documentation for set() above.
6042 * `set_np_group(key, value)`
6043 * `value` is a NoiseParams table.
6044 * Also, see documentation for set() above.
6045 * `remove(key)`: returns a boolean (`true` for success)
6046 * `get_names()`: returns `{key1,...}`
6047 * `write()`: returns a boolean (`true` for success)
6048 * Writes changes to file.
6049 * `to_table()`: returns `{[key1]=value1,...}`
6053 The settings have the format `key = value`. Example:
6065 Mod metadata: per mod metadata, saved automatically.
6066 Can be obtained via `minetest.get_mod_storage()` during load time.
6068 WARNING: This storage backend is incaptable to save raw binary data due
6069 to restrictions of JSON.
6073 * All methods in MetaDataRef
6084 Used by `ObjectRef` methods. Part of an Entity definition.
6085 These properties are not persistent, but are applied automatically to the
6086 corresponding Lua entity using the given registration fields.
6087 Player properties need to be saved manually.
6091 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
6094 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
6097 -- For players only. Zoom FOV in degrees.
6098 -- Note that zoom loads and/or generates world beyond the server's
6099 -- maximum send and generate distances, so acts like a telescope.
6100 -- Smaller zoom_fov values increase the distance loaded/generated.
6101 -- Defaults to 15 in creative mode, 0 in survival mode.
6102 -- zoom_fov = 0 disables zooming for the player.
6105 -- For players only. Camera height above feet position in nodes.
6106 -- Defaults to 1.625.
6110 collide_with_objects = true,
6111 -- Collide with other objects if physical = true
6115 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
6116 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
6117 -- Selection box uses collision box dimensions when not set.
6118 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
6122 -- Overrides selection box when false
6124 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
6125 -- "cube" is a node-sized cube.
6126 -- "sprite" is a flat texture always facing the player.
6127 -- "upright_sprite" is a vertical flat texture.
6128 -- "mesh" uses the defined mesh model.
6129 -- "wielditem" is used for dropped items.
6130 -- (see builtin/game/item_entity.lua).
6131 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
6132 -- If the item has a 'wield_image' the object will be an extrusion of
6134 -- If 'itemname' is a cubic node or nodebox the object will appear
6135 -- identical to 'itemname'.
6136 -- If 'itemname' is a plantlike node the object will be an extrusion
6138 -- Otherwise for non-node items, the object will be an extrusion of
6139 -- 'inventory_image'.
6140 -- If 'itemname' contains a ColorString or palette index (e.g. from
6141 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
6142 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
6144 visual_size = {x = 1, y = 1, z = 1},
6145 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
6146 -- to scale the entity along both horizontal axes.
6151 -- Number of required textures depends on visual.
6152 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
6153 -- "sprite" uses 1 texture.
6154 -- "upright_sprite" uses 2 textures: {front, back}.
6155 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
6158 -- Number of required colors depends on visual
6160 use_texture_alpha = false,
6161 -- Use texture's alpha channel.
6162 -- Excludes "upright_sprite" and "wielditem".
6163 -- Note: currently causes visual issues when viewed through other
6164 -- semi-transparent materials such as water.
6166 spritediv = {x = 1, y = 1},
6167 -- Used with spritesheet textures for animation and/or frame selection
6168 -- according to position relative to player.
6169 -- Defines the number of columns and rows in the spritesheet:
6172 initial_sprite_basepos = {x = 0, y = 0},
6173 -- Used with spritesheet textures.
6174 -- Defines the {column, row} position of the initially used frame in the
6179 makes_footstep_sound = false,
6181 automatic_rotate = 0,
6182 -- Set constant rotation in radians per second, positive or negative.
6183 -- Set to 0 to disable constant rotation.
6187 automatic_face_movement_dir = 0.0,
6188 -- Automatically set yaw to movement direction, offset in degrees.
6189 -- 'false' to disable.
6191 automatic_face_movement_max_rotation_per_sec = -1,
6192 -- Limit automatic rotation to this value in degrees per second.
6193 -- No limit if value <= 0.
6195 backface_culling = true,
6196 -- Set to false to disable backface_culling for model
6199 -- Add this much extra lighting when calculating texture color.
6200 -- Value < 0 disables light's effect on texture color.
6201 -- For faking self-lighting, UI style entities, or programmatic coloring
6205 -- By default empty, for players their name is shown if empty
6207 nametag_color = <ColorSpec>,
6208 -- Sets color of nametag
6211 -- By default empty, text to be shown when pointed at object
6214 -- If false, never save this object statically. It will simply be
6215 -- deleted when the block gets unloaded.
6216 -- The get_staticdata() callback is never called then.
6217 -- Defaults to 'true'.
6223 Used by `minetest.register_entity`.
6226 initial_properties = {
6228 mesh = "boats_boat.obj",
6231 -- A table of object properties, see the `Object properties` section.
6232 -- Object properties being read directly from the entity definition
6233 -- table is deprecated. Define object properties in this
6234 -- `initial_properties` table instead.
6236 on_activate = function(self, staticdata, dtime_s),
6238 on_step = function(self, dtime),
6240 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
6242 on_rightclick = function(self, clicker),
6244 get_staticdata = function(self),
6245 -- Called sometimes; the string returned is passed to on_activate when
6246 -- the entity is re-activated from static state
6248 _custom_field = whatever,
6249 -- You can define arbitrary member variables here (see Item definition
6250 -- for more info) by using a '_' prefix
6253 ABM (ActiveBlockModifier) definition
6254 ------------------------------------
6256 Used by `minetest.register_abm`.
6259 label = "Lava cooling",
6260 -- Descriptive label for profiling purposes (optional).
6261 -- Definitions with identical labels will be listed as one.
6263 nodenames = {"default:lava_source"},
6264 -- Apply `action` function to these nodes.
6265 -- `group:groupname` can also be used here.
6267 neighbors = {"default:water_source", "default:water_flowing"},
6268 -- Only apply `action` to nodes that have one of, or any
6269 -- combination of, these neighbors.
6270 -- If left out or empty, any neighbor will do.
6271 -- `group:groupname` can also be used here.
6274 -- Operation interval in seconds
6277 -- Chance of triggering `action` per-node per-interval is 1.0 / this
6281 -- If true, catch-up behaviour is enabled: The `chance` value is
6282 -- temporarily reduced when returning to an area to simulate time lost
6283 -- by the area being unattended. Note that the `chance` value can often
6286 action = function(pos, node, active_object_count, active_object_count_wider),
6287 -- Function triggered for each qualifying node.
6288 -- `active_object_count` is number of active objects in the node's
6290 -- `active_object_count_wider` is number of active objects in the node's
6291 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
6292 -- mapblocks are unloaded an estmate is calculated for them based on
6293 -- loaded mapblocks.
6296 LBM (LoadingBlockModifier) definition
6297 -------------------------------------
6299 Used by `minetest.register_lbm`.
6301 A loading block modifier (LBM) is used to define a function that is called for
6302 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
6306 label = "Upgrade legacy doors",
6307 -- Descriptive label for profiling purposes (optional).
6308 -- Definitions with identical labels will be listed as one.
6310 name = "modname:replace_legacy_door",
6312 nodenames = {"default:lava_source"},
6313 -- List of node names to trigger the LBM on.
6314 -- Also non-registered nodes will work.
6315 -- Groups (as of group:groupname) will work as well.
6317 run_at_every_load = false,
6318 -- Whether to run the LBM's action every time a block gets loaded,
6319 -- and not only the first time the block gets loaded after the LBM
6322 action = function(pos, node),
6329 * `{name="image.png", animation={Tile Animation definition}}`
6330 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
6331 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
6332 * backface culling enabled by default for most nodes
6333 * tileable flags are info for shaders, how they should treat texture
6334 when displacement mapping is used.
6335 Directions are from the point of view of the tile texture,
6336 not the node it's on.
6337 * align style determines whether the texture will be rotated with the node
6338 or kept aligned with its surroundings. "user" means that client
6339 setting will be used, similar to `glasslike_framed_optional`.
6340 Note: supported by solid nodes and nodeboxes only.
6341 * scale is used to make texture span several (exactly `scale`) nodes,
6342 instead of just one, in each direction. Works for world-aligned
6344 Note that as the effect is applied on per-mapblock basis, `16` should
6345 be equally divisible by `scale` or you may get wrong results.
6346 * `{name="image.png", color=ColorSpec}`
6347 * the texture's color will be multiplied with this color.
6348 * the tile's color overrides the owning node's color in all cases.
6349 * deprecated, yet still supported field names:
6352 Tile animation definition
6353 -------------------------
6356 type = "vertical_frames",
6359 -- Width of a frame in pixels
6362 -- Height of a frame in pixels
6372 -- Width in number of frames
6375 -- Height in number of frames
6378 -- Length of a single frame
6384 Used by `minetest.register_node`, `minetest.register_craftitem`, and
6385 `minetest.register_tool`.
6388 description = "Steel Axe",
6391 -- key = name, value = rating; rating = 1..3.
6392 -- If rating not applicable, use 1.
6393 -- e.g. {wool = 1, fluffy = 3}
6394 -- {soil = 2, outerspace = 1, crumbly = 1}
6395 -- {bendy = 2, snappy = 1},
6396 -- {hard = 1, metal = 1, spikes = 1}
6398 inventory_image = "default_tool_steelaxe.png",
6400 inventory_overlay = "overlay.png",
6401 -- An overlay which does not get colorized
6408 -- An image file containing the palette of a node.
6409 -- You can set the currently used color as the "palette_index" field of
6410 -- the item stack metadata.
6411 -- The palette is always stretched to fit indices between 0 and 255, to
6412 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
6414 color = "0xFFFFFFFF",
6415 -- The color of the item. The palette overrides this.
6417 wield_scale = {x = 1, y = 1, z = 1},
6423 liquids_pointable = false,
6425 -- See "Tools" section for an example including explanation
6426 tool_capabilities = {
6427 full_punch_interval = 1.0,
6431 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
6432 uses = 20, maxlevel = 2},
6434 damage_groups = {groupname = damage},
6436 punch_attack_uses = nil,
6437 -- Amount of uses this tool has for attacking players and entities
6438 -- by punching them (0 = infinite uses).
6439 -- For compatibility, this is automatically set from the first
6440 -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
6441 -- It is recommend to set this explicitly instead of relying on the
6442 -- fallback behavior.
6445 node_placement_prediction = nil,
6446 -- If nil and item is node, prediction is made automatically.
6447 -- If nil and item is not a node, no prediction is made.
6448 -- If "" and item is anything, no prediction is made.
6449 -- Otherwise should be name of node which the client immediately places
6450 -- on ground when the player places the item. Server will always update
6451 -- actual result to client in a short moment.
6453 node_dig_prediction = "air",
6454 -- if "", no prediction is made.
6455 -- if "air", node is removed.
6456 -- Otherwise should be name of node which the client immediately places
6457 -- upon digging. Server will always update actual result shortly.
6460 breaks = "default_tool_break", -- tools only
6461 place = <SimpleSoundSpec>,
6462 eat = <SimpleSoundSpec>,
6465 on_place = function(itemstack, placer, pointed_thing),
6466 -- Shall place item and return the leftover itemstack.
6467 -- The placer may be any ObjectRef or nil.
6468 -- default: minetest.item_place
6470 on_secondary_use = function(itemstack, user, pointed_thing),
6471 -- Same as on_place but called when not pointing at a node.
6472 -- The user may be any ObjectRef or nil.
6475 on_drop = function(itemstack, dropper, pos),
6476 -- Shall drop item and return the leftover itemstack.
6477 -- The dropper may be any ObjectRef or nil.
6478 -- default: minetest.item_drop
6480 on_use = function(itemstack, user, pointed_thing),
6482 -- Function must return either nil if no item shall be removed from
6483 -- inventory, or an itemstack to replace the original itemstack.
6484 -- e.g. itemstack:take_item(); return itemstack
6485 -- Otherwise, the function is free to do what it wants.
6486 -- The user may be any ObjectRef or nil.
6487 -- The default functions handle regular use cases.
6489 after_use = function(itemstack, user, node, digparams),
6491 -- If defined, should return an itemstack and will be called instead of
6492 -- wearing out the tool. If returns nil, does nothing.
6493 -- If after_use doesn't exist, it is the same as:
6494 -- function(itemstack, user, node, digparams)
6495 -- itemstack:add_wear(digparams.wear)
6498 -- The user may be any ObjectRef or nil.
6500 _custom_field = whatever,
6501 -- Add your own custom fields. By convention, all custom field names
6502 -- should start with `_` to avoid naming collisions with future engine
6509 Used by `minetest.register_node`.
6512 -- <all fields allowed in item definitions>,
6514 drawtype = "normal", -- See "Node drawtypes"
6517 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
6518 -- "firelike", "mesh".
6519 -- For plantlike and firelike, the image will start at the bottom of the
6520 -- node, for the other drawtypes the image will be centered on the node.
6521 -- Note that positioning for "torchlike" may still change.
6523 tiles = {tile definition 1, def2, def3, def4, def5, def6},
6524 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
6525 -- Old field name was 'tile_images'.
6526 -- List can be shortened to needed length.
6528 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
6529 -- Same as `tiles`, but these textures are drawn on top of the base
6530 -- tiles. You can use this to colorize only specific parts of your
6531 -- texture. If the texture name is an empty string, that overlay is not
6532 -- drawn. Since such tiles are drawn twice, it is not recommended to use
6533 -- overlays on very common nodes.
6535 special_tiles = {tile definition 1, Tile definition 2},
6536 -- Special textures of node; used rarely.
6537 -- Old field name was 'special_materials'.
6538 -- List can be shortened to needed length.
6541 -- The node's original color will be multiplied with this color.
6542 -- If the node has a palette, then this setting only has an effect in
6543 -- the inventory and on the wield item.
6545 use_texture_alpha = false,
6546 -- Use texture's alpha channel
6548 palette = "palette.png",
6549 -- The node's `param2` is used to select a pixel from the image.
6550 -- Pixels are arranged from left to right and from top to bottom.
6551 -- The node's color will be multiplied with the selected pixel's color.
6552 -- Tiles can override this behavior.
6553 -- Only when `paramtype2` supports palettes.
6555 post_effect_color = "green#0F",
6556 -- Screen tint if player is inside node, see "ColorSpec"
6558 paramtype = "none", -- See "Nodes"
6560 paramtype2 = "none", -- See "Nodes"
6562 place_param2 = nil, -- Force value for param2 when player places node
6564 is_ground_content = true,
6565 -- If false, the cave generator and dungeon generator will not carve
6566 -- through this node.
6567 -- Specifically, this stops mod-added nodes being removed by caves and
6568 -- dungeons when those generate in a neighbor mapchunk and extend out
6569 -- beyond the edge of that mapchunk.
6571 sunlight_propagates = false,
6572 -- If true, sunlight will go infinitely through this node
6574 walkable = true, -- If true, objects collide with node
6576 pointable = true, -- If true, can be pointed at
6578 diggable = true, -- If false, can never be dug
6580 climbable = false, -- If true, can be climbed on (ladder)
6582 buildable_to = false, -- If true, placed nodes can replace this node
6585 -- If true, liquids flow into and replace this node.
6586 -- Warning: making a liquid node 'floodable' will cause problems.
6588 liquidtype = "none", -- "none" / "source" / "flowing"
6590 liquid_alternative_flowing = "", -- Flowing version of source liquid
6592 liquid_alternative_source = "", -- Source version of flowing liquid
6594 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
6596 liquid_renewable = true,
6597 -- If true, a new liquid source can be created by placing two or more
6601 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
6602 -- Allows defining the nodebox height without using param2.
6603 -- The nodebox height is 'leveled' / 64 nodes.
6604 -- The maximum value of 'leveled' is 127.
6606 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
6609 -- Player will take this amount of damage if no bubbles are left
6612 -- Amount of light emitted by node.
6613 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
6614 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
6617 damage_per_second = 0,
6618 -- If player is inside node, this damage is caused
6620 node_box = {type="regular"}, -- See "Node boxes"
6622 connects_to = nodenames,
6623 -- Used for nodebox nodes with the type == "connected".
6624 -- Specifies to what neighboring nodes connections will be drawn.
6625 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
6627 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
6628 -- Tells connected nodebox nodes to connect only to these sides of this
6636 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6639 -- Custom selection box definition. Multiple boxes can be defined.
6640 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
6641 -- definition is used for the selection box.
6646 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6649 -- Custom collision box definition. Multiple boxes can be defined.
6650 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
6651 -- definition is used for the collision box.
6652 -- Both of the boxes above are defined as:
6653 -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
6655 -- Support maps made in and before January 2012
6656 legacy_facedir_simple = false,
6657 legacy_wallmounted = false,
6660 -- Valid for drawtypes:
6661 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
6662 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
6663 -- 2 - wave node like leaves (whole node moves side-to-side)
6664 -- 3 - wave node like liquids (whole node moves up and down)
6665 -- Not all models will properly wave.
6666 -- plantlike drawtype can only wave like plants.
6667 -- allfaces_optional drawtype can only wave like leaves.
6668 -- liquid, flowingliquid drawtypes can only wave like liquids.
6671 footstep = <SimpleSoundSpec>,
6672 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
6673 dug = <SimpleSoundSpec>,
6674 place = <SimpleSoundSpec>,
6675 place_failed = <SimpleSoundSpec>,
6676 fall = <SimpleSoundSpec>,
6680 -- Name of dropped item when dug.
6681 -- Default dropped item is the node itself.
6682 -- Using a table allows multiple items, drop chances and tool filtering.
6683 -- Tool filtering was undocumented until recently, tool filtering by string
6684 -- matching is deprecated.
6687 -- Maximum number of item lists to drop.
6688 -- The entries in 'items' are processed in order. For each:
6689 -- Tool filtering is applied, chance of drop is applied, if both are
6690 -- successful the entire item list is dropped.
6691 -- Entry processing continues until the number of dropped item lists
6692 -- equals 'max_items'.
6693 -- Therefore, entries should progress from low to high drop chance.
6697 -- 1 in 1000 chance of dropping a diamond.
6698 -- Default rarity is '1'.
6700 items = {"default:diamond"},
6703 -- Only drop if using a tool whose name is identical to one
6705 tools = {"default:shovel_mese", "default:shovel_diamond"},
6707 items = {"default:dirt"},
6708 -- Whether all items in the dropped item list inherit the
6709 -- hardware coloring palette color from the dug node.
6710 -- Default is 'false'.
6711 inherit_color = true,
6714 -- Only drop if using a tool whose name contains
6715 -- "default:shovel_" (this tool filtering by string matching
6717 tools = {"~default:shovel_"},
6719 -- The item list dropped.
6720 items = {"default:sand", "default:desert_sand"},
6725 on_construct = function(pos),
6726 -- Node constructor; called after adding node.
6727 -- Can set up metadata and stuff like that.
6728 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
6731 on_destruct = function(pos),
6732 -- Node destructor; called before removing node.
6733 -- Not called for bulk node placement.
6736 after_destruct = function(pos, oldnode),
6737 -- Node destructor; called after removing node.
6738 -- Not called for bulk node placement.
6741 on_flood = function(pos, oldnode, newnode),
6742 -- Called when a liquid (newnode) is about to flood oldnode, if it has
6743 -- `floodable = true` in the nodedef. Not called for bulk node placement
6744 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
6745 -- node is not flooded, but on_flood callback will most likely be called
6746 -- over and over again every liquid update interval.
6748 -- Warning: making a liquid node 'floodable' will cause problems.
6750 preserve_metadata = function(pos, oldnode, oldmeta, drops),
6751 -- Called when oldnode is about be converted to an item, but before the
6752 -- node is deleted from the world or the drops are added. This is
6753 -- generally the result of either the node being dug or an attached node
6754 -- becoming detached.
6755 -- drops is a table of ItemStacks, so any metadata to be preserved can
6756 -- be added directly to one or more of the dropped items. See
6757 -- "ItemStackMetaRef".
6760 after_place_node = function(pos, placer, itemstack, pointed_thing),
6761 -- Called after constructing node when node was placed using
6762 -- minetest.item_place_node / minetest.place_node.
6763 -- If return true no item is taken from itemstack.
6764 -- `placer` may be any valid ObjectRef or nil.
6767 after_dig_node = function(pos, oldnode, oldmetadata, digger),
6768 -- oldmetadata is in table format.
6769 -- Called after destructing node when node was dug using
6770 -- minetest.node_dig / minetest.dig_node.
6773 can_dig = function(pos, [player]),
6774 -- Returns true if node can be dug, or false if not.
6777 on_punch = function(pos, node, puncher, pointed_thing),
6778 -- default: minetest.node_punch
6779 -- By default calls minetest.register_on_punchnode callbacks.
6781 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
6783 -- itemstack will hold clicker's wielded item.
6784 -- Shall return the leftover itemstack.
6785 -- Note: pointed_thing can be nil, if a mod calls this function.
6786 -- This function does not get triggered by clients <=0.4.16 if the
6787 -- "formspec" node metadata field is set.
6789 on_dig = function(pos, node, digger),
6790 -- default: minetest.node_dig
6791 -- By default checks privileges, wears out tool and removes node.
6793 on_timer = function(pos, elapsed),
6795 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
6796 -- elapsed is the total time passed since the timer was started.
6797 -- return true to run the timer for another cycle with the same timeout
6800 on_receive_fields = function(pos, formname, fields, sender),
6801 -- fields = {name1 = value1, name2 = value2, ...}
6802 -- Called when an UI form (e.g. sign text input) returns data.
6803 -- See minetest.register_on_player_receive_fields for more info.
6806 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6807 -- Called when a player wants to move items inside the inventory.
6808 -- Return value: number of items allowed to move.
6810 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
6811 -- Called when a player wants to put something into the inventory.
6812 -- Return value: number of items allowed to put.
6813 -- Return value -1: Allow and don't modify item count in inventory.
6815 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
6816 -- Called when a player wants to take something out of the inventory.
6817 -- Return value: number of items allowed to take.
6818 -- Return value -1: Allow and don't modify item count in inventory.
6820 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6821 on_metadata_inventory_put = function(pos, listname, index, stack, player),
6822 on_metadata_inventory_take = function(pos, listname, index, stack, player),
6823 -- Called after the actual action has happened, according to what was
6827 on_blast = function(pos, intensity),
6828 -- intensity: 1.0 = mid range of regular TNT.
6829 -- If defined, called when an explosion touches the node, instead of
6830 -- removing the node.
6836 Used by `minetest.register_craft`.
6841 output = 'default:pick_stone',
6843 {'default:cobble', 'default:cobble', 'default:cobble'},
6844 {'', 'default:stick', ''},
6845 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
6847 replacements = <list of item pairs>,
6848 -- replacements: replace one input item with another item on crafting
6856 output = 'mushrooms:mushroom_stew',
6859 "mushrooms:mushroom_brown",
6860 "mushrooms:mushroom_red",
6862 replacements = <list of item pairs>,
6868 type = "toolrepair",
6869 additional_wear = -0.02,
6872 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
6878 output = "default:glass",
6879 recipe = "default:sand",
6887 recipe = "bucket:bucket_lava",
6889 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
6895 Used by `minetest.register_ore`.
6897 See [Ores] section above for essential information.
6900 ore_type = "scatter",
6902 ore = "default:stone_with_coal",
6905 -- Facedir rotation. Default is 0 (unchanged rotation)
6907 wherein = "default:stone",
6908 -- A list of nodenames is supported too
6910 clust_scarcity = 8 * 8 * 8,
6911 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
6912 -- If the desired average distance between ores is 'd', set this to
6916 -- Number of ores in a cluster
6919 -- Size of the bounding box of the cluster.
6920 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
6921 -- nodes are coal ore.
6925 -- Lower and upper limits for ore
6928 -- Attributes for the ore generation, see 'Ore attributes' section above
6930 noise_threshold = 0.5,
6931 -- If noise is above this threshold, ore is placed. Not needed for a
6932 -- uniform distribution.
6937 spread = {x = 100, y = 100, z = 100},
6942 -- NoiseParams structure describing one of the perlin noises used for
6943 -- ore distribution.
6944 -- Needed by "sheet", "puff", "blob" and "vein" ores.
6945 -- Omit from "scatter" ore for a uniform ore distribution.
6946 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
6949 biomes = {"desert", "rainforest"},
6950 -- List of biomes in which this ore occurs.
6951 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
6952 -- being used does not support biomes.
6953 -- Can be a list of (or a single) biome names, IDs, or definitions.
6955 -- Type-specific parameters
6958 column_height_min = 1,
6959 column_height_max = 16,
6960 column_midpoint_factor = 0.5,
6966 spread = {x = 100, y = 100, z = 100},
6974 spread = {x = 100, y = 100, z = 100},
6981 random_factor = 1.0,
6984 np_stratum_thickness = {
6987 spread = {x = 100, y = 100, z = 100},
6992 stratum_thickness = 8,
6998 Used by `minetest.register_biome`.
7003 node_dust = "default:snow",
7004 -- Node dropped onto upper surface after all else is generated
7006 node_top = "default:dirt_with_snow",
7008 -- Node forming surface layer of biome and thickness of this layer
7010 node_filler = "default:permafrost",
7012 -- Node forming lower layer of biome and thickness of this layer
7014 node_stone = "default:bluestone",
7015 -- Node that replaces all stone nodes between roughly y_min and y_max.
7017 node_water_top = "default:ice",
7018 depth_water_top = 10,
7019 -- Node forming a surface layer in seawater with the defined thickness
7022 -- Node that replaces all seawater nodes not in the surface layer
7024 node_river_water = "default:ice",
7025 -- Node that replaces river water in mapgens that use
7026 -- default:river_water
7028 node_riverbed = "default:gravel",
7030 -- Node placed under river water and thickness of this layer
7032 node_cave_liquid = "default:lava_source",
7033 node_cave_liquid = {"default:water_source", "default:lava_source"},
7034 -- Nodes placed inside 50% of the medium size caves.
7035 -- Multiple nodes can be specified, each cave will use a randomly
7036 -- chosen node from the list.
7037 -- If this field is left out or 'nil', cave liquids fall back to
7038 -- classic behaviour of lava and water distributed using 3D noise.
7039 -- For no cave liquid, specify "air".
7041 node_dungeon = "default:cobble",
7042 -- Node used for primary dungeon structure.
7043 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
7044 -- alias, if that is also absent, dungeon nodes fall back to the biome
7046 -- If present, the following two nodes are also used.
7048 node_dungeon_alt = "default:mossycobble",
7049 -- Node used for randomly-distributed alternative structure nodes.
7050 -- If alternative structure nodes are not wanted leave this absent for
7051 -- performance reasons.
7053 node_dungeon_stair = "stairs:stair_cobble",
7054 -- Node used for dungeon stairs.
7055 -- If absent, stairs fall back to 'node_dungeon'.
7059 -- Upper and lower limits for biome.
7060 -- Alternatively you can use xyz limits as shown below.
7062 max_pos = {x = 31000, y = 128, z = 31000},
7063 min_pos = {x = -31000, y = 9, z = -31000},
7064 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
7065 -- Biome is limited to a cuboid defined by these positions.
7066 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
7067 -- 31000 in 'max_pos'.
7070 -- Vertical distance in nodes above 'y_max' over which the biome will
7071 -- blend with the biome above.
7072 -- Set to 0 for no vertical blend. Defaults to 0.
7075 humidity_point = 50,
7076 -- Characteristic temperature and humidity for the biome.
7077 -- These values create 'biome points' on a voronoi diagram with heat and
7078 -- humidity as axes. The resulting voronoi cells determine the
7079 -- distribution of the biomes.
7080 -- Heat and humidity have average values of 50, vary mostly between
7081 -- 0 and 100 but can exceed these values.
7084 Decoration definition
7085 ---------------------
7087 See [Decoration types]. Used by `minetest.register_decoration`.
7090 deco_type = "simple",
7092 place_on = "default:dirt_with_grass",
7093 -- Node (or list of nodes) that the decoration can be placed on
7096 -- Size of the square divisions of the mapchunk being generated.
7097 -- Determines the resolution of noise variation if used.
7098 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
7099 -- equal to the chunk size.
7102 -- The value determines 'decorations per surface node'.
7103 -- Used only if noise_params is not specified.
7104 -- If >= 10.0 complete coverage is enabled and decoration placement uses
7105 -- a different and much faster method.
7110 spread = {x = 100, y = 100, z = 100},
7117 -- NoiseParams structure describing the perlin noise used for decoration
7119 -- A noise value is calculated for each square division and determines
7120 -- 'decorations per surface node' within each division.
7121 -- If the noise value >= 10.0 complete coverage is enabled and
7122 -- decoration placement uses a different and much faster method.
7124 biomes = {"Oceanside", "Hills", "Plains"},
7125 -- List of biomes in which this decoration occurs. Occurs in all biomes
7126 -- if this is omitted, and ignored if the Mapgen being used does not
7128 -- Can be a list of (or a single) biome names, IDs, or definitions.
7132 -- Lower and upper limits for decoration.
7133 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
7135 spawn_by = "default:water",
7136 -- Node (or list of nodes) that the decoration only spawns next to.
7137 -- Checks two horizontal planes of 8 neighbouring nodes (including
7138 -- diagonal neighbours), one plane level with the 'place_on' node and a
7139 -- plane one node above that.
7142 -- Number of spawn_by nodes that must be surrounding the decoration
7143 -- position to occur.
7144 -- If absent or -1, decorations occur next to any nodes.
7146 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
7147 -- Flags for all decoration types.
7148 -- "liquid_surface": Instead of placement on the highest solid surface
7149 -- in a mapchunk column, placement is on the highest liquid surface.
7150 -- Placement is disabled if solid nodes are found above the liquid
7152 -- "force_placement": Nodes other than "air" and "ignore" are replaced
7153 -- by the decoration.
7154 -- "all_floors", "all_ceilings": Instead of placement on the highest
7155 -- surface in a mapchunk the decoration is placed on all floor and/or
7156 -- ceiling surfaces, for example in caves and dungeons.
7157 -- Ceiling decorations act as an inversion of floor decorations so the
7158 -- effect of 'place_offset_y' is inverted.
7159 -- Y-slice probabilities do not function correctly for ceiling
7160 -- schematic decorations as the behaviour is unchanged.
7161 -- If a single decoration registration has both flags the floor and
7162 -- ceiling decorations will be aligned vertically.
7164 ----- Simple-type parameters
7166 decoration = "default:grass",
7167 -- The node name used as the decoration.
7168 -- If instead a list of strings, a randomly selected node from the list
7169 -- is placed as the decoration.
7172 -- Decoration height in nodes.
7173 -- If height_max is not 0, this is the lower limit of a randomly
7177 -- Upper limit of the randomly selected height.
7178 -- If absent, the parameter 'height' is used as a constant.
7181 -- Param2 value of decoration nodes.
7182 -- If param2_max is not 0, this is the lower limit of a randomly
7186 -- Upper limit of the randomly selected param2.
7187 -- If absent, the parameter 'param2' is used as a constant.
7190 -- Y offset of the decoration base node relative to the standard base
7192 -- Can be positive or negative. Default is 0.
7193 -- Effect is inverted for "all_ceilings" decorations.
7194 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
7195 -- to the 'place_on' node.
7197 ----- Schematic-type parameters
7199 schematic = "foobar.mts",
7200 -- If schematic is a string, it is the filepath relative to the current
7201 -- working directory of the specified Minetest schematic file.
7202 -- Could also be the ID of a previously registered schematic.
7205 size = {x = 4, y = 6, z = 4},
7207 {name = "default:cobble", param1 = 255, param2 = 0},
7208 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
7209 {name = "air", param1 = 255, param2 = 0},
7213 {ypos = 2, prob = 128},
7214 {ypos = 5, prob = 64},
7218 -- Alternative schematic specification by supplying a table. The fields
7219 -- size and data are mandatory whereas yslice_prob is optional.
7220 -- See 'Schematic specifier' for details.
7222 replacements = {["oldname"] = "convert_to", ...},
7224 flags = "place_center_x, place_center_y, place_center_z",
7225 -- Flags for schematic decorations. See 'Schematic attributes'.
7228 -- Rotation can be "0", "90", "180", "270", or "random"
7231 -- If the flag 'place_center_y' is set this parameter is ignored.
7232 -- Y offset of the schematic base node layer relative to the 'place_on'
7234 -- Can be positive or negative. Default is 0.
7235 -- Effect is inverted for "all_ceilings" decorations.
7236 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
7237 -- to the 'place_on' node.
7240 Chat command definition
7241 -----------------------
7243 Used by `minetest.register_chatcommand`.
7246 params = "<name> <privilege>", -- Short parameter description
7248 description = "Remove privilege from player", -- Full description
7250 privs = {privs=true}, -- Require the "privs" privilege to run
7252 func = function(name, param),
7253 -- Called when command is run. Returns boolean success and text output.
7256 Note that in params, use of symbols is as follows:
7258 * `<>` signifies a placeholder to be replaced when the command is used. For
7259 example, when a player name is needed: `<name>`
7260 * `[]` signifies param is optional and not required when the command is used.
7261 For example, if you require param1 but param2 is optional:
7262 `<param1> [<param2>]`
7263 * `|` signifies exclusive or. The command requires one param from the options
7264 provided. For example: `<param1> | <param2>`
7265 * `()` signifies grouping. For example, when param1 and param2 are both
7266 required, or only param3 is required: `(<param1> <param2>) | <param3>`
7268 Privilege definition
7269 --------------------
7271 Used by `minetest.register_privilege`.
7275 -- Privilege description
7277 give_to_singleplayer = true,
7278 -- Whether to grant the privilege to singleplayer.
7280 give_to_admin = true,
7281 -- Whether to grant the privilege to the server admin.
7282 -- Uses value of 'give_to_singleplayer' by default.
7284 on_grant = function(name, granter_name),
7285 -- Called when given to player 'name' by 'granter_name'.
7286 -- 'granter_name' will be nil if the priv was granted by a mod.
7288 on_revoke = function(name, revoker_name),
7289 -- Called when taken from player 'name' by 'revoker_name'.
7290 -- 'revoker_name' will be nil if the priv was revoked by a mod.
7292 -- Note that the above two callbacks will be called twice if a player is
7293 -- responsible, once with the player name, and then with a nil player
7295 -- Return true in the above callbacks to stop register_on_priv_grant or
7296 -- revoke being called.
7299 Detached inventory callbacks
7300 ----------------------------
7302 Used by `minetest.create_detached_inventory`.
7305 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
7306 -- Called when a player wants to move items inside the inventory.
7307 -- Return value: number of items allowed to move.
7309 allow_put = function(inv, listname, index, stack, player),
7310 -- Called when a player wants to put something into the inventory.
7311 -- Return value: number of items allowed to put.
7312 -- Return value -1: Allow and don't modify item count in inventory.
7314 allow_take = function(inv, listname, index, stack, player),
7315 -- Called when a player wants to take something out of the inventory.
7316 -- Return value: number of items allowed to take.
7317 -- Return value -1: Allow and don't modify item count in inventory.
7319 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
7320 on_put = function(inv, listname, index, stack, player),
7321 on_take = function(inv, listname, index, stack, player),
7322 -- Called after the actual action has happened, according to what was
7332 Used by `Player:hud_add`. Returned by `Player:hud_get`.
7335 hud_elem_type = "image", -- See HUD element types
7336 -- Type of element, can be "image", "text", "statbar", or "inventory"
7338 position = {x=0.5, y=0.5},
7339 -- Left corner position of element
7343 scale = {x = 2, y = 2},
7350 -- Selected item in inventory. 0 for no item selected.
7353 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
7355 alignment = {x=0, y=0},
7357 offset = {x=0, y=0},
7359 size = { x=100, y=100 },
7360 -- Size of element in pixels
7363 -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs
7369 Used by `minetest.add_particle`.
7372 pos = {x=0, y=0, z=0},
7373 velocity = {x=0, y=0, z=0},
7374 acceleration = {x=0, y=0, z=0},
7375 -- Spawn particle at pos with velocity and acceleration
7378 -- Disappears after expirationtime seconds
7381 -- Scales the visual size of the particle texture.
7383 collisiondetection = false,
7384 -- If true collides with `walkable` nodes and, depending on the
7385 -- `object_collision` field, objects too.
7387 collision_removal = false,
7388 -- If true particle is removed when it collides.
7389 -- Requires collisiondetection = true to have any effect.
7391 object_collision = false,
7392 -- If true particle collides with objects that are defined as
7393 -- `physical = true,` and `collide_with_objects = true,`.
7394 -- Requires collisiondetection = true to have any effect.
7397 -- If true faces player using y axis only
7399 texture = "image.png",
7401 playername = "singleplayer",
7402 -- Optional, if specified spawns particle only on the player's client
7404 animation = {Tile Animation definition},
7405 -- Optional, specifies how to animate the particle texture
7408 -- Optional, specify particle self-luminescence in darkness.
7413 `ParticleSpawner` definition
7414 ----------------------------
7416 Used by `minetest.add_particlespawner`.
7420 -- Number of particles spawned over the time period `time`.
7423 -- Lifespan of spawner in seconds.
7424 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
7425 -- a per-second basis.
7427 minpos = {x=0, y=0, z=0},
7428 maxpos = {x=0, y=0, z=0},
7429 minvel = {x=0, y=0, z=0},
7430 maxvel = {x=0, y=0, z=0},
7431 minacc = {x=0, y=0, z=0},
7432 maxacc = {x=0, y=0, z=0},
7437 -- The particles' properties are random values between the min and max
7439 -- pos, velocity, acceleration, expirationtime, size
7441 collisiondetection = false,
7442 -- If true collide with `walkable` nodes and, depending on the
7443 -- `object_collision` field, objects too.
7445 collision_removal = false,
7446 -- If true particles are removed when they collide.
7447 -- Requires collisiondetection = true to have any effect.
7449 object_collision = false,
7450 -- If true particles collide with objects that are defined as
7451 -- `physical = true,` and `collide_with_objects = true,`.
7452 -- Requires collisiondetection = true to have any effect.
7454 attached = ObjectRef,
7455 -- If defined, particle positions, velocities and accelerations are
7456 -- relative to this object's position and yaw
7459 -- If true face player using y axis only
7461 texture = "image.png",
7463 playername = "singleplayer",
7464 -- Optional, if specified spawns particles only on the player's client
7466 animation = {Tile Animation definition},
7467 -- Optional, specifies how to animate the particles' texture
7470 -- Optional, specify particle self-luminescence in darkness.
7474 `HTTPRequest` definition
7475 ------------------------
7477 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
7480 url = "http://example.org",
7483 -- Timeout for connection in seconds. Default is 3 seconds.
7485 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
7486 -- Optional, if specified a POST request with post_data is performed.
7487 -- Accepts both a string and a table. If a table is specified, encodes
7488 -- table as x-www-form-urlencoded key-value pairs.
7489 -- If post_data is not specified, a GET request is performed instead.
7491 user_agent = "ExampleUserAgent",
7492 -- Optional, if specified replaces the default minetest user agent with
7495 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
7496 -- Optional, if specified adds additional headers to the HTTP request.
7497 -- You must make sure that the header strings follow HTTP specification
7501 -- Optional, if true performs a multipart HTTP request.
7502 -- Default is false.
7505 `HTTPRequestResult` definition
7506 ------------------------------
7508 Passed to `HTTPApiTable.fetch` callback. Returned by
7509 `HTTPApiTable.fetch_async_get`.
7513 -- If true, the request has finished (either succeeded, failed or timed
7517 -- If true, the request was successful
7520 -- If true, the request timed out
7528 Authentication handler definition
7529 ---------------------------------
7531 Used by `minetest.register_authentication_handler`.
7534 get_auth = function(name),
7535 -- Get authentication data for existing player `name` (`nil` if player
7537 -- Returns following structure:
7538 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
7540 create_auth = function(name, password),
7541 -- Create new auth data for player `name`.
7542 -- Note that `password` is not plain-text but an arbitrary
7543 -- representation decided by the engine.
7545 delete_auth = function(name),
7546 -- Delete auth data of player `name`.
7547 -- Returns boolean indicating success (false if player is nonexistent).
7549 set_password = function(name, password),
7550 -- Set password of player `name` to `password`.
7551 -- Auth data should be created if not present.
7553 set_privileges = function(name, privileges),
7554 -- Set privileges of player `name`.
7555 -- `privileges` is in table form, auth data should be created if not
7558 reload = function(),
7559 -- Reload authentication data from the storage location.
7560 -- Returns boolean indicating success.
7562 record_login = function(name),
7563 -- Called when player joins, used for keeping track of last_login
7565 iterate = function(),
7566 -- Returns an iterator (use with `for` loops) for all player names
7567 -- currently in the auth database