1 Minetest Lua Modding API Reference 0.4.14
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
67 It can also contain a settingtypes.txt in the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be displayed
69 in the "Games" category in the settings tab.
73 Games can provide custom main menu images. They are put inside a `menu` directory
74 inside the game directory.
76 The images are named `$identifier.png`, where `$identifier` is
77 one of `overlay,background,footer,header`.
78 If you want to specify multiple images for one identifier, add additional images named
79 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
80 image will be chosen from the provided ones.
87 * `$path_share/games/gameid/mods/`
89 * `$path_user/games/gameid/mods/`
90 * `$path_user/mods/` (User-installed mods)
91 * `$worldpath/worldmods/`
93 In a run-in-place version (e.g. the distributed windows version):
95 * `minetest-0.4.x/games/gameid/mods/`
96 * `minetest-0.4.x/mods/` (User-installed mods)
97 * `minetest-0.4.x/worlds/worldname/worldmods/`
99 On an installed version on Linux:
101 * `/usr/share/minetest/games/gameid/mods/`
102 * `$HOME/.minetest/mods/` (User-installed mods)
103 * `$HOME/.minetest/worlds/worldname/worldmods`
105 Mod load path for world-specific games
106 --------------------------------------
107 It is possible to include a game in a world; in this case, no mods or
108 games are loaded or checked from anywhere else.
110 This is useful for e.g. adventure worlds.
112 This happens if the following directory exists:
116 Mods should be then be placed in:
122 Mods can be put in a subdirectory, if the parent directory, which otherwise
123 should be a mod, contains a file named `modpack.txt`. This file shall be
124 empty, except for lines starting with `#`, which are comments.
126 Mod directory structure
127 ------------------------
133 | |-- description.txt
134 | |-- settingtypes.txt
138 | | |-- modname_stuff.png
139 | | `-- modname_something_else.png
147 The location of this directory can be fetched by using
148 `minetest.get_modpath(modname)`.
151 List of mods that have to be loaded before loading this mod.
153 A single line contains a single modname.
155 Optional dependencies can be defined by appending a question mark
156 to a single modname. Their meaning is that if the specified mod
157 is missing, that does not prevent this mod from being loaded.
160 A screenshot shown in the mod manager within the main menu. It should
161 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
163 ### `description.txt`
164 A File containing description to be shown within mainmenu.
166 ### `settingtypes.txt`
167 A file in the same format as the one in builtin. It will be parsed by the
168 settings menu and the settings will be displayed in the "Mods" category.
171 The main Lua script. Running this script should register everything it
172 wants to register. Subsequent execution depends on minetest calling the
173 registered callbacks.
175 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
176 to read custom or existing settings at load time, if necessary.
179 Models for entities or meshnodes.
181 ### `textures`, `sounds`, `media`
182 Media files (textures, sounds, whatever) that will be transferred to the
183 client and will be available for use by the mod.
185 Naming convention for registered textual names
186 ----------------------------------------------
187 Registered names should generally be in this format:
189 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
191 This is to prevent conflicting names from corrupting maps and is
192 enforced by the mod loader.
195 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
196 So the name should be `experimental:tnt`.
198 Enforcement can be overridden by prefixing the name with `:`. This can
199 be used for overriding the registrations of some other mod.
201 Example: Any mod can redefine `experimental:tnt` by using the name
206 (also that mod is required to have `experimental` as a dependency)
208 The `:` prefix can also be used for maintaining backwards compatibility.
211 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
212 `minetest.register_alias_force(name, convert_to).
214 This will make Minetest to convert things called name to things called
217 The only difference between `minetest.register_alias` and
218 `minetest.register_alias_force` is that if an item called `name` exists,
219 `minetest.register_alias` will do nothing while
220 `minetest.register_alias_force` will unregister it.
222 This can be used for maintaining backwards compatibility.
224 This can be also used for setting quick access names for things, e.g. if
225 you have an item called `epiclylongmodname:stuff`, you could do
227 minetest.register_alias("stuff", "epiclylongmodname:stuff")
229 and be able to use `/giveme stuff`.
233 Mods should generally prefix their textures with `modname_`, e.g. given
234 the mod name `foomod`, a texture could be called:
238 Textures are referred to by their complete name, or alternatively by
239 stripping out the file extension:
241 * e.g. `foomod_foothing.png`
242 * e.g. `foomod_foothing`
246 There are various texture modifiers that can be used
247 to generate textures on-the-fly.
249 ### Texture overlaying
250 Textures can be overlaid by putting a `^` between them.
254 default_dirt.png^default_grass_side.png
256 `default_grass_side.png` is overlayed over `default_dirt.png`.
257 The texture with the lower resolution will be automatically upscaled to
258 the higher resolution texture.
261 Textures can be grouped together by enclosing them in `(` and `)`.
263 Example: `cobble.png^(thing1.png^thing2.png)`
265 A texture for `thing1.png^thing2.png` is created and the resulting
266 texture is overlaid over `cobble.png`.
268 ### Advanced texture modifiers
270 #### `[crack:<n>:<p>`
271 * `<n>` = animation frame count
272 * `<p>` = current animation frame
274 Draw a step of the crack animation on the texture.
278 default_cobble.png^[crack:10:1
280 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
285 * `<file>` = texture to combine
287 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
288 specified coordinates.
292 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
294 #### `[resize:<w>x<h>`
295 Resizes the texture to the given dimensions.
299 default_sandstone.png^[resize:16x16
302 Makes the base image transparent according to the given ratio.
303 r must be between 0 and 255.
304 0 means totally transparent.
305 255 means totally opaque.
309 default_sandstone.png^[opacity:127
312 Brightens the texture.
316 tnt_tnt_side.png^[brighten
319 Makes the texture completely opaque.
323 default_leaves.png^[noalpha
325 #### `[makealpha:<r>,<g>,<b>`
326 Convert one color to transparency.
330 default_cobble.png^[makealpha:128,128,128
333 * `<t>` = transformation(s) to apply
335 Rotates and/or flips the image.
337 `<t>` can be a number (between 0 and 7) or a transform name.
338 Rotations are counter-clockwise.
341 1 R90 rotate by 90 degrees
342 2 R180 rotate by 180 degrees
343 3 R270 rotate by 270 degrees
345 5 FXR90 flip X then rotate by 90 degrees
347 7 FYR90 flip Y then rotate by 90 degrees
351 default_stone.png^[transformFXR90
353 #### `[inventorycube{<top>{<left>{<right>`
354 `^` is replaced by `&` in texture names.
356 Create an inventory cube texture using the side textures.
360 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
362 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
363 `dirt.png^grass_side.png` textures
365 #### `[lowpart:<percent>:<file>`
366 Blit the lower `<percent>`% part of `<file>` on the texture.
370 base.png^[lowpart:25:overlay.png
372 #### `[verticalframe:<t>:<n>`
373 * `<t>` = animation frame count
374 * `<n>` = current animation frame
376 Crops the texture to a frame of a vertical animation.
380 default_torch_animated.png^[verticalframe:16:8
383 Apply a mask to the base image.
385 The mask is applied using binary AND.
387 #### `[colorize:<color>:<ratio>`
388 Colorize the textures with the given color.
389 `<color>` is specified as a `ColorString`.
390 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
391 it is an int, then it specifies how far to interpolate between the
392 colors where 0 is only the texture color and 255 is only `<color>`. If
393 omitted, the alpha of `<color>` will be used as the ratio. If it is
394 the word "`alpha`", then each texture pixel will contain the RGB of
395 `<color>` and the alpha of `<color>` multiplied by the alpha of the
400 Only Ogg Vorbis files are supported.
402 For positional playing of sounds, only single-channel (mono) files are
403 supported. Otherwise OpenAL will play them non-positionally.
405 Mods should generally prefix their sounds with `modname_`, e.g. given
406 the mod name "`foomod`", a sound could be called:
410 Sounds are referred to by their name with a dot, a single digit and the
411 file extension stripped out. When a sound is played, the actual sound file
412 is chosen randomly from the matching sounds.
414 When playing the sound `foomod_foosound`, the sound is chosen randomly
415 from the available ones of the following files:
417 * `foomod_foosound.ogg`
418 * `foomod_foosound.0.ogg`
419 * `foomod_foosound.1.ogg`
421 * `foomod_foosound.9.ogg`
423 Examples of sound parameter tables:
425 -- Play location-less on all clients
427 gain = 1.0, -- default
429 -- Play location-less to a player
432 gain = 1.0, -- default
434 -- Play in a location
437 gain = 1.0, -- default
438 max_hear_distance = 32, -- default, uses an euclidean metric
440 -- Play connected to an object, looped
442 object = <an ObjectRef>,
443 gain = 1.0, -- default
444 max_hear_distance = 32, -- default, uses an euclidean metric
445 loop = true, -- only sounds connected to objects can be looped
448 ### `SimpleSoundSpec`
450 * e.g. `"default_place_node"`
452 * e.g. `{name="default_place_node"}`
453 * e.g. `{name="default_place_node", gain=1.0}`
455 Registered definitions of stuff
456 -------------------------------
457 Anything added using certain `minetest.register_*` functions get added to
458 the global `minetest.registered_*` tables.
460 * `minetest.register_entity(name, prototype table)`
461 * added to `minetest.registered_entities[name]`
463 * `minetest.register_node(name, node definition)`
464 * added to `minetest.registered_items[name]`
465 * added to `minetest.registered_nodes[name]`
467 * `minetest.register_tool(name, item definition)`
468 * added to `minetest.registered_items[name]`
470 * `minetest.register_craftitem(name, item definition)`
471 * added to `minetest.registered_items[name]`
473 * `minetest.unregister_item(name)`
474 * Unregisters the item name from engine, and deletes the entry with key
475 * `name` from `minetest.registered_items` and from the associated item
476 * table according to its nature: minetest.registered_nodes[] etc
478 * `minetest.register_biome(biome definition)`
479 * returns an integer uniquely identifying the registered biome
480 * added to `minetest.registered_biome` with the key of `biome.name`
481 * if `biome.name` is nil, the key is the returned ID
483 * `minetest.register_ore(ore definition)`
484 * returns an integer uniquely identifying the registered ore
485 * added to `minetest.registered_ores` with the key of `ore.name`
486 * if `ore.name` is nil, the key is the returned ID
488 * `minetest.register_decoration(decoration definition)`
489 * returns an integer uniquely identifying the registered decoration
490 * added to `minetest.registered_decorations` with the key of `decoration.name`
491 * if `decoration.name` is nil, the key is the returned ID
493 * `minetest.register_schematic(schematic definition)`
494 * returns an integer uniquely identifying the registered schematic
495 * added to `minetest.registered_schematic` with the key of `schematic.name`
496 * if `schematic.name` is nil, the key is the returned ID
497 * if the schematic is loaded from a file, schematic.name is set to the filename
498 * if the function is called when loading the mod, and schematic.name is a relative
499 path, then the current mod path will be prepended to the schematic filename
501 * `minetest.clear_registered_biomes()`
502 * clears all biomes currently registered
504 * `minetest.clear_registered_ores()`
505 * clears all ores currently registered
507 * `minetest.clear_registered_decorations()`
508 * clears all decorations currently registered
510 * `minetest.clear_registered_schematics()`
511 * clears all schematics currently registered
513 Note that in some cases you will stumble upon things that are not contained
514 in these tables (e.g. when a mod has been removed). Always check for
515 existence before trying to access the fields.
517 Example: If you want to check the drawtype of a node, you could do:
519 local function get_nodedef_field(nodename, fieldname)
520 if not minetest.registered_nodes[nodename] then
523 return minetest.registered_nodes[nodename][fieldname]
525 local drawtype = get_nodedef_field(nodename, "drawtype")
527 Example: `minetest.get_item_group(name, group)` has been implemented as:
529 function minetest.get_item_group(name, group)
530 if not minetest.registered_items[name] or not
531 minetest.registered_items[name].groups[group] then
534 return minetest.registered_items[name].groups[group]
539 Nodes are the bulk data of the world: cubes and other things that take the
540 space of a cube. Huge amounts of them are handled efficiently, but they
543 The definition of a node is stored and can be accessed by name in
545 minetest.registered_nodes[node.name]
547 See "Registered definitions of stuff".
549 Nodes are passed by value between Lua and the engine.
550 They are represented by a table:
552 {name="name", param1=num, param2=num}
554 `param1` and `param2` are 8-bit integers. The engine uses them for certain
555 automated functions. If you don't use these functions, you can use them to
556 store arbitrary values.
558 The functions of `param1` and `param2` are determined by certain fields in the
561 `param1` is reserved for the engine when `paramtype != "none"`:
564 ^ The value stores light with and without sun in its upper and lower 4 bits
565 respectively. Allows light to propagate from or through the node with
566 light value falling by 1 per node. This is essential for a light source
567 node to spread its light.
569 `param2` is reserved for the engine when any of these are used:
571 liquidtype == "flowing"
572 ^ The level and some flags of the liquid is stored in param2
573 drawtype == "flowingliquid"
574 ^ The drawn liquid level is read from param2
575 drawtype == "torchlike"
576 drawtype == "signlike"
577 paramtype2 == "wallmounted"
578 ^ The rotation of the node is stored in param2. You can make this value
579 by using minetest.dir_to_wallmounted().
580 paramtype2 == "facedir"
581 ^ The rotation of the node is stored in param2. Furnaces and chests are
582 rotated this way. Can be made by using minetest.dir_to_facedir().
584 facedir / 4 = axis direction:
585 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
586 facedir modulo 4 = rotation around that axis
587 paramtype2 == "leveled"
588 paramtype2 == "degrotate"
589 ^ The rotation of this node is stored in param2. Plants are rotated this way.
590 Values range 0 - 179. The value stored in param2 is multiplied by two to
591 get the actual rotation of the node.
592 paramtype2 == "meshoptions"
593 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
594 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
595 a mesh selector. Currently the following meshes are choosable:
596 0 = a "x" shaped plant (ordinary plant)
597 1 = a "+" shaped plant (just rotated 45 degrees)
598 2 = a "*" shaped plant with 3 faces instead of 2
599 3 = a "#" shaped plant with 4 faces instead of 2
600 4 = a "#" shaped plant with 4 faces that lean outwards
601 5-7 are unused and reserved for future meshes.
602 Bits 3 through 7 are optional flags that can be combined and give these
604 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
605 bit 4 (0x10) - Makes the plant mesh 1.4x larger
606 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
607 bits 6-7 are reserved for future use.
611 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
614 ^ defines list of collision boxes for the node. If empty, collision boxes
615 will be the same as nodeboxes, in case of any other nodes will be full cube
616 as in the example above.
618 Nodes can also contain extra data. See "Node Metadata".
622 There are a bunch of different looking node types.
624 Look for examples in `games/minimal` or `games/minetest_game`.
632 * `glasslike_framed_optional`
634 * `allfaces_optional`
641 * `nodebox` -- See below. (**Experimental!**)
642 * `mesh` -- use models for nodes
644 `*_optional` drawtypes need less rendering time if deactivated (always client side).
648 Node selection boxes are defined using "node boxes"
650 The `nodebox` node drawtype allows defining visual of nodes consisting of
651 arbitrary number of boxes. It allows defining stuff like stairs. Only the
652 `fixed` and `leveled` box type is supported for these.
654 Please note that this is still experimental, and may be incompatibly
655 changed in the future.
657 A nodebox is defined as any of:
660 -- A normal cube; the default in most things
664 -- A fixed box (facedir param2 is used, if applicable)
666 fixed = box OR {box1, box2, ...}
669 -- A box like the selection box for torches
670 -- (wallmounted param2 is used, if applicable)
671 type = "wallmounted",
677 -- A node that has optional boxes depending on neighbouring nodes'
678 -- presence and type. See also `connects_to`.
680 fixed = box OR {box1, box2, ...}
681 connect_top = box OR {box1, box2, ...}
682 connect_bottom = box OR {box1, box2, ...}
683 connect_front = box OR {box1, box2, ...}
684 connect_left = box OR {box1, box2, ...}
685 connect_back = box OR {box1, box2, ...}
686 connect_right = box OR {box1, box2, ...}
689 A `box` is defined as:
691 {x1, y1, z1, x2, y2, z2}
693 A box of a regular node would look like:
695 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
697 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
698 set to level from `param2`.
703 If drawtype `mesh` is used, tiles should hold model materials textures.
704 Only static meshes are implemented.
705 For supported model formats see Irrlicht engine documentation.
710 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
714 Offset that the noise is translated by (i.e. added) after calculation.
717 Factor that the noise is scaled by (i.e. multiplied) after calculation.
720 Vector containing values by which each coordinate is divided by before calculation.
721 Higher spread values result in larger noise features.
723 A value of `{x=250, y=250, z=250}` is common.
726 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
727 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
730 Number of times the noise gradient is accumulated into the noise.
732 Increase this number to increase the amount of detail in the resulting noise.
734 A value of `6` is common.
737 Factor by which the effect of the noise gradient function changes with each successive octave.
739 Values less than `1` make the details of successive octaves' noise diminish, while values
740 greater than `1` make successive octaves stronger.
742 A value of `0.6` is common.
745 Factor by which the noise feature sizes change with each successive octave.
747 A value of `2.0` is common.
750 Leave this field unset for no special handling.
752 Currently supported are `defaults`, `eased` and `absvalue`.
755 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
759 Maps noise gradient values onto a quintic S-curve before performing interpolation.
760 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
761 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
764 Accumulates the absolute value of each noise gradient result.
766 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
770 spread = {x=500, y=500, z=500},
775 flags = "defaults, absvalue"
777 ^ A single noise parameter table can be used to get 2D or 3D noise,
778 when getting 2D noise spread.z is ignored.
783 These tell in what manner the ore is generated.
785 All default ores are of the uniformly-distributed scatter type.
788 Randomly chooses a location and generates a cluster of ore.
790 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
791 that point is greater than the `noise_threshold`, giving the ability to create
792 a non-equal distribution of ore.
795 Creates a sheet of ore in a blob shape according to the 2D perlin noise
796 described by `noise_params` and `noise_threshold`. This is essentially an
797 improved version of the so-called "stratus" ore seen in some unofficial mods.
799 This sheet consists of vertical columns of uniform randomly distributed height,
800 varying between the inclusive range `column_height_min` and `column_height_max`.
801 If `column_height_min` is not specified, this parameter defaults to 1.
802 If `column_height_max` is not specified, this parameter defaults to `clust_size`
803 for reverse compatibility. New code should prefer `column_height_max`.
805 The `column_midpoint_factor` parameter controls the position of the column at which
806 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
807 columns grow equally starting from each direction. `column_midpoint_factor` is a
808 decimal number ranging in value from 0 to 1. If this parameter is not specified,
811 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
814 Creates a sheet of ore in a cloud-like puff shape.
816 As with the `sheet` ore type, the size and shape of puffs are described by
817 `noise_params` and `noise_threshold` and are placed at random vertical positions
818 within the currently generated chunk.
820 The vertical top and bottom displacement of each puff are determined by the noise
821 parameters `np_puff_top` and `np_puff_bottom`, respectively.
825 Creates a deformed sphere of ore according to 3d perlin noise described by
826 `noise_params`. The maximum size of the blob is `clust_size`, and
827 `clust_scarcity` has the same meaning as with the `scatter` type.
830 Creates veins of ore varying in density by according to the intersection of two
831 instances of 3d perlin noise with diffferent seeds, both described by
832 `noise_params`. `random_factor` varies the influence random chance has on
833 placement of an ore inside the vein, which is `1` by default. Note that
834 modifying this parameter may require adjusting `noise_threshold`.
835 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
836 by this ore type. This ore type is difficult to control since it is sensitive
837 to small changes. The following is a decent set of parameters to work from:
842 spread = {x=200, y=200, z=200},
848 noise_threshold = 1.6
850 WARNING: Use this ore type *very* sparingly since it is ~200x more
851 computationally expensive than any other ore.
855 See section "Flag Specifier Format".
857 Currently supported flags: `absheight`
860 Also produce this same ore between the height range of `-y_max` and `-y_min`.
862 Useful for having ore in sky realms without having to duplicate ore entries.
865 If set, puff ore generation will not taper down large differences in displacement
866 when approaching the edge of a puff. This flag has no effect for ore types other
869 ### `puff_additive_composition`
870 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
871 negative displacement, the sub-column at that point is not generated. With this
872 attribute set, puff ore generation will instead generate the absolute difference in
873 noise displacement values. This flag has no effect for ore types other than `puff`.
877 The varying types of decorations that can be placed.
880 Creates a 1 times `H` times 1 column of a specified node (or a random node from
881 a list, if a decoration list is specified). Can specify a certain node it must
882 spawn next to, such as water or lava, for example. Can also generate a
883 decoration of random height between a specified lower and upper bound.
884 This type of decoration is intended for placement of grass, flowers, cacti,
885 papyri, waterlilies and so on.
888 Copies a box of `MapNodes` from a specified schematic file (or raw description).
889 Can specify a probability of a node randomly appearing when placed.
890 This decoration type is intended to be used for multi-node sized discrete
891 structures, such as trees, cave spikes, rocks, and so on.
896 A schematic specifier identifies a schematic by either a filename to a
897 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
898 in the form of a table. This table specifies the following fields:
900 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
901 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
902 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
903 * The `data` field is a flat table of MapNode tables making up the schematic,
904 in the order of `[z [y [x]]]`. (required)
905 Each MapNode table contains:
906 * `name`: the name of the map node to place (required)
907 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
908 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
909 * `force_place`: boolean representing if the node should forcibly overwrite any
910 previous contents (default: false)
912 About probability values:
913 * A probability value of `0` or `1` means that node will never appear (0% chance).
914 * A probability value of `254` or `255` means the node will always appear (100% chance).
915 * If the probability value `p` is greater than `1`, then there is a
916 `(p / 256 * 100)` percent chance that node will appear when the schematic is
922 See section "Flag Specifier Format".
924 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
927 * `place_center_x`: Placement of this decoration is centered along the X axis.
928 * `place_center_y`: Placement of this decoration is centered along the Y axis.
929 * `place_center_z`: Placement of this decoration is centered along the Z axis.
930 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
935 The position field is used for all element types.
937 To account for differing resolutions, the position coordinates are the percentage
938 of the screen, ranging in value from `0` to `1`.
940 The name field is not yet used, but should contain a description of what the
941 HUD element represents. The direction field is the direction in which something
944 `0` draws from left to right, `1` draws from right to left, `2` draws from
945 top to bottom, and `3` draws from bottom to top.
947 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
948 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
949 Fractional values can be used.
951 The `offset` field specifies a pixel offset from the position. Contrary to position,
952 the offset is not scaled to screen size. This allows for some precisely-positioned
955 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
957 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
959 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
960 in the experimental stages.
963 Displays an image on the HUD.
965 * `scale`: The scale of the image, with 1 being the original texture size.
966 Only the X coordinate scale is used (positive values).
967 Negative values represent that percentage of the screen it
968 should take; e.g. `x=-100` means 100% (width).
969 * `text`: The name of the texture that is displayed.
970 * `alignment`: The alignment of the image.
971 * `offset`: offset in pixels from position.
974 Displays text on the HUD.
976 * `scale`: Defines the bounding rectangle of the text.
977 A value such as `{x=100, y=100}` should work.
978 * `text`: The text to be displayed in the HUD element.
979 * `number`: An integer containing the RGB value of the color used to draw the text.
980 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
981 * `alignment`: The alignment of the text.
982 * `offset`: offset in pixels from position.
985 Displays a horizontal bar made up of half-images.
987 * `text`: The name of the texture that is used.
988 * `number`: The number of half-textures that are displayed.
989 If odd, will end with a vertically center-split texture.
991 * `offset`: offset in pixels from position.
992 * `size`: If used, will force full-image size to this value (override texture pack image size)
995 * `text`: The name of the inventory list to be displayed.
996 * `number`: Number of items in the inventory to be displayed.
997 * `item`: Position of item that is selected.
999 * `offset`: offset in pixels from position.
1002 Displays distance to selected world position.
1004 * `name`: The name of the waypoint.
1005 * `text`: Distance suffix. Can be blank.
1006 * `number:` An integer containing the RGB value of the color used to draw the text.
1007 * `world_pos`: World position of the waypoint.
1009 Representations of simple things
1010 --------------------------------
1014 {x=num, y=num, z=num}
1016 For helper functions see "Vector helpers".
1019 * `{type="nothing"}`
1020 * `{type="node", under=pos, above=pos}`
1021 * `{type="object", ref=ObjectRef}`
1023 Flag Specifier Format
1024 ---------------------
1025 Flags using the standardized flag specifier format can be specified in either of
1026 two ways, by string or table.
1028 The string format is a comma-delimited set of flag names; whitespace and
1029 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1030 flag, and specifying a flag prefixed by the string `"no"` explicitly
1031 clears the flag from whatever the default may be.
1033 In addition to the standard string flag format, the schematic flags field can
1034 also be a table of flag names to boolean values representing whether or not the
1035 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1036 is present, mapped to a boolean of any value, the specified flag is unset.
1038 E.g. A flag field of value
1040 {place_center_x = true, place_center_y=false, place_center_z=true}
1044 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1046 which is equivalent to
1048 "place_center_x, noplace_center_y, place_center_z"
1052 "place_center_x, place_center_z"
1054 since, by default, no schematic attributes are set.
1060 There are three kinds of items: nodes, tools and craftitems.
1062 * Node (`register_node`): A node from the world.
1063 * Tool (`register_tool`): A tool/weapon that can dig and damage
1064 things according to `tool_capabilities`.
1065 * Craftitem (`register_craftitem`): A miscellaneous item.
1068 Items and item stacks can exist in three formats: Serializes, table format
1072 This is called "stackstring" or "itemstring":
1074 * e.g. `'default:dirt 5'`
1075 * e.g. `'default:pick_wood 21323'`
1076 * e.g. `'default:apple'`
1083 {name="default:dirt", count=5, wear=0, metadata=""}
1085 A wooden pick about 1/3 worn out:
1087 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1091 {name="default:apple", count=1, wear=0, metadata=""}
1094 A native C++ format with many helper methods. Useful for converting
1095 between formats. See the Class reference section for details.
1097 When an item must be passed to a function, it can usually be in any of
1103 In a number of places, there is a group table. Groups define the
1104 properties of a thing (item, node, armor of entity, capabilities of
1105 tool) in such a way that the engine and other mods can can interact with
1106 the thing without actually knowing what the thing is.
1109 Groups are stored in a table, having the group names with keys and the
1110 group ratings as values. For example:
1112 groups = {crumbly=3, soil=1}
1115 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1116 -- ^ A more special dirt-kind of thing
1118 Groups always have a rating associated with them. If there is no
1119 useful meaning for a rating for an enabled group, it shall be `1`.
1121 When not defined, the rating of a group defaults to `0`. Thus when you
1122 read groups, you must interpret `nil` and `0` as the same value, `0`.
1124 You can read the rating of a group for an item or a node by using
1126 minetest.get_item_group(itemname, groupname)
1129 Groups of items can define what kind of an item it is (e.g. wool).
1132 In addition to the general item things, groups are used to define whether
1133 a node is destroyable and how long it takes to destroy by a tool.
1135 ### Groups of entities
1136 For entities, groups are, as of now, used only for calculating damage.
1137 The rating is the percentage of damage caused by tools with this damage group.
1138 See "Entity damage mechanism".
1140 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1141 object.set_armor_groups({fleshy=30, cracky=80})
1144 Groups in tools define which groups of nodes and entities they are
1147 ### Groups in crafting recipes
1148 An example: Make meat soup from any meat, any water and any bowl:
1151 output = 'food:meat_soup_raw',
1157 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1160 Another example: Make red wool from white wool and red dye:
1164 output = 'wool:red',
1165 recipe = {'wool:white', 'group:dye,basecolor_red'},
1169 * `immortal`: Disables the group damage system for an entity
1170 * `level`: Can be used to give an additional sense of progression in the game.
1171 * A larger level will cause e.g. a weapon of a lower level make much less
1172 damage, and get worn out much faster, or not be able to get drops
1173 from destroyed nodes.
1174 * `0` is something that is directly accessible at the start of gameplay
1175 * There is no upper limit
1176 * `dig_immediate`: (player can always pick up node without tool wear)
1177 * `2`: node is removed without tool wear after 0.5 seconds or so
1179 * `3`: node is removed without tool wear immediately (torch)
1180 * `disable_jump`: Player (and possibly other things) cannot jump from node
1181 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1182 * `bouncy`: value is bounce speed in percent
1183 * `falling_node`: if there is no walkable block under the node it will fall
1184 * `attached_node`: if the node under it is not a walkable block the node will be
1185 dropped as an item. If the node is wallmounted the wallmounted direction is
1187 * `soil`: saplings will grow on nodes in this group
1188 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1189 connect to each other
1191 ### Known damage and digging time defining groups
1192 * `crumbly`: dirt, sand
1193 * `cracky`: tough but crackable stuff like stone.
1194 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1195 plants, wire, sheets of metal
1196 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1197 * `fleshy`: Living things like animals and the player. This could imply
1198 some blood effects when hitting.
1199 * `explody`: Especially prone to explosions
1200 * `oddly_breakable_by_hand`:
1201 Can be added to nodes that shouldn't logically be breakable by the
1202 hand but are. Somewhat similar to `dig_immediate`, but times are more
1203 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1204 speed of a tool if the tool can dig at a faster speed than this
1205 suggests for the hand.
1207 ### Examples of custom groups
1208 Item groups are often used for defining, well, _groups of items_.
1209 * `meat`: any meat-kind of a thing (rating might define the size or healing
1210 ability or be irrelevant -- it is not defined as of yet)
1211 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1213 * `flammable`: can be set on fire. Rating might define the intensity of the
1214 fire, affecting e.g. the speed of the spreading of an open fire.
1215 * `wool`: any wool (any origin, any color)
1216 * `metal`: any metal
1217 * `weapon`: any weapon
1218 * `heavy`: anything considerably heavy
1220 ### Digging time calculation specifics
1221 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1222 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1223 faster digging time.
1225 The `level` group is used to limit the toughness of nodes a tool can dig
1226 and to scale the digging times / damage to a greater extent.
1228 **Please do understand this**, otherwise you cannot use the system to it's
1231 Tools define their properties by a list of parameters for groups. They
1232 cannot dig other groups; thus it is important to use a standard bunch of
1233 groups to enable interaction with tools.
1235 #### Tools definition
1238 * Full punch interval
1239 * Maximum drop level
1240 * For an arbitrary list of groups:
1241 * Uses (until the tool breaks)
1242 * Maximum level (usually `0`, `1`, `2` or `3`)
1246 #### Full punch interval
1247 When used as a weapon, the tool will do full damage if this time is spent
1248 between punches. If e.g. half the time is spent, the tool will do half
1251 #### Maximum drop level
1252 Suggests the maximum level of node, when dug with the tool, that will drop
1253 it's useful item. (e.g. iron ore to drop a lump of iron).
1255 This is not automated; it is the responsibility of the node definition
1259 Determines how many uses the tool has when it is used for digging a node,
1260 of this group, of the maximum level. For lower leveled nodes, the use count
1261 is multiplied by `3^leveldiff`.
1263 * `uses=10, leveldiff=0`: actual uses: 10
1264 * `uses=10, leveldiff=1`: actual uses: 30
1265 * `uses=10, leveldiff=2`: actual uses: 90
1268 Tells what is the maximum level of a node of this group that the tool will
1272 List of digging times for different ratings of the group, for nodes of the
1275 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1276 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1277 for this group, and unable to dig the rating `1`, which is the toughest.
1278 Unless there is a matching group that enables digging otherwise.
1281 List of damage for groups of entities. See "Entity damage mechanism".
1283 #### Example definition of the capabilities of a tool
1285 tool_capabilities = {
1286 full_punch_interval=1.5,
1289 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1291 damage_groups = {fleshy=2},
1294 This makes the tool be able to dig nodes that fulfil both of these:
1296 * Have the `crumbly` group
1297 * Have a `level` group less or equal to `2`
1299 Table of resulting digging times:
1301 crumbly 0 1 2 3 4 <- level
1303 1 0.80 1.60 1.60 - -
1304 2 0.60 1.20 1.20 - -
1305 3 0.40 0.80 0.80 - -
1307 level diff: 2 1 0 -1 -2
1309 Table of resulting tool uses:
1318 * At `crumbly==0`, the node is not diggable.
1319 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1320 easy nodes to be quickly breakable.
1321 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1323 Entity damage mechanism
1324 -----------------------
1328 foreach group in cap.damage_groups:
1329 damage += cap.damage_groups[group] * limit(actual_interval /
1330 cap.full_punch_interval, 0.0, 1.0)
1331 * (object.armor_groups[group] / 100.0)
1332 -- Where object.armor_groups[group] is 0 for inexistent values
1335 Client predicts damage based on damage groups. Because of this, it is able to
1336 give an immediate response when an entity is damaged or dies; the response is
1337 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1339 Currently a smoke puff will appear when an entity dies.
1341 The group `immortal` completely disables normal damage.
1343 Entities can define a special armor group, which is `punch_operable`. This
1344 group disables the regular damage mechanism for players punching it by hand or
1345 a non-tool item, so that it can do something else than take damage.
1347 On the Lua side, every punch calls:
1349 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
1351 This should never be called directly, because damage is usually not handled by
1354 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1355 accessed unless absolutely required, to encourage interoperability.
1356 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1357 * `tool_capabilities` can be `nil`.
1358 * `direction` is a unit vector, pointing from the source of the punch to
1361 To punch an entity/object in Lua, call:
1363 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1365 * Return value is tool wear.
1366 * Parameters are equal to the above callback.
1367 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1368 `direction` will be automatically filled in based on the location of `puncher`.
1372 The instance of a node in the world normally only contains the three values
1373 mentioned in "Nodes". However, it is possible to insert extra data into a
1374 node. It is called "node metadata"; See "`NodeMetaRef`".
1376 Metadata contains two things:
1381 Some of the values in the key-value store are handled specially:
1383 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1384 * `infotext`: Text shown on the screen when the node is pointed at
1388 local meta = minetest.get_meta(pos)
1389 meta:set_string("formspec",
1391 "list[context;main;0,0;8,4;]"..
1392 "list[current_player;main;0,5;8,4;]")
1393 meta:set_string("infotext", "Chest");
1394 local inv = meta:get_inventory()
1395 inv:set_size("main", 8*4)
1396 print(dump(meta:to_table()))
1399 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1400 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1401 [10] = "", [11] = "", [12] = "", [13] = "",
1402 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1403 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1404 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1405 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1409 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1416 Formspec defines a menu. Currently not much else than inventories are
1417 supported. It is a string, with a somewhat strange format.
1419 Spaces and newlines can be inserted between the blocks, as is used in the
1427 list[context;main;0,0;8,4;]
1428 list[current_player;main;0,5;8,4;]
1433 list[context;fuel;2,3;1,1;]
1434 list[context;src;2,1;1,1;]
1435 list[context;dst;5,1;2,2;]
1436 list[current_player;main;0,5;8,4;]
1438 #### Minecraft-like player inventory
1441 image[1,0.6;1,2;player.png]
1442 list[current_player;main;0,3.5;8,4;]
1443 list[current_player;craft;3,0;3,3;]
1444 list[current_player;craftpreview;7,1;1,1;]
1448 #### `size[<W>,<H>,<fixed_size>]`
1449 * Define the size of the menu in inventory slots
1450 * `fixed_size`: `true`/`false` (optional)
1451 * deprecated: `invsize[<W>,<H>;]`
1453 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1454 * Show an inventory list
1456 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1457 * Show an inventory list
1459 #### `listring[<inventory location>;<list name>]`
1460 * Allows to create a ring of inventory lists
1461 * Shift-clicking on items in one element of the ring
1462 will send them to the next inventory list inside the ring
1463 * The first occurrence of an element inside the ring will
1464 determine the inventory where items will be sent to
1467 * Shorthand for doing `listring[<inventory location>;<list name>]`
1468 for the last two inventory lists added by list[...]
1470 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1471 * Sets background color of slots as `ColorString`
1472 * Sets background color of slots on mouse hovering
1474 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1475 * Sets background color of slots as `ColorString`
1476 * Sets background color of slots on mouse hovering
1477 * Sets color of slots border
1479 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1480 * Sets background color of slots as `ColorString`
1481 * Sets background color of slots on mouse hovering
1482 * Sets color of slots border
1483 * Sets default background color of tooltips
1484 * Sets default font color of tooltips
1486 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1487 * Adds tooltip for an element
1488 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1489 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1491 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1493 * Position and size units are inventory slots
1495 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1496 * Show an inventory image of registered item/node
1497 * Position and size units are inventory slots
1499 #### `bgcolor[<color>;<fullscreen>]`
1500 * Sets background color of formspec as `ColorString`
1501 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1503 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1504 * Use a background. Inventory rectangles are not drawn then.
1505 * Position and size units are inventory slots
1506 * Example for formspec 8x4 in 16x resolution: image shall be sized
1507 8 times 16px times 4 times 16px.
1509 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1510 * Use a background. Inventory rectangles are not drawn then.
1511 * Position and size units are inventory slots
1512 * Example for formspec 8x4 in 16x resolution:
1513 image shall be sized 8 times 16px times 4 times 16px
1514 * If `true` the background is clipped to formspec size
1515 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1517 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>;<close_on_enter>]`
1518 * Textual password style field; will be sent to server when a button is clicked
1519 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1521 * `x` and `y` position the field relative to the top left of the menu
1522 * `w` and `h` are the size of the field
1523 * Fields are a set height, but will be vertically centred on `h`
1524 * Position and size units are inventory slots
1525 * `name` is the name of the field as returned in fields to `on_receive_fields`
1526 * `label`, if not blank, will be text printed on the top left above the field
1527 * `close_on_enter` (optional) is whether the form should accept and close when enter is
1528 pressed in this field. Defaults to true.
1530 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>;<close_on_enter>]`
1531 * Textual field; will be sent to server when a button is clicked
1532 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1534 * `x` and `y` position the field relative to the top left of the menu
1535 * `w` and `h` are the size of the field
1536 * Fields are a set height, but will be vertically centred on `h`
1537 * Position and size units are inventory slots
1538 * `name` is the name of the field as returned in fields to `on_receive_fields`
1539 * `label`, if not blank, will be text printed on the top left above the field
1540 * `default` is the default value of the field
1541 * `default` may contain variable references such as `${text}'` which
1542 will fill the value from the metadata value `text`
1543 * **Note**: no extra text or more than a single variable is supported ATM.
1544 * `close_on_enter` (optional) is whether the form should accept and close when enter is
1545 pressed in this field. Defaults to true.
1547 #### `field[<name>;<label>;<default>;<close_on_enter>]`
1548 * As above, but without position/size units
1549 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1551 * Special field for creating simple forms, such as sign text input
1552 * Must be used without a `size[]` element
1553 * A "Proceed" button will be added automatically
1554 * `close_on_enter` (optional) is whether the form should accept and close when enter is
1555 pressed in this field. Defaults to true.
1557 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1558 * Same as fields above, but with multi-line input
1560 #### `label[<X>,<Y>;<label>]`
1561 * `x` and `y` work as per field
1562 * `label` is the text on the label
1563 * Position and size units are inventory slots
1565 #### `vertlabel[<X>,<Y>;<label>]`
1566 * Textual label drawn vertically
1567 * `x` and `y` work as per field
1568 * `label` is the text on the label
1569 * Position and size units are inventory slots
1571 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1572 * Clickable button. When clicked, fields will be sent.
1573 * `x`, `y` and `name` work as per field
1574 * `w` and `h` are the size of the button
1575 * `label` is the text on the button
1576 * Position and size units are inventory slots
1578 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1579 * `x`, `y`, `w`, `h`, and `name` work as per button
1580 * `texture name` is the filename of an image
1581 * Position and size units are inventory slots
1583 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1584 * `x`, `y`, `w`, `h`, and `name` work as per button
1585 * `texture name` is the filename of an image
1586 * Position and size units are inventory slots
1587 * `noclip=true` means the image button doesn't need to be within specified formsize
1588 * `drawborder`: draw button border or not
1589 * `pressed texture name` is the filename of an image on pressed state
1591 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1592 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1593 * `item name` is the registered name of an item/node,
1594 tooltip will be made out of its description
1595 to override it use tooltip element
1596 * Position and size units are inventory slots
1598 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1599 * When clicked, fields will be sent and the form will quit.
1601 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1602 * When clicked, fields will be sent and the form will quit.
1604 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1605 * Scrollable item list showing arbitrary text elements
1606 * `x` and `y` position the itemlist relative to the top left of the menu
1607 * `w` and `h` are the size of the itemlist
1608 * `name` fieldname sent to server on doubleclick value is current selected element
1609 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1610 * if you want a listelement to start with "#" write "##".
1612 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1613 * Scrollable itemlist showing arbitrary text elements
1614 * `x` and `y` position the item list relative to the top left of the menu
1615 * `w` and `h` are the size of the item list
1616 * `name` fieldname sent to server on doubleclick value is current selected element
1617 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1618 * if you want a listelement to start with "#" write "##"
1619 * Index to be selected within textlist
1620 * `true`/`false`: draw transparent background
1621 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1623 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1624 * Show a tab**header** at specific position (ignores formsize)
1625 * `x` and `y` position the itemlist relative to the top left of the menu
1626 * `name` fieldname data is transferred to Lua
1627 * `caption 1`...: name shown on top of tab
1628 * `current_tab`: index of selected tab 1...
1629 * `transparent` (optional): show transparent
1630 * `draw_border` (optional): draw border
1632 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1633 * Simple colored semitransparent box
1634 * `x` and `y` position the box relative to the top left of the menu
1635 * `w` and `h` are the size of box
1636 * `color` is color specified as a `ColorString`
1638 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1639 * Show a dropdown field
1640 * **Important note**: There are two different operation modes:
1641 1. handle directly on change (only changed dropdown is submitted)
1642 2. read the value on pressing a button (all dropdown values are available)
1643 * `x` and `y` position of dropdown
1645 * Fieldname data is transferred to Lua
1646 * Items to be shown in dropdown
1647 * Index of currently selected dropdown item
1649 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
1651 * `x` and `y`: position of checkbox
1652 * `name` fieldname data is transferred to Lua
1653 * `label` to be shown left of checkbox
1654 * `selected` (optional): `true`/`false`
1656 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1658 * There are two ways to use it:
1659 1. handle the changed event (only changed scrollbar is available)
1660 2. read the value on pressing a button (all scrollbars are available)
1661 * `x` and `y`: position of trackbar
1662 * `w` and `h`: width and height
1663 * `orientation`: `vertical`/`horizontal`
1664 * Fieldname data is transferred to Lua
1665 * Value this trackbar is set to (`0`-`1000`)
1666 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1668 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1669 * Show scrollable table using options defined by the previous `tableoptions[]`
1670 * Displays cells as defined by the previous `tablecolumns[]`
1671 * `x` and `y`: position the itemlist relative to the top left of the menu
1672 * `w` and `h` are the size of the itemlist
1673 * `name`: fieldname sent to server on row select or doubleclick
1674 * `cell 1`...`cell n`: cell contents given in row-major order
1675 * `selected idx`: index of row to be selected within table (first row = `1`)
1676 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1678 #### `tableoptions[<opt 1>;<opt 2>;...]`
1679 * Sets options for `table[]`
1681 * default text color (`ColorString`), defaults to `#FFFFFF`
1682 * `background=#RRGGBB`
1683 * table background color (`ColorString`), defaults to `#000000`
1684 * `border=<true/false>`
1685 * should the table be drawn with a border? (default: `true`)
1686 * `highlight=#RRGGBB`
1687 * highlight background color (`ColorString`), defaults to `#466432`
1688 * `highlight_text=#RRGGBB`
1689 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1690 * `opendepth=<value>`
1691 * all subtrees up to `depth < value` are open (default value = `0`)
1692 * only useful when there is a column of type "tree"
1694 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1695 * Sets columns for `table[]`
1696 * Types: `text`, `image`, `color`, `indent`, `tree`
1697 * `text`: show cell contents as text
1698 * `image`: cell contents are an image index, use column options to define images
1699 * `color`: cell contents are a ColorString and define color of following cell
1700 * `indent`: cell contents are a number and define indentation of following cell
1701 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1704 * for `text` and `image`: content alignment within cells.
1705 Available values: `left` (default), `center`, `right`, `inline`
1707 * for `text` and `image`: minimum width in em (default: `0`)
1708 * for `indent` and `tree`: indent width in em (default: `1.5`)
1709 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1710 Exception: defaults to 0 for indent columns
1711 * `tooltip=<value>`: tooltip text (default: empty)
1712 * `image` column options:
1713 * `0=<value>` sets image for image index 0
1714 * `1=<value>` sets image for image index 1
1715 * `2=<value>` sets image for image index 2
1716 * and so on; defined indices need not be contiguous empty or
1717 non-numeric cells are treated as `0`.
1718 * `color` column options:
1719 * `span=<value>`: number of following columns to affect (default: infinite)
1721 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1722 pass key press events to formspec!
1726 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1727 * `"current_player"`: Player to whom the menu is shown
1728 * `"player:<name>"`: Any player
1729 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1730 * `"detached:<name>"`: A detached inventory
1734 `#RGB` defines a color in hexadecimal format.
1736 `#RGBA` defines a color in hexadecimal format and alpha channel.
1738 `#RRGGBB` defines a color in hexadecimal format.
1740 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1742 Named colors are also supported and are equivalent to
1743 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1744 To specify the value of the alpha channel, append `#AA` to the end of the color name
1745 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1746 value must (always) be two hexadecimal digits.
1750 A ColorSpec specifies a 32-bit color. It can be written in either:
1751 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
1752 `colorspec = {a=255, r=0, g=255, b=0}`
1753 numerical form, the raw integer value of an ARGB8 quad:
1754 `colorspec = 0xFF00FF00`
1755 or string form, a ColorString (defined above):
1756 `colorspec = "green"`
1760 Most text can contain escape sequences, that can for example color the text.
1761 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
1762 The following functions provide escape sequences:
1763 * `core.get_color_escape_sequence(color)`:
1764 * `color` is a ColorString
1765 * The escape sequence sets the text color to `color`
1766 * `core.colorize(color, message)`:
1768 `core.get_color_escape_sequence(color) ..
1770 core.get_color_escape_sequence("#ffffff")`
1771 * `color.get_background_escape_sequence(color)`
1772 * `color` is a ColorString
1773 * The escape sequence sets the background of the whole text element to
1774 `color`. Only defined for item descriptions and tooltips.
1778 * `vector.new(a[, b, c])`: returns a vector:
1779 * A copy of `a` if `a` is a vector.
1780 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
1781 * `vector.direction(p1, p2)`: returns a vector
1782 * `vector.distance(p1, p2)`: returns a number
1783 * `vector.length(v)`: returns a number
1784 * `vector.normalize(v)`: returns a vector
1785 * `vector.round(v)`: returns a vector, each dimension rounded to floor
1786 * `vector.apply(v, func)`: returns a vector
1787 * `vector.equals(v1, v2)`: returns a boolean
1789 For the following functions `x` can be either a vector or a number:
1791 * `vector.add(v, x)`: returns a vector
1792 * `vector.subtract(v, x)`: returns a vector
1793 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
1794 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
1798 * `dump2(obj, name="_", dumped={})`
1799 * Return object serialized as a string, handles reference loops
1800 * `dump(obj, dumped={})`
1801 * Return object serialized as a string
1802 * `math.hypot(x, y)`
1803 * Get the hypotenuse of a triangle with legs x and y.
1804 Useful for distance calculation.
1805 * `math.sign(x, tolerance)`
1806 * Get the sign of a number.
1807 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1808 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1809 * sep_is_pattern=false)`
1810 * If `max_splits` is negative, do not limit splits.
1811 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1812 * e.g. `string:split("a,b", ",") == {"a","b"}`
1814 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1815 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns `"(X,Y,Z)"`
1816 * Convert position to a printable string
1817 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
1818 * `minetest.string_to_pos(string)`: returns a position
1819 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1820 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
1821 * Converts a string representing an area box into two positions
1822 * `minetest.formspec_escape(string)`: returns a string
1823 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1824 * `minetest.is_yes(arg)`
1825 * returns whether `arg` can be interpreted as yes
1826 * `minetest.get_us_time()`
1827 * returns time with microsecond precision. May not return wall time.
1828 * `table.copy(table)`: returns a table
1829 * returns a deep copy of `table`
1831 `minetest` namespace reference
1832 ------------------------------
1836 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
1837 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1838 * Useful for loading additional `.lua` modules or static data from mod
1839 * `minetest.get_modnames()`: returns a list of installed mods
1840 * Return a list of installed mods, sorted alphabetically
1841 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1842 * Useful for storing custom data
1843 * `minetest.is_singleplayer()`
1844 * `minetest.features`
1845 * Table containing API feature flags: `{foo=true, bar=true}`
1846 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1847 * `arg`: string or table in format `{foo=true, bar=true}`
1848 * `missing_features`: `{foo=true, bar=true}`
1849 * `minetest.get_player_information(player_name)`: returns a table containing
1850 information about player. Example return value:
1852 address = "127.0.0.1", -- IP address of client
1853 ip_version = 4, -- IPv4 / IPv6
1854 min_rtt = 0.01, -- minimum round trip time
1855 max_rtt = 0.2, -- maximum round trip time
1856 avg_rtt = 0.02, -- average round trip time
1857 min_jitter = 0.01, -- minimum packet time jitter
1858 max_jitter = 0.5, -- maximum packet time jitter
1859 avg_jitter = 0.03, -- average packet time jitter
1860 connection_uptime = 200, -- seconds since client connected
1862 -- following information is available on debug build only!!!
1863 -- DO NOT USE IN MODS
1864 --ser_vers = 26, -- serialization version used by client
1865 --prot_vers = 23, -- protocol version used by client
1866 --major = 0, -- major version number
1867 --minor = 4, -- minor version number
1868 --patch = 10, -- patch version number
1869 --vers_string = "0.4.9-git", -- full version string
1870 --state = "Active" -- current client state
1872 * `minetest.mkdir(path)`: returns success.
1873 * Creates a directory specified by `path`, creating parent directories
1874 if they don't exist.
1875 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
1877 * nil: return all entries,
1878 * true: return only subdirectory names, or
1879 * false: return only file names.
1882 * `minetest.debug(...)`
1883 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
1884 * `minetest.log([level,] text)`
1885 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
1886 `"info"`, or `"verbose"`. Default is `"none"`.
1888 ### Registration functions
1889 Call these functions only at load time!
1891 * `minetest.register_entity(name, prototype table)`
1892 * `minetest.register_abm(abm definition)`
1893 * `minetest.register_lbm(lbm definition)`
1894 * `minetest.register_node(name, node definition)`
1895 * `minetest.register_tool(name, item definition)`
1896 * `minetest.register_craftitem(name, item definition)`
1897 * `minetest.unregister_item(name)`
1898 * `minetest.register_alias(name, convert_to)`
1899 * `minetest.register_alias_force(name, convert_to)`
1900 * `minetest.register_craft(recipe)`
1901 * Check recipe table syntax for different types below.
1902 * `minetest.clear_craft(recipe)`
1903 * Will erase existing craft based either on output item or on input recipe.
1904 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
1905 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
1906 * If no erase candidate could be found, Lua exception will be thrown.
1907 * Warning! The type field ("shaped","cooking" or any other) will be ignored if the recipe
1908 contains output. Erasing is then done independently from the crafting method.
1909 * `minetest.register_ore(ore definition)`
1910 * `minetest.register_decoration(decoration definition)`
1911 * `minetest.override_item(name, redefinition)`
1912 * Overrides fields of an item registered with register_node/tool/craftitem.
1913 * Note: Item must already be defined, (opt)depend on the mod defining it.
1914 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
1916 * `minetest.clear_registered_ores()`
1917 * `minetest.clear_registered_decorations()`
1919 ### Global callback registration functions
1920 Call these functions only at load time!
1922 * `minetest.register_globalstep(func(dtime))`
1923 * Called every server step, usually interval of 0.1s
1924 * `minetest.register_on_shutdown(func())`
1925 * Called before server shutdown
1926 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
1927 callbacks **will likely not be run**. Data should be saved at
1928 semi-frequent intervals as well as on server shutdown.
1929 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
1930 * Called when a node has been placed
1931 * If return `true` no item is taken from `itemstack`
1932 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
1934 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
1935 * Called when a node has been dug.
1936 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
1938 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
1939 * Called when a node is punched
1940 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
1941 * Called after generating a piece of world. Modifying nodes inside the area
1942 is a bit faster than usually.
1943 * `minetest.register_on_newplayer(func(ObjectRef))`
1944 * Called after a new player has been created
1945 * `minetest.register_on_dieplayer(func(ObjectRef))`
1946 * Called when a player dies
1947 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
1948 * Called when a player is punched
1949 * `player` - ObjectRef - Player that was punched
1950 * `hitter` - ObjectRef - Player that hit
1951 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
1952 * `tool_capabilities`: capability table of used tool (can be nil)
1953 * `dir`: unit vector of direction of punch. Always defined. Points from
1954 the puncher to the punched.
1955 * `damage` - number that represents the damage calculated by the engine
1956 * should return `true` to prevent the default damage mechanism
1957 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
1958 * Called when the player gets damaged or healed
1959 * `player`: ObjectRef of the player
1960 * `hp_change`: the amount of change. Negative when it is damage.
1961 * `modifier`: when true, the function should return the actual hp_change.
1962 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
1963 modifiers can return true as a second argument to stop the execution of further functions.
1964 Non-modifiers receive the final hp change calculated by the modifiers.
1965 * `minetest.register_on_respawnplayer(func(ObjectRef))`
1966 * Called when player is to be respawned
1967 * Called _before_ repositioning of player occurs
1968 * return true in func to disable regular player placement
1969 * `minetest.register_on_prejoinplayer(func(name, ip))`
1970 * Called before a player joins the game
1971 * If it returns a string, the player is disconnected with that string as reason
1972 * `minetest.register_on_joinplayer(func(ObjectRef))`
1973 * Called when a player joins the game
1974 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
1975 * Called when a player leaves the game
1976 * `timed_out`: True for timeout, false for other reasons.
1977 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
1978 * Called when a player cheats
1979 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
1980 * `"moved_too_fast"`
1981 * `"interacted_too_far"`
1982 * `"finished_unknown_dig"`
1985 * `minetest.register_on_chat_message(func(name, message))`
1986 * Called always when a player says something
1987 * Return `true` to mark the message as handled, which means that it will not be sent to other players
1988 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
1989 * Called when a button is pressed in player's inventory form
1990 * Newest functions are called first
1991 * If function returns `true`, remaining functions are not called
1992 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
1993 * Called when `player` crafts something
1994 * `itemstack` is the output
1995 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
1996 * `craft_inv` is the inventory with the crafting grid
1997 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
1998 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
1999 * The same as before, except that it is called before the player crafts, to make
2000 craft prediction, and it should not change anything.
2001 * `minetest.register_on_protection_violation(func(pos, name))`
2002 * Called by `builtin` and mods when a player violates protection at a position
2003 (eg, digs a node or punches a protected entity).
2004 * The registered functions can be called using `minetest.record_protection_violation`
2005 * The provided function should check that the position is protected by the mod
2006 calling this function before it prints a message, if it does, to allow for
2007 multiple protection mods.
2008 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2009 * Called when an item is eaten, by `minetest.item_eat`
2010 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2012 ### Other registration functions
2013 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2014 * `minetest.register_privilege(name, definition)`
2015 * `definition`: `"description text"`
2016 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2017 the default of `give_to_singleplayer` is true
2018 * To allow players with basic_privs to grant, see basic_privs minetest.conf setting.
2019 * `minetest.register_authentication_handler(handler)`
2020 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
2023 * `minetest.setting_set(name, value)`
2024 * Setting names can't contain whitespace or any of `="{}#`.
2025 * Setting values can't contain the sequence `\n"""`.
2026 * Setting names starting with "secure." can't be set.
2027 * `minetest.setting_get(name)`: returns string or `nil`
2028 * `minetest.setting_setbool(name, value)`
2029 * See documentation on `setting_set` for restrictions.
2030 * `minetest.setting_getbool(name)`: returns boolean or `nil`
2031 * `minetest.setting_get_pos(name)`: returns position or nil
2032 * `minetest.setting_save()`, returns `nil`, save all settings to config file
2035 * `minetest.notify_authentication_modified(name)`
2036 * Should be called by the authentication handler if privileges changes.
2037 * To report everybody, set `name=nil`.
2038 * `minetest.check_password_entry(name, entry, password)`
2039 * Returns true if the "db entry" for a player with name matches given
2040 * password, false otherwise.
2041 * The "db entry" is the usually player-individual value that is derived
2042 * from the player's chosen password and stored on the server in order to allow
2043 * authentication whenever the player desires to log in.
2044 * Only use this function for making it possible to log in via the password from
2045 * via protocols like IRC, other uses for inside the game are frowned upon.
2046 * `minetest.get_password_hash(name, raw_password)`
2047 * Convert a name-password pair to a password hash that Minetest can use.
2048 * The returned value alone is not a good basis for password checks based
2049 * on comparing the password hash in the database with the password hash
2050 * from the function, with an externally provided password, as the hash
2051 * in the db might use the new SRP verifier format.
2052 * For this purpose, use minetest.check_password_entry instead.
2053 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2054 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2055 * Convert between two privilege representations
2056 * `minetest.set_player_password(name, password_hash)`
2057 * `minetest.set_player_privs(name, {priv1=true,...})`
2058 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2059 * `minetest.auth_reload()`
2060 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2061 * A quickhand for checking privileges.
2062 * `player_or_name`: Either a Player object or the name of a player.
2063 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2064 a table, e.g. `{ priva = true, privb = true }`.
2065 * `minetest.get_player_ip(name)`: returns an IP address string
2067 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2068 and `minetest.auth_reload` call the authetification handler.
2071 * `minetest.chat_send_all(text)`
2072 * `minetest.chat_send_player(name, text)`
2074 ### Environment access
2075 * `minetest.set_node(pos, node)`
2076 * `minetest.add_node(pos, node): alias set_node(pos, node)`
2077 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
2078 * `minetest.swap_node(pos, node`
2079 * Set node at position, but don't remove metadata
2080 * `minetest.remove_node(pos)`
2081 * Equivalent to `set_node(pos, "air")`
2082 * `minetest.get_node(pos)`
2083 * Returns the node at the given position as table in the format
2084 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2086 * `minetest.get_node_or_nil(pos)`
2087 * Same as `get_node` but returns `nil` for unloaded areas.
2088 * `minetest.get_node_light(pos, timeofday)`
2089 * Gets the light value at the given position. Note that the light value
2090 "inside" the node at the given position is returned, so you usually want
2091 to get the light value of a neighbor.
2092 * `pos`: The position where to measure the light.
2093 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2094 * Returns a number between `0` and `15` or `nil`
2095 * `minetest.place_node(pos, node)`
2096 * Place node with the same effects that a player would cause
2097 * `minetest.dig_node(pos)`
2098 * Dig node with the same effects that a player would cause
2099 * Returns `true` if successful, `false` on failure (e.g. protected location)
2100 * `minetest.punch_node(pos)`
2101 * Punch node with the same effects that a player would cause
2103 * `minetest.find_nodes_with_meta(pos1, pos2)`
2104 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2105 * `minetest.get_meta(pos)`
2106 * Get a `NodeMetaRef` at that position
2107 * `minetest.get_node_timer(pos)`
2108 * Get `NodeTimerRef`
2110 * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
2111 * Returns `ObjectRef`, or `nil` if failed
2112 * `minetest.add_item(pos, item)`: Spawn item
2113 * Returns `ObjectRef`, or `nil` if failed
2114 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2115 * `minetest.get_objects_inside_radius(pos, radius)`
2116 * `radius`: using an euclidean metric
2117 * `minetest.set_timeofday(val)`
2118 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2119 * `minetest.get_timeofday()`
2120 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2121 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2122 * accounting for time changes.
2123 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
2124 * `radius`: using a maximum metric
2125 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2126 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
2127 * returns as second value a table with the count of the individual nodes found
2128 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2129 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
2130 * returned positions are nodes with a node air above
2131 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2132 * `minetest.get_perlin(noiseparams)`
2133 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2134 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2135 * `minetest.get_voxel_manip([pos1, pos2])`
2136 * Return voxel manipulator object.
2137 * Loads the manipulator from the map if positions are passed.
2138 * `minetest.set_gen_notify(flags, {deco_ids})`
2139 * Set the types of on-generate notifications that should be collected
2140 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2141 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2142 * The second parameter is a list of IDS of decorations which notification is requested for
2143 * `get_gen_notify()`: returns a flagstring and a table with the deco_ids
2144 * `minetest.get_mapgen_object(objectname)`
2145 * Return requested mapgen object if available (see "Mapgen objects")
2146 * `minetest.get_biome_id(biome_name)`
2147 * Returns the biome id, as used in the biomemap Mapgen object, for a
2148 given biome_name string.
2149 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2150 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2151 * Deprecated: use minetest.get_mapgen_setting(name) instead
2152 * `minetest.set_mapgen_params(MapgenParams)`
2153 * Deprecated: use minetest.set_mapgen_setting(name, value, override) instead
2154 * Set map generation parameters
2155 * Function cannot be called after the registration period; only initialization
2156 and `on_mapgen_init`
2157 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2159 * Leave field unset to leave that parameter unchanged
2160 * `flags` contains a comma-delimited string of flags to set,
2161 or if the prefix `"no"` is attached, clears instead.
2162 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2163 * `minetest.get_mapgen_setting(name)`
2164 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2165 order of precedence:
2166 1) Settings loaded from map_meta.txt or overrides set during mod execution
2167 2) Settings set by mods without a metafile override
2168 3) Settings explicitly set in the user config file, minetest.conf
2169 4) Settings set as the user config default
2170 * `minetest.get_mapgen_setting_noiseparams(name)`
2171 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2172 and is a valid NoiseParams
2173 * `minetest.set_mapgen_setting(name, value, [override_meta=false])`
2174 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2175 is not already present in map_meta.txt. If the optional boolean override_meta is set to true,
2176 this setting will become the active setting regardless of the map metafile contents.
2177 * Note: to set the seed, use "seed", not "fixed_map_seed"
2178 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta=false])`
2179 * Same as above, except value is a NoiseParams table
2180 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2181 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2182 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2183 should be applied to the default config or current active config
2184 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2185 * `minetest.generate_ores(vm, pos1, pos2)`
2186 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2187 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2188 * `minetest.generate_decorations(vm, pos1, pos2)`
2189 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2190 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2191 * `minetest.clear_objects([options])`
2192 * Clear all objects in the environment
2193 * Takes an optional table as an argument with the field `mode`.
2194 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2195 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2196 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2197 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2198 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2199 * fetched from memory, loaded from disk, or if inexistent, generates them.
2200 * If `callback` is a valid Lua function, this will be called for each block emerged.
2201 * The function signature of callback is:
2202 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2203 * - `blockpos` is the *block* coordinates of the block that had been emerged
2204 * - `action` could be one of the following constant values:
2205 * `core.EMERGE_CANCELLED`, `core.EMERGE_ERRORED`, `core.EMERGE_FROM_MEMORY`,
2206 * `core.EMERGE_FROM_DISK`, `core.EMERGE_GENERATED`
2207 * - `calls_remaining` is the number of callbacks to be expected after this one
2208 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2209 * parameter was absent)
2210 * `minetest.delete_area(pos1, pos2)`
2211 * delete all mapblocks in the area from pos1 to pos2, inclusive
2212 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2213 * Check if there is a direct line of sight between `pos1` and `pos2`
2214 * Returns the position of the blocking node when `false`
2215 * `pos1`: First position
2216 * `pos2`: Second position
2217 * `stepsize`: smaller gives more accurate results but requires more computing
2218 time. Default is `1`.
2219 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2220 * returns table containing path
2221 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2222 * `pos1`: start position
2223 * `pos2`: end position
2224 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2225 * `max_jump`: maximum height difference to consider walkable
2226 * `max_drop`: maximum height difference to consider droppable
2227 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2228 * `minetest.spawn_tree (pos, {treedef})`
2229 * spawns L-system tree at given `pos` with definition in `treedef` table
2230 * Warning: L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
2231 Often these bugs appear as subtle shadows in water.
2232 * `minetest.transforming_liquid_add(pos)`
2233 * add node to liquid update queue
2234 * `minetest.get_node_max_level(pos)`
2235 * get max available level for leveled node
2236 * `minetest.get_node_level(pos)`
2237 * get level of leveled node (water, snow)
2238 * `minetest.set_node_level(pos, level)`
2239 * set level of leveled node, default `level` equals `1`
2240 * if `totallevel > maxlevel`, returns rest (`total-max`).
2241 * `minetest.add_node_level(pos, level)`
2242 * increase level of leveled node by level, default `level` equals `1`
2243 * if `totallevel > maxlevel`, returns rest (`total-max`)
2244 * can be negative for decreasing
2247 `minetest.get_inventory(location)`: returns an `InvRef`
2250 * `{type="player", name="celeron55"}`
2251 * `{type="node", pos={x=, y=, z=}}`
2252 * `{type="detached", name="creative"}`
2253 * `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
2254 * callbacks: See "Detached inventory callbacks"
2255 * Creates a detached inventory. If it already exists, it is cleared.
2256 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2257 returns left over ItemStack
2258 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2261 * `minetest.show_formspec(playername, formname, formspec)`
2262 * `playername`: name of player to show formspec
2263 * `formname`: name passed to `on_player_receive_fields` callbacks.
2264 It should follow the `"modname:<whatever>"` naming convention
2265 * `formspec`: formspec to display
2266 * `minetest.formspec_escape(string)`: returns a string
2267 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2268 * `minetest.explode_table_event(string)`: returns a table
2269 * returns e.g. `{type="CHG", row=1, column=2}`
2271 * `"INV"`: no row selected)
2272 * `"CHG"`: selected)
2273 * `"DCL"`: double-click
2274 * `minetest.explode_textlist_event(string)`: returns a table
2275 * returns e.g. `{type="CHG", index=1}`
2277 * `"INV"`: no row selected)
2278 * `"CHG"`: selected)
2279 * `"DCL"`: double-click
2280 * `minetest.explode_scrollbar_event(string)`: returns a table
2281 * returns e.g. `{type="CHG", value=500}`
2283 * `"INV"`: something failed
2284 * `"CHG"`: has been changed
2285 * `"VAL"`: not changed
2288 * `minetest.inventorycube(img1, img2, img3)`
2289 * Returns a string for making an image of a cube (useful as an item image)
2290 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2291 * Get position of a `pointed_thing` (that you can get from somewhere)
2292 * `minetest.dir_to_facedir(dir, is6d)`
2293 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2294 * passing something non-`nil`/`false` for the optional second parameter causes it to
2295 take the y component into account
2296 * `minetest.facedir_to_dir(facedir)`
2297 * Convert a facedir back into a vector aimed directly out the "back" of a node
2298 * `minetest.dir_to_wallmounted(dir)`
2299 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2300 * `minetest.wallmounted_to_dir(wallmounted)`
2301 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2302 * `minetest.get_node_drops(nodename, toolname)`
2303 * Returns list of item names.
2304 * **Note**: This will be removed or modified in a future version.
2305 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2306 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2307 * `input.width` = for example `3`
2308 * `input.items` = for example
2309 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2310 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2311 * `output.time` = a number, if unsuccessful: `0`
2312 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2313 `decremented_input.items`
2314 * `decremented_input` = like `input`
2315 * `minetest.get_craft_recipe(output)`: returns input
2316 * returns last registered recipe for output item (node)
2317 * `output` is a node or item type such as `"default:torch"`
2318 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2319 * `input.width` = for example `3`
2320 * `input.items` = for example
2321 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2322 * `input.items` = `nil` if no recipe found
2323 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2324 * returns indexed table with all registered recipes for query item (node)
2325 or `nil` if no recipe was found
2326 * recipe entry table:
2328 method = 'normal' or 'cooking' or 'fuel'
2329 width = 0-3, 0 means shapeless recipe
2330 items = indexed [1-9] table with recipe items
2331 output = string with item name and quantity
2333 * Example query for `"default:gold_ingot"` will return table:
2335 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2336 items = {1 = "default:gold_lump"}},
2337 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2338 items = {1 = "default:goldblock"}}
2340 * `minetest.handle_node_drops(pos, drops, digger)`
2341 * `drops`: list of itemstrings
2342 * Handles drops from nodes after digging: Default action is to put them into
2344 * Can be overridden to get different functionality (e.g. dropping items on
2348 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2349 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2350 * Find who has done something to a node, or near a node
2351 * `actor`: `"player:<name>"`, also `"liquid"`.
2352 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2353 * Revert latest actions of someone
2354 * `actor`: `"player:<name>"`, also `"liquid"`.
2356 ### Defaults for the `on_*` item definition functions
2357 These functions return the leftover itemstack.
2359 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2360 * Place item as a node
2361 * `param2` overrides `facedir` and wallmounted `param2`
2362 * returns `itemstack, success`
2363 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2365 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2366 * Use one of the above based on what the item is.
2367 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2368 * **Note**: is not called when wielded item overrides `on_place`
2369 * `param2` overrides `facedir` and wallmounted `param2`
2370 * returns `itemstack, success`
2371 * `minetest.item_drop(itemstack, dropper, pos)`
2373 * `minetest.item_eat(hp_change, replace_with_item)`
2375 * `replace_with_item` is the itemstring which is added to the inventory.
2376 If the player is eating a stack, then replace_with_item goes to a
2377 different spot. Can be `nil`
2378 * See `minetest.do_item_eat`
2380 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2381 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2382 * Calls functions registered by `minetest.register_on_punchnode()`
2383 * `minetest.node_dig(pos, node, digger)`
2384 * Checks if node can be dug, puts item into inventory, removes node
2385 * Calls functions registered by `minetest.registered_on_dignodes()`
2388 * `minetest.sound_play(spec, parameters)`: returns a handle
2389 * `spec` is a `SimpleSoundSpec`
2390 * `parameters` is a sound parameter table
2391 * `minetest.sound_stop(handle)`
2394 * `minetest.after(time, func, ...)`
2395 * Call the function `func` after `time` seconds, may be fractional
2396 * Optional: Variable number of arguments that are passed to `func`
2399 * `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
2400 and `reconnect` == true displays a reconnect button.
2401 * `minetest.get_server_status()`: returns server status string
2404 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2405 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2406 * `minetest.ban_player(name)`: ban a player
2407 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2408 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2411 * `minetest.add_particle(particle definition)`
2412 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2413 size, collisiondetection, texture, playername)`
2415 * `minetest.add_particlespawner(particlespawner definition)`
2416 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2417 * Returns an `id`, and -1 if adding didn't succeed
2418 * `Deprecated: minetest.add_particlespawner(amount, time,
2422 minexptime, maxexptime,
2424 collisiondetection, texture, playername)`
2426 * `minetest.delete_particlespawner(id, player)``
2427 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2428 * If playername is specified, only deletes on the player's client,
2429 * otherwise on all clients
2432 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2433 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2434 * Apply the specified probability values to the specified nodes in `probability_list`.
2435 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2436 * `pos` is the 3D vector specifying the absolute coordinates of the
2437 node being modified,
2438 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2439 * If there are two or more entries with the same pos value, the
2441 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2442 * If `probability_list` equals `nil`, no probabilities are applied.
2443 * Slice probability works in the same manner, except takes a field
2444 called `ypos` instead which
2445 indicates the y position of the slice with a probability applied.
2446 * If slice probability list equals `nil`, no slice probabilities are applied.
2447 * Saves schematic in the Minetest Schematic format to filename.
2449 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2450 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2451 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2452 * If the `rotation` parameter is omitted, the schematic is not rotated.
2453 * `replacements` = `{["old_name"] = "convert_to", ...}`
2454 * `force_placement` is a boolean indicating whether nodes other than `air` and
2455 `ignore` are replaced by the schematic
2456 * Returns nil if the schematic could not be loaded.
2458 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2459 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2460 specified VoxelManip object `vmanip` instead of the whole map.
2461 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
2462 containing the full area required, and true if the whole schematic was able to fit.
2463 * Returns nil if the schematic could not be loaded.
2464 * After execution, any external copies of the VoxelManip contents are invalidated.
2466 * `minetest.serialize_schematic(schematic, format, options)`
2467 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2468 * in the `format` of either "mts" or "lua".
2469 * "mts" - a string containing the binary MTS data used in the MTS file format
2470 * "lua" - a string containing Lua code representing the schematic in table format
2471 * `options` is a table containing the following optional parameters:
2472 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2473 * position comments for every X row generated in the schematic data for easier reading.
2474 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2475 * will use that number of spaces as indentation instead of a tab character.
2478 * `minetest.request_http_api()`:
2479 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
2480 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
2481 otherwise returns `nil`.
2482 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
2484 * Only works at init time and must be called from the mod's main scope (not from a function).
2485 * Function only exists if minetest server was built with cURL support.
2486 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
2488 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
2489 * Performs given request asynchronously and calls callback upon completion
2490 * callback: `function(HTTPRequestResult res)`
2491 * Use this HTTP function if you are unsure, the others are for advanced use.
2492 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
2493 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
2494 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
2495 * Return response data for given asynchronous HTTP request
2498 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2499 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2500 * Gives a unique hash number for a node position (16+16+16=48bit)
2501 * `minetest.get_position_from_hash(hash)`: returns a position
2502 * Inverse transform of `minetest.hash_node_position`
2503 * `minetest.get_item_group(name, group)`: returns a rating
2504 * Get rating of a group of an item. (`0` means: not in group)
2505 * `minetest.get_node_group(name, group)`: returns a rating
2506 * Deprecated: An alias for the former.
2507 * `minetest.raillike_group(name)`: returns a rating
2508 * Returns rating of the connect_to_raillike group corresponding to name
2509 * If name is not yet the name of a connect_to_raillike group, a new group id
2510 * is created, with that name
2511 * `minetest.get_content_id(name)`: returns an integer
2512 * Gets the internal content ID of `name`
2513 * `minetest.get_name_from_content_id(content_id)`: returns a string
2514 * Gets the name of the content with that content ID
2515 * `minetest.parse_json(string[, nullvalue])`: returns something
2516 * Convert a string containing JSON data into the Lua equivalent
2517 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2518 * On success returns a table, a string, a number, a boolean or `nullvalue`
2519 * On failure outputs an error message and returns `nil`
2520 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2521 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2522 * Convert a Lua table into a JSON string
2523 * styled: Outputs in a human-readable format if this is set, defaults to false
2524 * Unserializable things like functions and userdata are saved as null.
2525 * **Warning**: JSON is more strict than the Lua table format.
2526 1. You can only use strings and positive integers of at least one as keys.
2527 2. You can not mix string and integer keys.
2528 This is due to the fact that JSON has two distinct array and object values.
2529 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2530 * `minetest.serialize(table)`: returns a string
2531 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2532 into string form readable by `minetest.deserialize`
2533 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2534 * `minetest.deserialize(string)`: returns a table
2535 * Convert a string returned by `minetest.deserialize` into a table
2536 * `string` is loaded in an empty sandbox environment.
2537 * Will load functions, but they cannot access the global environment.
2538 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2539 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2540 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2541 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2542 * Compress a string of data.
2543 * `method` is a string identifying the compression method to be used.
2544 * Supported compression methods:
2545 * Deflate (zlib): `"deflate"`
2546 * `...` indicates method-specific arguments. Currently defined arguments are:
2547 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2548 * `minetest.decompress(compressed_data, method, ...)`: returns data
2549 * Decompress a string of data (using ZLib).
2550 * See documentation on `minetest.compress()` for supported compression methods.
2551 * currently supported.
2552 * `...` indicates method-specific arguments. Currently, no methods use this.
2553 * `minetest.encode_base64(string)`: returns string encoded in base64
2554 * Encodes a string in base64.
2555 * `minetest.decode_base64(string)`: returns string
2556 * Decodes a string encoded in base64.
2557 * `minetest.is_protected(pos, name)`: returns boolean
2558 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2559 actions, defineable by mods, due to some mod-defined ownership-like concept.
2560 Returns false or nil, if the player is allowed to do such actions.
2561 * This function should be overridden by protection mods and should be used to
2562 check if a player can interact at a position.
2563 * This function should call the old version of itself if the position is not
2564 protected by the mod.
2567 local old_is_protected = minetest.is_protected
2568 function minetest.is_protected(pos, name)
2569 if mymod:position_protected_from(pos, name) then
2572 return old_is_protected(pos, name)
2574 * `minetest.record_protection_violation(pos, name)`
2575 * This function calls functions registered with
2576 `minetest.register_on_protection_violation`.
2577 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2578 * Attempt to predict the desired orientation of the facedir-capable node
2579 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2580 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2581 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2582 is an optional table containing extra tweaks to the placement code:
2583 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2584 orientation on the wall.
2585 * `force_wall` : if `true`, always place the node in wall orientation.
2586 * `force_ceiling`: if `true`, always place on the ceiling.
2587 * `force_floor`: if `true`, always place the node on the floor.
2588 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2589 the floor or ceiling
2590 * The first four options are mutually-exclusive; the last in the list takes
2591 precedence over the first.
2592 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2593 * calls `rotate_and_place()` with infinitestacks set according to the state of
2594 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2597 * `minetest.forceload_block(pos)`
2598 * forceloads the position `pos`.
2599 * returns `true` if area could be forceloaded
2600 * Please note that forceloaded areas are saved when the server restarts.
2602 * `minetest.forceload_free_block(pos)`
2603 * stops forceloading the position `pos`
2605 * `minetest.request_insecure_environment()`: returns an environment containing
2606 insecure functions if the calling mod has been listed as trusted in the
2607 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
2608 * Only works at init time and must be called from the mod's main scope (not from a function).
2609 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
2612 * `minetest.global_exists(name)`
2613 * Checks if a global variable has been set, without triggering a warning.
2616 * `minetest.env`: `EnvRef` of the server environment and world.
2617 * Any function in the minetest namespace can be called using the syntax
2618 `minetest.env:somefunction(somearguments)`
2619 instead of `minetest.somefunction(somearguments)`
2620 * Deprecated, but support is not to be dropped soon
2623 * `minetest.registered_items`
2624 * Map of registered items, indexed by name
2625 * `minetest.registered_nodes`
2626 * Map of registered node definitions, indexed by name
2627 * `minetest.registered_craftitems`
2628 * Map of registered craft item definitions, indexed by name
2629 * `minetest.registered_tools`
2630 * Map of registered tool definitions, indexed by name
2631 * `minetest.registered_entities`
2632 * Map of registered entity prototypes, indexed by name
2633 * `minetest.object_refs`
2634 * Map of object references, indexed by active object id
2635 * `minetest.luaentities`
2636 * Map of Lua entities, indexed by active object id
2637 * `minetest.registered_ores`
2638 * List of registered ore definitions.
2639 * `minetest.registered_biomes`
2640 * List of registered biome definitions.
2641 * `minetest.registered_decorations`
2642 * List of registered decoration definitions.
2648 Node metadata: reference extra data and functionality stored in a node.
2649 Can be gotten via `minetest.get_meta(pos)`.
2652 * `set_string(name, value)`
2653 * `get_string(name)`
2654 * `set_int(name, value)`
2656 * `set_float(name, value)`
2658 * `get_inventory()`: returns `InvRef`
2659 * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
2660 * `from_table(nil or {})`
2661 * to clear metadata, use from_table(nil)
2662 * See "Node Metadata"
2665 Node Timers: a high resolution persistent per-node timer.
2666 Can be gotten via `minetest.get_node_timer(pos)`.
2669 * `set(timeout,elapsed)`
2670 * set a timer's state
2671 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2672 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2673 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2676 * equivalent to `set(timeout,0)`
2679 * `get_timeout()`: returns current timeout in seconds
2680 * if `timeout` equals `0`, timer is inactive
2681 * `get_elapsed()`: returns current elapsed time in seconds
2682 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2683 * `is_started()`: returns boolean state of timer
2684 * returns `true` if timer is started, otherwise `false`
2687 Moving things in the game are generally these.
2689 This is basically a reference to a C++ `ServerActiveObject`
2692 * `remove()`: remove object (after returning from Lua)
2693 * Note: Doesn't work on players, use minetest.kick_player instead
2694 * `getpos()`: returns `{x=num, y=num, z=num}`
2695 * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
2696 * `moveto(pos, continuous=false)`: interpolated move
2697 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2698 * `puncher` = another `ObjectRef`,
2699 * `time_from_last_punch` = time since last punch action of the puncher
2700 * `direction`: can be `nil`
2701 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2702 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2703 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2704 * `get_inventory()`: returns an `InvRef`
2705 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2706 * `get_wield_index()`: returns the index of the wielded item
2707 * `get_wielded_item()`: returns an `ItemStack`
2708 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2709 * `set_armor_groups({group1=rating, group2=rating, ...})`
2710 * `get_armor_groups()`: returns a table with the armor group ratings
2711 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
2712 * `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
2713 * `set_attach(parent, bone, position, rotation)`
2715 * `position`: `{x=num, y=num, z=num}` (relative)
2716 * `rotation`: `{x=num, y=num, z=num}`
2717 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
2719 * `set_bone_position(bone, position, rotation)`
2721 * `position`: `{x=num, y=num, z=num}` (relative)
2722 * `rotation`: `{x=num, y=num, z=num}`
2723 * `get_bone_position(bone)`: returns position and rotation of the bone
2724 * `set_properties(object property table)`
2725 * `get_properties()`: returns object property table
2726 * `is_player()`: returns true for players, false otherwise
2727 * `get_nametag_attributes()`
2728 * returns a table with the attributes of the nametag of an object
2730 color = {a=0..255, r=0..255, g=0..255, b=0..255},
2733 * `set_nametag_attributes(attributes)`
2734 * sets the attributes of the nametag of an object
2738 text = "My Nametag",
2741 ##### LuaEntitySAO-only (no-op for other objects)
2742 * `setvelocity({x=num, y=num, z=num})`
2743 * `getvelocity()`: returns `{x=num, y=num, z=num}`
2744 * `setacceleration({x=num, y=num, z=num})`
2745 * `getacceleration()`: returns `{x=num, y=num, z=num}`
2747 * `getyaw()`: returns number in radians
2748 * `settexturemod(mod)`
2749 * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2750 select_horiz_by_yawpitch=false)`
2751 * Select sprite from spritesheet with optional animation and DM-style
2752 texture selection based on yaw relative to camera
2753 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2756 ##### Player-only (no-op for other objects)
2757 * `get_player_name()`: returns `""` if is not a player
2758 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
2759 table {x, y, z} representing the player's instantaneous velocity in nodes/s
2760 * `get_look_dir()`: get camera direction as a unit vector
2761 * `get_look_vertical()`: pitch in radians
2762 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
2763 * `get_look_horizontal()`: yaw in radians
2764 * Angle is counter-clockwise from the +z direction.
2765 * `set_look_vertical(radians)`: sets look pitch
2766 * radians - Angle from looking forward, where positive is downwards.
2767 * `set_look_horizontal(radians)`: sets look yaw
2768 * radians - Angle from the +z direction, where positive is counter-clockwise.
2769 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use get_look_vertical.
2770 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
2771 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use get_look_horizontal.
2772 * Angle is counter-clockwise from the +x direction.
2773 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use set_look_vertical.
2774 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use set_look_horizontal.
2775 * `get_breath()`: returns players breath
2776 * `set_breath(value)`: sets players breath
2778 * `0`: player is drowning,
2779 * `1`-`10`: remaining number of bubbles
2780 * `11`: bubbles bar is not shown
2781 * `set_inventory_formspec(formspec)`
2782 * Redefine player's inventory form
2783 * Should usually be called in on_joinplayer
2784 * `get_inventory_formspec()`: returns a formspec string
2785 * `get_player_control()`: returns table with player pressed keys
2786 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2787 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2788 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2789 * `set_physics_override(override_table)`
2790 * `override_table` is a table with the following fields:
2791 * `speed`: multiplier to default walking speed value (default: `1`)
2792 * `jump`: multiplier to default jump value (default: `1`)
2793 * `gravity`: multiplier to default gravity value (default: `1`)
2794 * `sneak`: whether player can sneak (default: `true`)
2795 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2796 * `get_physics_override()`: returns the table given to set_physics_override
2797 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
2799 * `hud_remove(id)`: remove the HUD element of the specified id
2800 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2801 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2802 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2803 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2804 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
2805 * pass a table containing a `true`/`false` value of each flag to be set or unset
2806 * if a flag equals `nil`, the flag is not modified
2807 * note that setting `minimap` modifies the client's permission to view the minimap -
2808 * the client may locally elect to not view the minimap
2809 * `hud_get_flags()`: returns a table containing status of hud flags
2810 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
2811 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2812 * `count`: number of items, must be between `1` and `23`
2813 * `hud_get_hotbar_itemcount`: returns number of visible items
2814 * `hud_set_hotbar_image(texturename)`
2815 * sets background image for hotbar
2816 * `hud_get_hotbar_image`: returns texturename
2817 * `hud_set_hotbar_selected_image(texturename)`
2818 * sets image for selected item of hotbar
2819 * `hud_get_hotbar_selected_image`: returns texturename
2820 * `hud_replace_builtin(name, hud_definition)`
2821 * replace definition of a builtin hud element
2822 * `name`: `"breath"` or `"health"`
2823 * `hud_definition`: definition to replace builtin definition
2824 * `set_sky(bgcolor, type, {texture names})`
2825 * `bgcolor`: ColorSpec, defaults to white
2827 * `"regular"`: Uses 0 textures, `bgcolor` ignored
2828 * `"skybox"`: Uses 6 textures, `bgcolor` used
2829 * `"plain"`: Uses 0 textures, `bgcolor` used
2830 * `get_sky()`: returns bgcolor, type and a table with the textures
2831 * `override_day_night_ratio(ratio or nil)`
2832 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
2833 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
2834 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
2835 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
2837 set animation for player model in third person view
2839 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
2840 {x=168, y=187}, -- < walk animation key frames
2841 {x=189, y=198}, -- < dig animation key frames
2842 {x=200, y=219}, -- < walk+dig animation key frames
2843 frame_speed=30): -- < animation frame speed
2844 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
2845 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
2846 * in first person view
2847 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
2848 * `get_eye_offset()`: returns offset_first and offset_third
2851 An `InvRef` is a reference to an inventory.
2854 * `is_empty(listname)`: return `true` if list is empty
2855 * `get_size(listname)`: get size of a list
2856 * `set_size(listname, size)`: set size of a list
2857 * returns `false` on error (e.g. invalid `listname` or `size`)
2858 * `get_width(listname)`: get width of a list
2859 * `set_width(listname, width)`: set width of list; currently used for crafting
2860 * `get_stack(listname, i)`: get a copy of stack index `i` in list
2861 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
2862 * `get_list(listname)`: return full list
2863 * `set_list(listname, list)`: set full list (size will not change)
2864 * `get_lists()`: returns list of inventory lists
2865 * `set_lists(lists)`: sets inventory lists (size will not change)
2866 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
2867 * `room_for_item(listname, stack):` returns `true` if the stack of items
2868 can be fully added to the list
2869 * `contains_item(listname, stack)`: returns `true` if the stack of items
2870 can be fully taken from the list
2871 * `remove_item(listname, stack)`: take as many items as specified from the list,
2872 returns the items that were actually removed (as an `ItemStack`) -- note that
2873 any item metadata is ignored, so attempting to remove a specific unique
2874 item this way will likely remove the wrong one -- to do that use `set_stack`
2875 with an empty `ItemStack`
2876 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
2877 * returns `{type="undefined"}` in case location is not known
2880 A fast access data structure to store areas, and find areas near a given position or area.
2881 Every area has a `data` string attribute to store additional information.
2882 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
2883 If you chose the parameter-less constructor, a fast implementation will be automatically
2887 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
2888 (optional) Boolean values `include_borders` and `include_data` control what's copied.
2889 Returns nil if specified area id does not exist.
2890 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
2891 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
2893 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
2894 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
2895 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
2896 (optional) Boolean values `include_borders` and `include_data` control what's copied.
2897 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
2898 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
2899 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
2900 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
2901 or insertions are likely to fail due to conflicts.
2902 * `reserve(count)`: reserves resources for at most `count` many contained areas.
2903 Only needed for efficiency, and only some implementations profit.
2904 * `remove_area(id)`: removes the area with the given id from the store, returns success.
2905 * `set_cache_params(params)`: sets params for the included prefiltering cache.
2906 Calling invalidates the cache, so that its elements have to be newly generated.
2909 enabled = boolean, -- whether to enable, default true
2910 block_radius = number, -- the radius (in nodes) of the areas the cache generates
2911 prefiltered lists for, minimum 16, default 64
2912 limit = number, -- the cache's size, minimum 20, default 1000
2914 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
2915 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
2916 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
2917 Returns success and, optionally, an error message.
2918 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
2921 An `ItemStack` is a stack of items.
2923 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
2924 an itemstring, a table or `nil`.
2927 * `is_empty()`: Returns `true` if stack is empty.
2928 * `get_name()`: Returns item name (e.g. `"default:stone"`).
2929 * `set_name(item_name)`: Returns boolean success.
2930 Clears item on failure.
2931 * `get_count()`: Returns number of items on the stack.
2932 * `set_count(count)`
2933 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
2934 * `set_wear(wear)`: Returns boolean success.
2935 Clears item on failure.
2936 * `get_metadata()`: Returns metadata (a string attached to an item stack).
2937 * `set_metadata(metadata)`: Returns true.
2938 * `clear()`: removes all items from the stack, making it empty.
2939 * `replace(item)`: replace the contents of this stack.
2940 * `item` can also be an itemstring or table.
2941 * `to_string()`: Returns the stack in itemstring form.
2942 * `to_table()`: Returns the stack in Lua table form.
2943 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
2944 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
2945 * `is_known()`: Returns `true` if the item name refers to a defined item type.
2946 * `get_definition()`: Returns the item definition table.
2947 * `get_tool_capabilities()`: Returns the digging properties of the item,
2948 or those of the hand if none are defined for this item type
2949 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
2950 * `add_item(item)`: Put some item or stack onto this stack.
2951 Returns leftover `ItemStack`.
2952 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
2954 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
2955 Returns taken `ItemStack`.
2956 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
2957 Returns taken `ItemStack`.
2960 A 16-bit pseudorandom number generator.
2961 Uses a well-known LCG algorithm introduced by K&R.
2963 It can be created via `PseudoRandom(seed)`.
2966 * `next()`: return next integer random number [`0`...`32767`]
2967 * `next(min, max)`: return next integer random number [`min`...`max`]
2968 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
2969 due to the simple implementation making bad distribution otherwise.
2972 A 32-bit pseudorandom number generator.
2973 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
2975 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
2978 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
2979 * `next(min, max)`: return next integer random number [`min`...`max`]
2980 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
2981 * This is only a rough approximation of a normal distribution with:
2982 * mean = (max - min) / 2, and
2983 * variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)
2984 * Increasing num_trials improves accuracy of the approximation
2987 Interface for the operating system's crypto-secure PRNG.
2989 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
2990 be found on the system.
2993 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
2996 A perlin noise generator.
2997 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
2998 or `PerlinNoise(noiseparams)`.
2999 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3000 or `minetest.get_perlin(noiseparams)`.
3003 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3004 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3006 ### `PerlinNoiseMap`
3007 A fast, bulk perlin noise generator.
3009 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3010 `minetest.get_perlin_map(noiseparams, size)`.
3012 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
3013 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3016 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3017 nil, this table will be used to store the result instead of creating a new table.
3021 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3022 with values starting at `pos={x=,y=}`
3023 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3024 of 3D noise with values starting at `pos={x=,y=,z=}`
3025 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3026 with values starting at `pos={x=,y=}`
3027 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3028 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3029 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3030 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3031 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3032 takes a chunk of `slice_size`.
3033 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3034 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3035 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3036 the starting position of the most recently calculated noise.
3037 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3038 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3039 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3043 #### About VoxelManip
3044 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3045 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3046 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3047 to with other methods of setting nodes. For example, nodes will not have their construction and
3048 destruction callbacks run, and no rollback information is logged.
3050 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3051 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3052 of high level node placement features, perhaps minetest.set_node() is better suited for the job.
3054 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3055 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3056 setting a 5x5x5 node area, a minetest.set_node() loop may be more optimal. Always profile code
3057 using both methods of map manipulation to determine which is most appropriate for your usage.
3059 #### Using VoxelManip
3060 A VoxelManip object can be created any time using either:
3061 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3063 If the optional position parameters are present for either of these routines, the specified region
3064 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3065 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3067 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3068 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3069 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3070 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3072 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3073 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3074 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3076 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3077 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3078 `VoxelManip:get_light_data()` for node light levels, and
3079 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3081 See section 'Flat array format' for more details.
3083 It is very important to understand that the tables returned by any of the above three functions
3084 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3085 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3086 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3087 otherwise explicitly stated.
3089 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3090 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3091 `VoxelManip:set_light_data()` for node light levels, and
3092 `VoxelManip:set_param2_data()` for the node type-dependent "param2" values.
3094 The parameter to each of the above three functions can use any table at all in the same flat array
3095 format as produced by get_data() et al. and is *not required* to be a table retrieved from get_data().
3097 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3098 to the map by calling `VoxelManip:write_to_map()`.
3100 Finally, a call to `VoxelManip:update_map()` is required to re-calculate lighting and set the blocks
3101 as being modified so that connected clients are sent the updated parts of map.
3104 ##### Flat array format
3106 `Nx = p2.X - p1.X + 1`,
3107 `Ny = p2.Y - p1.Y + 1`, and
3108 `Nz = p2.Z - p1.Z + 1`.
3110 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3111 the expression `Nx * Ny * Nz`.
3113 Positions offset from p1 are present in the array with the format of:
3116 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3117 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3119 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3120 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3122 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3124 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3128 and the array index for a position p contained completely in p1..p2 is:
3130 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3132 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3133 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3134 for a single point in a flat VoxelManip array.
3137 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3138 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3139 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3140 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3141 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3142 Note that the node being queried needs to have already been been registered.
3144 The following builtin node types have their Content IDs defined as constants:
3146 core.CONTENT_UNKNOWN (ID for "unknown" nodes)
3147 core.CONTENT_AIR (ID for "air" nodes)
3148 core.CONTENT_IGNORE (ID for "ignore" nodes)
3151 ##### Mapgen VoxelManip objects
3152 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3153 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3154 but with a few differences:
3156 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3157 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3158 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3159 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3160 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3161 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3162 consistency with the current map state. For this reason, calling any of the following functions:
3163 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3164 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3165 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3166 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3167 * `VoxelManip:update_map()` does not need to be called after `write_to_map()`. The map update is performed
3168 automatically after all on_generated callbacks have been run for that generated block.
3170 ##### Other API functions operating on a VoxelManip
3171 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3172 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3173 written all buffered data back to the VoxelManip object, save for special situations where the modder
3174 desires to only have certain liquid nodes begin flowing.
3176 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3177 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3179 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3180 except instead of placing the specified schematic directly on the map at the specified position, it
3181 will place the schematic inside of the VoxelManip.
3184 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3185 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3186 `VoxelManip:get_node_at()`.
3187 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3188 filled with "ignore" nodes.
3189 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3190 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3191 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3192 object in the same callback it had been created.
3193 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3194 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3195 buffer the function can use to write map data to instead of returning a new table each call. This
3196 greatly enhances performance by avoiding unnecessary memory allocations.
3199 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3200 the region formed by `p1` and `p2`.
3201 * returns actual emerged `pmin`, actual emerged `pmax`
3202 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
3203 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3204 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3205 the `VoxelManip` at that position
3206 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3207 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3208 * returns raw node data in the form of an array of node content IDs
3209 * if the param `buffer` is present, this table will be used to store the result instead
3210 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3211 * `update_map()`: Update map after writing chunk back to map.
3212 * To be used only by `VoxelManip` objects created by the mod itself;
3213 not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
3214 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3215 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3216 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3217 * (`p1`, `p2`) is the area in which lighting is set;
3218 defaults to the whole area if left out
3219 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3220 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3221 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3222 * `light = day + (night * 16)`
3223 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3225 * expects lighting data in the same format that `get_light_data()` returns
3226 * `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
3227 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3228 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3229 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3230 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3232 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3233 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3234 * `update_liquids()`: Update liquid flow
3235 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3236 had been modified since the last read from map, due to a call to
3237 `minetest.set_data()` on the loaded area elsewhere
3238 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3241 A helper class for voxel areas.
3242 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3243 The coordinates are *inclusive*, like most other things in Minetest.
3246 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3247 `MinEdge` and `MaxEdge`
3248 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3249 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3250 * useful for things like `VoxelManip`, raw Schematic specifiers,
3251 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3252 * `indexp(p)`: same as above, except takes a vector
3253 * `position(i)`: returns the absolute position vector corresponding to index `i`
3254 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3255 * `containsp(p)`: same as above, except takes a vector
3256 * `containsi(i)`: same as above, except takes an index `i`
3257 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3258 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3259 * `iterp(minp, maxp)`: same as above, except takes a vector
3262 An interface to read config files in the format of `minetest.conf`.
3264 It can be created via `Settings(filename)`.
3267 * `get(key)`: returns a value
3268 * `get_bool(key)`: returns a boolean
3270 * `remove(key)`: returns a boolean (`true` for success)
3271 * `get_names()`: returns `{key1,...}`
3272 * `write()`: returns a boolean (`true` for success)
3273 * write changes to file
3274 * `to_table()`: returns `{[key1]=value1,...}`
3278 A mapgen object is a construct used in map generation. Mapgen objects can be used
3279 by an `on_generate` callback to speed up operations by avoiding unnecessary
3280 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3281 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3282 was called outside of an `on_generate()` callback, `nil` is returned.
3284 The following Mapgen objects are currently available:
3287 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3288 emerged position, in that order. All mapgens support this object.
3291 Returns an array containing the y coordinates of the ground levels of nodes in
3292 the most recently generated chunk by the current mapgen.
3295 Returns an array containing the biome IDs of nodes in the most recently
3296 generated chunk by the current mapgen.
3299 Returns an array containing the temperature values of nodes in the most
3300 recently generated chunk by the current mapgen.
3303 Returns an array containing the humidity values of nodes in the most recently
3304 generated chunk by the current mapgen.
3307 Returns a table mapping requested generation notification types to arrays of
3308 positions at which the corresponding generated structures are located at within
3309 the current chunk. To set the capture of positions of interest to be recorded
3310 on generate, use `minetest.set_gen_notify()`.
3312 Possible fields of the table returned are:
3318 * `large_cave_begin`
3322 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3323 numeric unique decoration ID.
3327 * Functions receive a "luaentity" as `self`:
3328 * It has the member `.name`, which is the registered name `("mod:thing")`
3329 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3330 * The original prototype stuff is visible directly via a metatable
3332 * `on_activate(self, staticdata)`
3333 * Called when the object is instantiated.
3334 * `on_step(self, dtime)`
3335 * Called on every server tick, after movement and collision processing.
3336 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3338 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir`
3339 * Called when somebody punches the object.
3340 * Note that you probably want to handle most punches using the
3341 automatic armor group system.
3342 * `puncher`: an `ObjectRef` (can be `nil`)
3343 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3344 * `tool_capabilities`: capability table of used tool (can be `nil`)
3345 * `dir`: unit vector of direction of punch. Always defined. Points from
3346 the puncher to the punched.
3347 * `on_rightclick(self, clicker)`
3348 * `get_staticdata(self)`
3349 * Should return a string that will be passed to `on_activate` when
3350 the object is instantiated the next time.
3355 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
3356 Often these bugs appear as subtle shadows in water.
3361 axiom, --string initial tree axiom
3362 rules_a, --string rules set A
3363 rules_b, --string rules set B
3364 rules_c, --string rules set C
3365 rules_d, --string rules set D
3366 trunk, --string trunk node name
3367 leaves, --string leaves node name
3368 leaves2, --string secondary leaves node name
3369 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3370 angle, --num angle in deg
3371 iterations, --num max # of iterations, usually 2 -5
3372 random_level, --num factor to lower nr of iterations, usually 0 - 3
3373 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3374 -- 2x2 nodes or 3x3 in cross shape
3375 thin_branches, --boolean true -> use thin (1 node) branches
3376 fruit, --string fruit node name
3377 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3378 seed, --num random seed; if no seed is provided, the engine will create one
3381 ### Key for Special L-System Symbols used in Axioms
3383 * `G`: move forward one unit with the pen up
3384 * `F`: move forward one unit with the pen down drawing trunks and branches
3385 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3386 * `T`: move forward one unit with the pen down drawing trunks only
3387 * `R`: move forward one unit with the pen down placing fruit
3388 * `A`: replace with rules set A
3389 * `B`: replace with rules set B
3390 * `C`: replace with rules set C
3391 * `D`: replace with rules set D
3392 * `a`: replace with rules set A, chance 90%
3393 * `b`: replace with rules set B, chance 80%
3394 * `c`: replace with rules set C, chance 70%
3395 * `d`: replace with rules set D, chance 60%
3396 * `+`: yaw the turtle right by `angle` parameter
3397 * `-`: yaw the turtle left by `angle` parameter
3398 * `&`: pitch the turtle down by `angle` parameter
3399 * `^`: pitch the turtle up by `angle` parameter
3400 * `/`: roll the turtle to the right by `angle` parameter
3401 * `*`: roll the turtle to the left by `angle` parameter
3402 * `[`: save in stack current state info
3403 * `]`: recover from stack state info
3406 Spawn a small apple tree:
3408 pos = {x=230,y=20,z=4}
3411 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3412 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3413 trunk="default:tree",
3414 leaves="default:leaves",
3418 trunk_type="single",
3421 fruit="default:apple"
3423 minetest.spawn_tree(pos,apple_tree)
3428 ### Object Properties
3433 collide_with_objects = true, -- collide with other objects if physical=true
3435 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
3436 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
3437 visual_size = {x=1, y=1},
3439 textures = {}, -- number of required textures depends on visual
3440 colors = {}, -- number of required colors depends on visual
3441 spritediv = {x=1, y=1},
3442 initial_sprite_basepos = {x=0, y=0},
3444 makes_footstep_sound = false,
3445 automatic_rotate = false,
3447 automatic_face_movement_dir = 0.0,
3448 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
3449 automatic_face_movement_max_rotation_per_sec = -1,
3450 -- ^ limit automatic rotation to this value in degrees per second. values < 0 no limit
3451 backface_culling = true, -- false to disable backface_culling for model
3452 nametag = "", -- by default empty, for players their name is shown if empty
3453 nametag_color = <color>, -- sets color of nametag as ColorSpec
3454 infotext = "", -- by default empty, text to be shown when pointed at object
3457 ### Entity definition (`register_entity`)
3460 -- Deprecated: Everything in object properties is read directly from here
3462 initial_properties = --[[<initial object properties>]],
3464 on_activate = function(self, staticdata, dtime_s),
3465 on_step = function(self, dtime),
3466 on_punch = function(self, hitter),
3467 on_rightclick = function(self, clicker),
3468 get_staticdata = function(self),
3469 -- ^ Called sometimes; the string returned is passed to on_activate when
3470 -- the entity is re-activated from static state
3472 -- Also you can define arbitrary member variables here
3473 myvariable = whatever,
3476 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3479 label = "Lava cooling",
3480 -- ^ Descriptive label for profiling purposes (optional).
3481 -- Definitions with identical labels will be listed as one.
3482 -- In the following two fields, also group:groupname will work.
3483 nodenames = {"default:lava_source"},
3484 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
3485 ^ If left out or empty, any neighbor will do ]]
3486 interval = 1.0, -- Operation interval in seconds
3487 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
3488 catch_up = true, -- If true, catch-up behaviour is enabled --[[
3489 ^ The chance value is temporarily reduced when returning to
3490 an area to simulate time lost by the area being unattended.
3491 ^ Note chance value can often be reduced to 1 ]]
3492 action = func(pos, node, active_object_count, active_object_count_wider),
3495 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
3498 label = "Upgrade legacy doors",
3499 -- ^ Descriptive label for profiling purposes (optional).
3500 -- Definitions with identical labels will be listed as one.
3501 name = "modname:replace_legacy_door",
3502 nodenames = {"default:lava_source"},
3503 -- ^ List of node names to trigger the LBM on.
3504 -- Also non-registered nodes will work.
3505 -- Groups (as of group:groupname) will work as well.
3506 run_at_every_load = false,
3507 -- ^ Whether to run the LBM's action every time a block gets loaded,
3508 -- and not just for blocks that were saved last time before LBMs were
3509 -- introduced to the world.
3510 action = func(pos, node),
3513 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
3516 description = "Steel Axe",
3517 groups = {}, -- key = name, value = rating; rating = 1..3.
3518 if rating not applicable, use 1.
3519 e.g. {wool = 1, fluffy = 3}
3520 {soil = 2, outerspace = 1, crumbly = 1}
3521 {bendy = 2, snappy = 1},
3522 {hard = 1, metal = 1, spikes = 1}
3523 inventory_image = "default_tool_steelaxe.png",
3525 wield_scale = {x = 1, y = 1, z = 1},
3528 liquids_pointable = false,
3529 tool_capabilities = {
3530 full_punch_interval = 1.0,
3534 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
3536 damage_groups = {groupname = damage},
3538 node_placement_prediction = nil,
3540 ^ If nil and item is node, prediction is made automatically
3541 ^ If nil and item is not a node, no prediction is made
3542 ^ If "" and item is anything, no prediction is made
3543 ^ Otherwise should be name of node which the client immediately places
3544 on ground when the player places the item. Server will always update
3545 actual result to client in a short moment.
3548 place = --[[<SimpleSoundSpec>]],
3551 on_place = func(itemstack, placer, pointed_thing),
3553 ^ Shall place item and return the leftover itemstack
3554 ^ default: minetest.item_place ]]
3555 on_secondary_use = func(itemstack, user, pointed_thing),
3557 ^ Same as on_place but called when pointing at nothing.
3558 ^ pointed_thing : always { type = "nothing" }
3560 on_drop = func(itemstack, dropper, pos),
3562 ^ Shall drop item and return the leftover itemstack
3563 ^ default: minetest.item_drop ]]
3564 on_use = func(itemstack, user, pointed_thing),
3567 ^ Function must return either nil if no item shall be removed from
3568 inventory, or an itemstack to replace the original itemstack.
3569 e.g. itemstack:take_item(); return itemstack
3570 ^ Otherwise, the function is free to do what it wants.
3571 ^ The default functions handle regular use cases.
3573 after_use = func(itemstack, user, node, digparams),
3576 ^ If defined, should return an itemstack and will be called instead of
3577 wearing out the tool. If returns nil, does nothing.
3578 If after_use doesn't exist, it is the same as:
3579 function(itemstack, user, node, digparams)
3580 itemstack:add_wear(digparams.wear)
3588 * `{name="image.png", animation={Tile Animation definition}}`
3589 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
3590 tileable_horizontal=bool}`
3591 * backface culling enabled by default for most nodes
3592 * tileable flags are info for shaders, how they should treat texture
3593 when displacement mapping is used
3594 Directions are from the point of view of the tile texture,
3595 not the node it's on
3596 * deprecated, yet still supported field names:
3599 ### Tile animation definition
3600 * `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
3602 ### Node definition (`register_node`)
3605 -- <all fields allowed in item definitions>,
3607 drawtype = "normal", -- See "Node drawtypes"
3608 visual_scale = 1.0, --[[
3609 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
3610 ^ For plantlike, the image will start at the bottom of the node; for the
3611 ^ other drawtypes, the image will be centered on the node.
3612 ^ Note that positioning for "torchlike" may still change. ]]
3613 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
3614 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
3615 ^ List can be shortened to needed length ]]
3616 special_tiles = {tile definition 1, Tile definition 2}, --[[
3617 ^ Special textures of node; used rarely (old field name: special_materials)
3618 ^ List can be shortened to needed length ]]
3620 use_texture_alpha = false, -- Use texture's alpha channel
3621 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
3622 paramtype = "none", -- See "Nodes" --[[
3623 ^ paramtype = "light" allows light to propagate from or through the node with light value
3624 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
3625 paramtype2 = "none", -- See "Nodes"
3626 place_param2 = nil, -- Force value for param2 when player places node
3627 is_ground_content = true, -- If false, the cave generator will not carve through this
3628 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
3629 walkable = true, -- If true, objects collide with node
3630 pointable = true, -- If true, can be pointed at
3631 diggable = true, -- If false, can never be dug
3632 climbable = false, -- If true, can be climbed on (ladder)
3633 buildable_to = false, -- If true, placed nodes can replace this node
3634 floodable = false, -- If true, liquids flow into and replace this node
3635 liquidtype = "none", -- "none"/"source"/"flowing"
3636 liquid_alternative_flowing = "", -- Flowing version of source liquid
3637 liquid_alternative_source = "", -- Source version of flowing liquid
3638 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
3639 liquid_renewable = true, --[[
3640 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
3642 ^ Block contains level in param2. Value is default level, used for snow.
3643 ^ Don't forget to use "leveled" type nodebox. ]]
3644 liquid_range = 8, -- number of flowing nodes around source (max. 8)
3645 drowning = 0, -- Player will take this amount of damage if no bubbles are left
3646 light_source = 0, -- Amount of light emitted by node
3647 damage_per_second = 0, -- If player is inside node, this damage is caused
3648 node_box = {type="regular"}, -- See "Node boxes"
3649 connects_to = nodenames, --[[
3650 * Used for nodebox nodes with the type == "connected"
3651 * Specifies to what neighboring nodes connections will be drawn
3652 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
3653 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
3654 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
3656 selection_box = {type="regular"}, -- See "Node boxes" --[[
3657 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
3658 legacy_facedir_simple = false, -- Support maps made in and before January 2012
3659 legacy_wallmounted = false, -- Support maps made in and before January 2012
3661 footstep = <SimpleSoundSpec>,
3662 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
3663 dug = <SimpleSoundSpec>,
3664 place = <SimpleSoundSpec>,
3665 place_failed = <SimpleSoundSpec>,
3667 drop = "", -- Name of dropped node when dug. Default is the node itself.
3670 max_items = 1, -- Maximum number of items to drop.
3671 items = { -- Choose max_items randomly from this list.
3673 items = {"foo:bar", "baz:frob"}, -- Items to drop.
3674 rarity = 1, -- Probability of dropping is 1 / rarity.
3679 on_construct = func(pos), --[[
3680 ^ Node constructor; called after adding node
3681 ^ Can set up metadata and stuff like that
3682 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3684 on_destruct = func(pos), --[[
3685 ^ Node destructor; called before removing node
3686 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3688 after_destruct = func(pos, oldnode), --[[
3689 ^ Node destructor; called after removing node
3690 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3693 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
3694 ^ Called after constructing node when node was placed using
3695 minetest.item_place_node / minetest.place_node
3696 ^ If return true no item is taken from itemstack
3698 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
3699 ^ oldmetadata is in table format
3700 ^ Called after destructing node when node was dug using
3701 minetest.node_dig / minetest.dig_node
3703 can_dig = function(pos, [player]) --[[
3704 ^ returns true if node can be dug, or false if not
3707 on_punch = func(pos, node, puncher, pointed_thing), --[[
3708 ^ default: minetest.node_punch
3709 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
3710 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
3712 ^ if defined, itemstack will hold clicker's wielded item
3713 ^ Shall return the leftover itemstack
3714 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
3716 on_dig = func(pos, node, digger), --[[
3717 ^ default: minetest.node_dig
3718 ^ By default: checks privileges, wears out tool and removes node ]]
3720 on_timer = function(pos,elapsed), --[[
3722 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
3723 ^ elapsed is the total time passed since the timer was started
3724 ^ return true to run the timer for another cycle with the same timeout value ]]
3726 on_receive_fields = func(pos, formname, fields, sender), --[[
3727 ^ fields = {name1 = value1, name2 = value2, ...}
3728 ^ Called when an UI form (e.g. sign text input) returns data
3731 allow_metadata_inventory_move = func(pos, from_list, from_index,
3732 to_list, to_index, count, player), --[[
3733 ^ Called when a player wants to move items inside the inventory
3734 ^ Return value: number of items allowed to move ]]
3736 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
3737 ^ Called when a player wants to put something into the inventory
3738 ^ Return value: number of items allowed to put
3739 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3741 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3742 ^ Called when a player wants to take something out of the inventory
3743 ^ Return value: number of items allowed to take
3744 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3746 on_metadata_inventory_move = func(pos, from_list, from_index,
3747 to_list, to_index, count, player),
3748 on_metadata_inventory_put = func(pos, listname, index, stack, player),
3749 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3750 ^ Called after the actual action has happened, according to what was allowed.
3751 ^ No return value ]]
3753 on_blast = func(pos, intensity), --[[
3754 ^ intensity: 1.0 = mid range of regular TNT
3755 ^ If defined, called when an explosion touches the node, instead of
3756 removing the node ]]
3759 ### Recipe for `register_craft` (shaped)
3762 output = 'default:pick_stone',
3764 {'default:cobble', 'default:cobble', 'default:cobble'},
3765 {'', 'default:stick', ''},
3766 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
3768 replacements = --[[<optional list of item pairs,
3769 replace one input item with another item on crafting>]]
3772 ### Recipe for `register_craft` (shapeless)
3776 output = 'mushrooms:mushroom_stew',
3779 "mushrooms:mushroom_brown",
3780 "mushrooms:mushroom_red",
3782 replacements = --[[<optional list of item pairs,
3783 replace one input item with another item on crafting>]]
3786 ### Recipe for `register_craft` (tool repair)
3789 type = "toolrepair",
3790 additional_wear = -0.02,
3793 ### Recipe for `register_craft` (cooking)
3797 output = "default:glass",
3798 recipe = "default:sand",
3802 ### Recipe for `register_craft` (furnace fuel)
3806 recipe = "default:leaves",
3810 ### Ore definition (`register_ore`)
3813 ore_type = "scatter", -- See "Ore types"
3814 ore = "default:stone_with_coal",
3815 wherein = "default:stone",
3816 -- ^ a list of nodenames is supported too
3817 clust_scarcity = 8*8*8,
3818 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
3819 -- ^ This value should be *MUCH* higher than your intuition might tell you!
3821 -- ^ Number of ores in a cluster
3823 -- ^ Size of the bounding box of the cluster
3824 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
3828 -- ^ Attributes for this ore generation
3829 noise_threshold = 0.5,
3830 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
3831 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
3832 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
3833 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
3834 random_factor = 1.0,
3835 -- ^ Multiplier of the randomness contribution to the noise value at any
3836 -- given point to decide if ore should be placed. Set to 0 for solid veins.
3837 -- ^ This parameter is only valid for ore_type == "vein".
3838 biomes = {"desert", "rainforest"}
3839 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3840 -- ^ and ignored if the Mapgen being used does not support biomes.
3841 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3844 ### Biome definition (`register_biome`)
3847 The Biome API is still in an experimental phase and subject to change.
3851 node_dust = "default:snow",
3852 -- ^ Node dropped onto upper surface after all else is generated.
3853 node_top = "default:dirt_with_snow",
3855 -- ^ Node forming surface layer of biome and thickness of this layer.
3856 node_filler = "default:permafrost",
3858 -- ^ Node forming lower layer of biome and thickness of this layer.
3859 node_stone = "default:bluestone",
3860 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
3861 node_water_top = "default:ice",
3862 depth_water_top = 10,
3863 -- ^ Node forming a surface layer in seawater with the defined thickness.
3865 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
3866 node_river_water = "default:ice",
3867 -- ^ Node that replaces river water in mapgens that use default:river_water.
3868 node_riverbed = "default:gravel",
3870 -- ^ Node placed under river water and thickness of this layer.
3873 -- ^ Lower and upper limits for biome.
3874 -- ^ Because biome is not recalculated for every node in a node column
3875 -- ^ some biome materials can exceed their limits, especially stone.
3876 -- ^ For each node column in a mapchunk, biome is only recalculated at column
3877 -- ^ top and at each of these surfaces:
3878 -- ^ Ground below air, water below air, ground below water.
3879 -- ^ The selected biome then stays in effect for all nodes below until
3880 -- ^ column base or the next biome recalculation.
3882 humidity_point = 50,
3883 -- ^ Characteristic average temperature and humidity for the biome.
3884 -- ^ These values create 'biome points' on a voronoi diagram that has heat
3885 -- ^ and humidity as axes. The resulting voronoi cells determine which
3886 -- ^ heat/humidity points belong to which biome, and therefore determine
3887 -- ^ the area and location of each biome in the world.
3888 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
3889 -- ^ diagram to result in roughly equal size biomes.
3890 -- ^ Heat and humidity have average values of 50, vary mostly between
3891 -- ^ 0 and 100 but also often exceed these values.
3892 -- ^ Heat is not in degrees celcius, both values are abstract.
3895 ### Decoration definition (`register_decoration`)
3898 deco_type = "simple", -- See "Decoration types"
3899 place_on = "default:dirt_with_grass",
3900 -- ^ Node that decoration can be placed on
3902 -- ^ Size of divisions made in the chunk being generated.
3903 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
3905 -- ^ Ratio of the area to be uniformly filled by the decoration.
3906 -- ^ Used only if noise_params is not specified.
3907 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
3908 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
3909 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
3910 biomes = {"Oceanside", "Hills", "Plains"},
3911 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3912 -- ^ and ignored if the Mapgen being used does not support biomes.
3913 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3916 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
3917 -- ^ This parameter refers to the `y` position of the decoration base, so
3918 -- the actual maximum height would be `height_max + size.Y`.
3919 flags = "liquid_surface, force_placement",
3920 -- ^ Flags for all decoration types.
3921 -- ^ "liquid_surface": Instead of placement on the highest solid surface
3922 -- ^ in a mapchunk column, placement is on the highest liquid surface.
3923 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
3924 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
3926 ----- Simple-type parameters
3927 decoration = "default:grass",
3928 -- ^ The node name used as the decoration.
3929 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
3931 -- ^ Number of nodes high the decoration is made.
3932 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
3934 -- ^ Number of nodes the decoration can be at maximum.
3935 -- ^ If absent, the parameter 'height' is used as a constant.
3936 spawn_by = "default:water",
3937 -- ^ Node that the decoration only spawns next to.
3938 -- ^ The neighbours checked are the 8 nodes horizontally surrounding the lowest node of the
3939 -- ^ decoration, and the 8 nodes horizontally surrounding the ground node below the decoration.
3941 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
3942 -- ^ If absent or -1, decorations occur next to any nodes.
3944 ----- Schematic-type parameters
3945 schematic = "foobar.mts",
3946 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
3947 -- ^ specified Minetest schematic file.
3948 -- ^ - OR -, could be the ID of a previously registered schematic
3949 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
3950 -- ^ and an optional table yslice_prob:
3952 size = {x=4, y=6, z=4},
3954 {name="default:cobble", param1=255, param2=0},
3955 {name="default:dirt_with_grass", param1=255, param2=0},
3956 {name="ignore", param1=255, param2=0},
3957 {name="air", param1=255, param2=0},
3966 -- ^ See 'Schematic specifier' for details.
3967 replacements = {["oldname"] = "convert_to", ...},
3968 flags = "place_center_x, place_center_y, place_center_z",
3969 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
3970 rotation = "90" -- rotate schematic 90 degrees on placement
3971 -- ^ Rotation can be "0", "90", "180", "270", or "random".
3974 ### Chat command definition (`register_chatcommand`)
3977 params = "<name> <privilege>", -- Short parameter description
3978 description = "Remove privilege from player", -- Full description
3979 privs = {privs=true}, -- Require the "privs" privilege to run
3980 func = function(name, param), -- Called when command is run.
3981 -- Returns boolean success and text output.
3984 ### Detached inventory callbacks
3987 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3988 -- ^ Called when a player wants to move items inside the inventory
3989 -- ^ Return value: number of items allowed to move
3991 allow_put = func(inv, listname, index, stack, player),
3992 -- ^ Called when a player wants to put something into the inventory
3993 -- ^ Return value: number of items allowed to put
3994 -- ^ Return value: -1: Allow and don't modify item count in inventory
3996 allow_take = func(inv, listname, index, stack, player),
3997 -- ^ Called when a player wants to take something out of the inventory
3998 -- ^ Return value: number of items allowed to take
3999 -- ^ Return value: -1: Allow and don't modify item count in inventory
4001 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4002 on_put = func(inv, listname, index, stack, player),
4003 on_take = func(inv, listname, index, stack, player),
4004 -- ^ Called after the actual action has happened, according to what was allowed.
4005 -- ^ No return value
4008 ### HUD Definition (`hud_add`, `hud_get`)
4011 hud_elem_type = "image", -- see HUD element types
4012 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
4013 position = {x=0.5, y=0.5},
4014 -- ^ Left corner position of element
4020 -- ^ Selected item in inventory. 0 for no item selected.
4022 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
4023 alignment = {x=0, y=0},
4024 -- ^ See "HUD Element Types"
4025 offset = {x=0, y=0},
4026 -- ^ See "HUD Element Types"
4027 size = { x=100, y=100 },
4028 -- ^ Size of element in pixels
4031 ### Particle definition (`add_particle`)
4034 pos = {x=0, y=0, z=0},
4035 velocity = {x=0, y=0, z=0},
4036 acceleration = {x=0, y=0, z=0},
4037 -- ^ Spawn particle at pos with velocity and acceleration
4039 -- ^ Disappears after expirationtime seconds
4041 collisiondetection = false,
4042 -- ^ collisiondetection: if true collides with physical objects
4043 collision_removal = false,
4044 -- ^ collision_removal: if true then particle is removed when it collides,
4045 -- ^ requires collisiondetection = true to have any effect
4047 -- ^ vertical: if true faces player using y axis only
4048 texture = "image.png",
4049 -- ^ Uses texture (string)
4050 playername = "singleplayer"
4051 -- ^ optional, if specified spawns particle only on the player's client
4054 ### `ParticleSpawner` definition (`add_particlespawner`)
4059 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
4060 minpos = {x=0, y=0, z=0},
4061 maxpos = {x=0, y=0, z=0},
4062 minvel = {x=0, y=0, z=0},
4063 maxvel = {x=0, y=0, z=0},
4064 minacc = {x=0, y=0, z=0},
4065 maxacc = {x=0, y=0, z=0},
4070 -- ^ The particle's properties are random values in between the bounds:
4071 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
4072 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
4073 collisiondetection = false,
4074 -- ^ collisiondetection: if true uses collision detection
4075 collision_removal = false,
4076 -- ^ collision_removal: if true then particle is removed when it collides,
4077 -- ^ requires collisiondetection = true to have any effect
4079 -- ^ vertical: if true faces player using y axis only
4080 texture = "image.png",
4081 -- ^ Uses texture (string)
4082 playername = "singleplayer"
4083 -- ^ Playername is optional, if specified spawns particle only on the player's client
4086 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
4089 url = "http://example.org",
4091 -- ^ Timeout for connection in seconds. Default is 3 seconds.
4092 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
4093 -- ^ Optional, if specified a POST request with post_data is performed.
4094 -- ^ Accepts both a string and a table. If a table is specified, encodes table
4095 -- ^ as x-www-form-urlencoded key-value pairs.
4096 -- ^ If post_data ist not specified, a GET request is performed instead.
4097 user_agent = "ExampleUserAgent",
4098 -- ^ Optional, if specified replaces the default minetest user agent with given string
4099 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
4100 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
4101 -- ^ that the header strings follow HTTP specification ("Key: Value").
4103 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
4106 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
4110 -- ^ If true, the request has finished (either succeeded, failed or timed out)
4112 -- ^ If true, the request was succesful
4114 -- ^ If true, the request timed out
4116 -- ^ HTTP status code