1 Minetest Lua Modding API Reference 0.5.0
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.
22 If you have any difficulty in understanding this, please read
23 [Programming in Lua](http://www.lua.org/pil/).
27 Mods are loaded during server startup from the mod load paths by running
28 the `init.lua` scripts in a shared environment.
32 * `RUN_IN_PLACE=1` (Windows release, local build)
34 * Linux: `<build directory>`
35 * Windows: `<build directory>`
37 * Linux: `<build directory>`
38 * Windows: `<build directory>`
39 * `RUN_IN_PLACE=0`: (Linux release)
41 * Linux: `/usr/share/minetest`
42 * Windows: `<install directory>/minetest-0.4.x`
44 * Linux: `$HOME/.minetest`
45 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
49 Games are looked up from:
51 * `$path_share/games/gameid/`
52 * `$path_user/games/gameid/`
54 where `gameid` is unique to each game.
56 The game directory contains the file `game.conf`, which contains these fields:
58 name = <Human-readable full name of the game>
64 The game directory can contain the file minetest.conf, which will be used
65 to set default settings when running the particular game.
66 It can also contain a settingtypes.txt in the same format as the one in builtin.
67 This settingtypes.txt will be parsed by the menu and the settings will be displayed
68 in the "Games" category in the settings tab.
72 Games can provide custom main menu images. They are put inside a `menu` directory
73 inside the game directory.
75 The images are named `$identifier.png`, where `$identifier` is
76 one of `overlay,background,footer,header`.
77 If you want to specify multiple images for one identifier, add additional images named
78 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
79 image will be chosen from the provided ones.
86 * `$path_share/games/gameid/mods/`
88 * `$path_user/games/gameid/mods/`
89 * `$path_user/mods/` (User-installed mods)
90 * `$worldpath/worldmods/`
92 In a run-in-place version (e.g. the distributed windows version):
94 * `minetest-0.4.x/games/gameid/mods/`
95 * `minetest-0.4.x/mods/` (User-installed mods)
96 * `minetest-0.4.x/worlds/worldname/worldmods/`
98 On an installed version on Linux:
100 * `/usr/share/minetest/games/gameid/mods/`
101 * `$HOME/.minetest/mods/` (User-installed mods)
102 * `$HOME/.minetest/worlds/worldname/worldmods`
104 Mod load path for world-specific games
105 --------------------------------------
106 It is possible to include a game in a world; in this case, no mods or
107 games are loaded or checked from anywhere else.
109 This is useful for e.g. adventure worlds.
111 This happens if the following directory exists:
115 Mods should be then be placed in:
121 Mods can be put in a subdirectory, if the parent directory, which otherwise
122 should be a mod, contains a file named `modpack.txt`. This file shall be
123 empty, except for lines starting with `#`, which are comments.
125 Mod directory structure
126 ------------------------
132 | |-- description.txt
133 | |-- settingtypes.txt
137 | | |-- modname_stuff.png
138 | | `-- 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.settings` can be used to read custom or existing settings at load
176 time, if necessary. (See `Settings`)
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.
186 Translation files for the clients. (See `Translations`)
188 Naming convention for registered textual names
189 ----------------------------------------------
190 Registered names should generally be in this format:
194 `<whatever>` can have these characters:
198 This is to prevent conflicting names from corrupting maps and is
199 enforced by the mod loader.
202 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
203 So the name should be `experimental:tnt`.
205 Enforcement can be overridden by prefixing the name with `:`. This can
206 be used for overriding the registrations of some other mod.
208 Example: Any mod can redefine `experimental:tnt` by using the name
213 (also that mod is required to have `experimental` as a dependency)
215 The `:` prefix can also be used for maintaining backwards compatibility.
218 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
219 `minetest.register_alias_force(name, convert_to)`.
221 This will make Minetest to convert things called name to things called
224 The only difference between `minetest.register_alias` and
225 `minetest.register_alias_force` is that if an item called `name` exists,
226 `minetest.register_alias` will do nothing while
227 `minetest.register_alias_force` will unregister it.
229 This can be used for maintaining backwards compatibility.
231 This can be also used for setting quick access names for things, e.g. if
232 you have an item called `epiclylongmodname:stuff`, you could do
234 minetest.register_alias("stuff", "epiclylongmodname:stuff")
236 and be able to use `/giveme stuff`.
240 Mods should generally prefix their textures with `modname_`, e.g. given
241 the mod name `foomod`, a texture could be called:
245 Textures are referred to by their complete name, or alternatively by
246 stripping out the file extension:
248 * e.g. `foomod_foothing.png`
249 * e.g. `foomod_foothing`
253 There are various texture modifiers that can be used
254 to generate textures on-the-fly.
256 ### Texture overlaying
257 Textures can be overlaid by putting a `^` between them.
261 default_dirt.png^default_grass_side.png
263 `default_grass_side.png` is overlayed over `default_dirt.png`.
264 The texture with the lower resolution will be automatically upscaled to
265 the higher resolution texture.
268 Textures can be grouped together by enclosing them in `(` and `)`.
270 Example: `cobble.png^(thing1.png^thing2.png)`
272 A texture for `thing1.png^thing2.png` is created and the resulting
273 texture is overlaid on top of `cobble.png`.
276 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
277 passing complex texture names as arguments. Escaping is done with backslash and
278 is required for `^` and `:`.
280 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
282 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
283 on top of `cobble.png`.
285 ### Advanced texture modifiers
287 #### `[crack:<n>:<p>`
288 * `<n>` = animation frame count
289 * `<p>` = current animation frame
291 Draw a step of the crack animation on the texture.
295 default_cobble.png^[crack:10:1
297 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
302 * `<file>` = texture to combine
304 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
305 specified coordinates.
309 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
311 #### `[resize:<w>x<h>`
312 Resizes the texture to the given dimensions.
316 default_sandstone.png^[resize:16x16
319 Makes the base image transparent according to the given ratio.
321 `r` must be between 0 and 255.
322 0 means totally transparent. 255 means totally opaque.
326 default_sandstone.png^[opacity:127
328 #### `[invert:<mode>`
329 Inverts the given channels of the base image.
330 Mode may contain the characters "r", "g", "b", "a".
331 Only the channels that are mentioned in the mode string will be inverted.
335 default_apple.png^[invert:rgb
338 Brightens the texture.
342 tnt_tnt_side.png^[brighten
345 Makes the texture completely opaque.
349 default_leaves.png^[noalpha
351 #### `[makealpha:<r>,<g>,<b>`
352 Convert one color to transparency.
356 default_cobble.png^[makealpha:128,128,128
359 * `<t>` = transformation(s) to apply
361 Rotates and/or flips the image.
363 `<t>` can be a number (between 0 and 7) or a transform name.
364 Rotations are counter-clockwise.
367 1 R90 rotate by 90 degrees
368 2 R180 rotate by 180 degrees
369 3 R270 rotate by 270 degrees
371 5 FXR90 flip X then rotate by 90 degrees
373 7 FYR90 flip Y then rotate by 90 degrees
377 default_stone.png^[transformFXR90
379 #### `[inventorycube{<top>{<left>{<right>`
380 Escaping does not apply here and `^` is replaced by `&` in texture names instead.
382 Create an inventory cube texture using the side textures.
386 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
388 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
389 `dirt.png^grass_side.png` textures
391 #### `[lowpart:<percent>:<file>`
392 Blit the lower `<percent>`% part of `<file>` on the texture.
396 base.png^[lowpart:25:overlay.png
398 #### `[verticalframe:<t>:<n>`
399 * `<t>` = animation frame count
400 * `<n>` = current animation frame
402 Crops the texture to a frame of a vertical animation.
406 default_torch_animated.png^[verticalframe:16:8
409 Apply a mask to the base image.
411 The mask is applied using binary AND.
413 #### `[sheet:<w>x<h>:<x>,<y>`
414 Retrieves a tile at position x,y from the base image
415 which it assumes to be a tilesheet with dimensions w,h.
418 #### `[colorize:<color>:<ratio>`
419 Colorize the textures with the given color.
420 `<color>` is specified as a `ColorString`.
421 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
422 it is an int, then it specifies how far to interpolate between the
423 colors where 0 is only the texture color and 255 is only `<color>`. If
424 omitted, the alpha of `<color>` will be used as the ratio. If it is
425 the word "`alpha`", then each texture pixel will contain the RGB of
426 `<color>` and the alpha of `<color>` multiplied by the alpha of the
429 #### `[multiply:<color>`
430 Multiplies texture colors with the given color.
431 `<color>` is specified as a `ColorString`.
432 Result is more like what you'd expect if you put a color on top of another
433 color. Meaning white surfaces get a lot of your new color while black parts don't
438 The goal of hardware coloring is to simplify the creation of
439 colorful nodes. If your textures use the same pattern, and they only
440 differ in their color (like colored wool blocks), you can use hardware
441 coloring instead of creating and managing many texture files.
442 All of these methods use color multiplication (so a white-black texture
443 with red coloring will result in red-black color).
446 This method is useful if you wish to create nodes/items with
447 the same texture, in different colors, each in a new node/item definition.
450 When you register an item or node, set its `color` field (which accepts a
451 `ColorSpec`) to the desired color.
453 An `ItemStack`s static color can be overwritten by the `color` metadata
454 field. If you set that field to a `ColorString`, that color will be used.
457 Each tile may have an individual static color, which overwrites every
458 other coloring methods. To disable the coloring of a face,
459 set its color to white (because multiplying with white does nothing).
460 You can set the `color` property of the tiles in the node's definition
461 if the tile is in table format.
464 For nodes and items which can have many colors, a palette is more
465 suitable. A palette is a texture, which can contain up to 256 pixels.
466 Each pixel is one possible color for the node/item.
467 You can register one node/item, which can have up to 256 colors.
469 #### Palette indexing
470 When using palettes, you always provide a pixel index for the given
471 node or `ItemStack`. The palette is read from left to right and from
472 top to bottom. If the palette has less than 256 pixels, then it is
473 stretched to contain exactly 256 pixels (after arranging the pixels
474 to one line). The indexing starts from 0.
477 * 16x16 palette, index = 0: the top left corner
478 * 16x16 palette, index = 4: the fifth pixel in the first row
479 * 16x16 palette, index = 16: the pixel below the top left corner
480 * 16x16 palette, index = 255: the bottom right corner
481 * 2 (width)x4 (height) palette, index=31: the top left corner.
482 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
483 to ensure the total 256 pixels.
484 * 2x4 palette, index=32: the top right corner
485 * 2x4 palette, index=63: the top right corner
486 * 2x4 palette, index=64: the pixel below the top left corner
488 #### Using palettes with items
489 When registering an item, set the item definition's `palette` field to
490 a texture. You can also use texture modifiers.
492 The `ItemStack`'s color depends on the `palette_index` field of the
493 stack's metadata. `palette_index` is an integer, which specifies the
494 index of the pixel to use.
496 #### Linking palettes with nodes
497 When registering a node, set the item definition's `palette` field to
498 a texture. You can also use texture modifiers.
499 The node's color depends on its `param2`, so you also must set an
500 appropriate `drawtype`:
501 * `drawtype = "color"` for nodes which use their full `param2` for
502 palette indexing. These nodes can have 256 different colors.
503 The palette should contain 256 pixels.
504 * `drawtype = "colorwallmounted"` for nodes which use the first
505 five bits (most significant) of `param2` for palette indexing.
506 The remaining three bits are describing rotation, as in `wallmounted`
507 draw type. Division by 8 yields the palette index (without stretching the
508 palette). These nodes can have 32 different colors, and the palette
509 should contain 32 pixels.
511 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
512 pixel will be picked from the palette.
513 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
514 pixel will be picked from the palette.
515 * `drawtype = "colorfacedir"` for nodes which use the first
516 three bits of `param2` for palette indexing. The remaining
517 five bits are describing rotation, as in `facedir` draw type.
518 Division by 32 yields the palette index (without stretching the
519 palette). These nodes can have 8 different colors, and the
520 palette should contain 8 pixels.
522 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
523 first (= 0 + 1) pixel will be picked from the palette.
524 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
525 second (= 1 + 1) pixel will be picked from the palette.
527 To colorize a node on the map, set its `param2` value (according
528 to the node's draw type).
530 ### Conversion between nodes in the inventory and the on the map
531 Static coloring is the same for both cases, there is no need
534 If the `ItemStack`'s metadata contains the `color` field, it will be
535 lost on placement, because nodes on the map can only use palettes.
537 If the `ItemStack`'s metadata contains the `palette_index` field, it is
538 automatically transferred between node and item forms by the engine,
539 when a player digs or places a colored node.
540 You can disable this feature by setting the `drop` field of the node
541 to itself (without metadata).
542 To transfer the color to a special drop, you need a drop table.
545 minetest.register_node("mod:stone", {
546 description = "Stone",
547 tiles = {"default_stone.png"},
548 paramtype2 = "color",
549 palette = "palette.png",
552 -- assume that mod:cobblestone also has the same palette
553 {items = {"mod:cobblestone"}, inherit_color = true },
558 ### Colored items in craft recipes
559 Craft recipes only support item strings, but fortunately item strings
560 can also contain metadata. Example craft recipe registration:
562 minetest.register_craft({
563 output = minetest.itemstring_with_palette("wool:block", 3),
571 To set the `color` field, you can use `minetest.itemstring_with_color`.
573 Metadata field filtering in the `recipe` field are not supported yet,
574 so the craft output is independent of the color of the ingredients.
578 Sometimes hardware coloring is not enough, because it affects the
579 whole tile. Soft texture overlays were added to Minetest to allow
580 the dynamic coloring of only specific parts of the node's texture.
581 For example a grass block may have colored grass, while keeping the
584 These overlays are 'soft', because unlike texture modifiers, the layers
585 are not merged in the memory, but they are simply drawn on top of each
586 other. This allows different hardware coloring, but also means that
587 tiles with overlays are drawn slower. Using too much overlays might
590 For inventory and wield images you can specify overlays which
591 hardware coloring does not modify. You have to set `inventory_overlay`
592 and `wield_overlay` fields to an image name.
594 To define a node overlay, simply set the `overlay_tiles` field of the node
595 definition. These tiles are defined in the same way as plain tiles:
596 they can have a texture name, color etc.
597 To skip one face, set that overlay tile to an empty string.
599 Example (colored grass block):
601 minetest.register_node("default:dirt_with_grass", {
602 description = "Dirt with Grass",
603 -- Regular tiles, as usual
604 -- The dirt tile disables palette coloring
605 tiles = {{name = "default_grass.png"},
606 {name = "default_dirt.png", color = "white"}},
607 -- Overlay tiles: define them in the same style
608 -- The top and bottom tile does not have overlay
609 overlay_tiles = {"", "",
610 {name = "default_grass_side.png", tileable_vertical = false}},
611 -- Global color, used in inventory
613 -- Palette in the world
614 paramtype2 = "color",
615 palette = "default_foilage.png",
620 Only Ogg Vorbis files are supported.
622 For positional playing of sounds, only single-channel (mono) files are
623 supported. Otherwise OpenAL will play them non-positionally.
625 Mods should generally prefix their sounds with `modname_`, e.g. given
626 the mod name "`foomod`", a sound could be called:
630 Sounds are referred to by their name with a dot, a single digit and the
631 file extension stripped out. When a sound is played, the actual sound file
632 is chosen randomly from the matching sounds.
634 When playing the sound `foomod_foosound`, the sound is chosen randomly
635 from the available ones of the following files:
637 * `foomod_foosound.ogg`
638 * `foomod_foosound.0.ogg`
639 * `foomod_foosound.1.ogg`
641 * `foomod_foosound.9.ogg`
643 Examples of sound parameter tables:
645 -- Play locationless on all clients
647 gain = 1.0, -- default
648 fade = 0.0, -- default, change to a value > 0 to fade the sound in
649 pitch = 1.0, -- default
651 -- Play locationless to one player
654 gain = 1.0, -- default
655 fade = 0.0, -- default, change to a value > 0 to fade the sound in
656 pitch = 1.0, -- default
658 -- Play locationless to one player, looped
661 gain = 1.0, -- default
664 -- Play in a location
666 pos = {x = 1, y = 2, z = 3},
667 gain = 1.0, -- default
668 max_hear_distance = 32, -- default, uses an euclidean metric
670 -- Play connected to an object, looped
672 object = <an ObjectRef>,
673 gain = 1.0, -- default
674 max_hear_distance = 32, -- default, uses an euclidean metric
678 Looped sounds must either be connected to an object or played locationless to
679 one player using `to_player = name,`
681 ### `SimpleSoundSpec`
683 * e.g. `"default_place_node"`
685 * e.g. `{name = "default_place_node"}`
686 * e.g. `{name = "default_place_node", gain = 1.0}`
687 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
689 Registered definitions of stuff
690 -------------------------------
691 Anything added using certain `minetest.register_*` functions get added to
692 the global `minetest.registered_*` tables.
694 * `minetest.register_entity(name, prototype table)`
695 * added to `minetest.registered_entities[name]`
697 * `minetest.register_node(name, node definition)`
698 * added to `minetest.registered_items[name]`
699 * added to `minetest.registered_nodes[name]`
701 * `minetest.register_tool(name, item definition)`
702 * added to `minetest.registered_items[name]`
704 * `minetest.register_craftitem(name, item definition)`
705 * added to `minetest.registered_items[name]`
707 * `minetest.unregister_item(name)`
708 * Unregisters the item name from engine, and deletes the entry with key
709 * `name` from `minetest.registered_items` and from the associated item
710 * table according to its nature: `minetest.registered_nodes[]` etc
712 * `minetest.register_biome(biome definition)`
713 * returns an integer uniquely identifying the registered biome
714 * added to `minetest.registered_biome` with the key of `biome.name`
715 * if `biome.name` is nil, the key is the returned ID
717 * `minetest.unregister_biome(name)`
718 * Unregisters the biome name from engine, and deletes the entry with key
719 * `name` from `minetest.registered_biome`
721 * `minetest.register_ore(ore definition)`
722 * returns an integer uniquely identifying the registered ore
723 * added to `minetest.registered_ores` with the key of `ore.name`
724 * if `ore.name` is nil, the key is the returned ID
726 * `minetest.register_decoration(decoration definition)`
727 * returns an integer uniquely identifying the registered decoration
728 * added to `minetest.registered_decorations` with the key of `decoration.name`
729 * if `decoration.name` is nil, the key is the returned ID
731 * `minetest.register_schematic(schematic definition)`
732 * returns an integer uniquely identifying the registered schematic
733 * added to `minetest.registered_schematic` with the key of `schematic.name`
734 * if `schematic.name` is nil, the key is the returned ID
735 * if the schematic is loaded from a file, schematic.name is set to the filename
736 * if the function is called when loading the mod, and schematic.name is a relative
737 path, then the current mod path will be prepended to the schematic filename
739 * `minetest.clear_registered_biomes()`
740 * clears all biomes currently registered
742 * `minetest.clear_registered_ores()`
743 * clears all ores currently registered
745 * `minetest.clear_registered_decorations()`
746 * clears all decorations currently registered
748 * `minetest.clear_registered_schematics()`
749 * clears all schematics currently registered
751 Note that in some cases you will stumble upon things that are not contained
752 in these tables (e.g. when a mod has been removed). Always check for
753 existence before trying to access the fields.
755 Example: If you want to check the drawtype of a node, you could do:
757 local function get_nodedef_field(nodename, fieldname)
758 if not minetest.registered_nodes[nodename] then
761 return minetest.registered_nodes[nodename][fieldname]
763 local drawtype = get_nodedef_field(nodename, "drawtype")
765 Example: `minetest.get_item_group(name, group)` has been implemented as:
767 function minetest.get_item_group(name, group)
768 if not minetest.registered_items[name] or not
769 minetest.registered_items[name].groups[group] then
772 return minetest.registered_items[name].groups[group]
777 Nodes are the bulk data of the world: cubes and other things that take the
778 space of a cube. Huge amounts of them are handled efficiently, but they
781 The definition of a node is stored and can be accessed by name in
783 minetest.registered_nodes[node.name]
785 See "Registered definitions of stuff".
787 Nodes are passed by value between Lua and the engine.
788 They are represented by a table:
790 {name="name", param1=num, param2=num}
792 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
793 them for certain automated functions. If you don't use these functions, you can
794 use them to store arbitrary values.
796 The functions of `param1` and `param2` are determined by certain fields in the
799 `param1` is reserved for the engine when `paramtype != "none"`:
802 ^ The value stores light with and without sun in its upper and lower 4 bits
803 respectively. Allows light to propagate from or through the node with
804 light value falling by 1 per node. This is essential for a light source
805 node to spread its light.
807 `param2` is reserved for the engine when any of these are used:
809 liquidtype == "flowing"
810 ^ The level and some flags of the liquid is stored in param2
811 drawtype == "flowingliquid"
812 ^ The drawn liquid level is read from param2
813 drawtype == "torchlike"
814 drawtype == "signlike"
815 paramtype2 == "wallmounted"
816 ^ The rotation of the node is stored in param2. You can make this value
817 by using minetest.dir_to_wallmounted().
818 paramtype2 == "facedir"
819 ^ The rotation of the node is stored in param2. Furnaces and chests are
820 rotated this way. Can be made by using minetest.dir_to_facedir().
822 facedir / 4 = axis direction:
823 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
824 facedir modulo 4 = rotation around that axis
825 paramtype2 == "leveled"
826 ^ Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
828 The level of the top face of the nodebox is stored in param2.
829 The other faces are defined by 'fixed = {}' like 'type = "fixed"' nodeboxes.
830 The nodebox height is (param2 / 64) nodes.
831 The maximum accepted value of param2 is 127.
833 The height of the 'plantlike' section is stored in param2.
834 The height is (param2 / 16) nodes.
835 paramtype2 == "degrotate"
836 ^ The rotation of this node is stored in param2. Plants are rotated this way.
837 Values range 0 - 179. The value stored in param2 is multiplied by two to
838 get the actual rotation of the node.
839 paramtype2 == "meshoptions"
840 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
841 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
842 a mesh selector. Currently the following meshes are choosable:
843 0 = a "x" shaped plant (ordinary plant)
844 1 = a "+" shaped plant (just rotated 45 degrees)
845 2 = a "*" shaped plant with 3 faces instead of 2
846 3 = a "#" shaped plant with 4 faces instead of 2
847 4 = a "#" shaped plant with 4 faces that lean outwards
848 5-7 are unused and reserved for future meshes.
849 Bits 3 through 7 are optional flags that can be combined and give these
851 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
852 bit 4 (0x10) - Makes the plant mesh 1.4x larger
853 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
854 bits 6-7 are reserved for future use.
855 paramtype2 == "color"
856 ^ `param2` tells which color is picked from the palette.
857 The palette should have 256 pixels.
858 paramtype2 == "colorfacedir"
859 ^ Same as `facedir`, but with colors.
860 The first three bits of `param2` tells which color
861 is picked from the palette.
862 The palette should have 8 pixels.
863 paramtype2 == "colorwallmounted"
864 ^ Same as `wallmounted`, but with colors.
865 The first five bits of `param2` tells which color
866 is picked from the palette.
867 The palette should have 32 pixels.
868 paramtype2 == "glasslikeliquidlevel"
869 ^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
870 param2 values 0-63 define 64 levels of internal liquid, 0 being empty and
872 Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
874 Nodes can also contain extra data. See "Node Metadata".
878 There are a bunch of different looking node types.
880 Look for examples in `games/minimal` or `games/minetest_game`.
888 * `glasslike_framed_optional`
890 * `allfaces_optional`
897 * `nodebox` -- See below
898 * `mesh` -- Use models for nodes, see below
899 * `plantlike_rooted` -- See below
901 `*_optional` drawtypes need less rendering time if deactivated (always client side).
905 Node selection boxes are defined using "node boxes"
907 The `nodebox` node drawtype allows defining nodes consisting of an arbitrary
908 number of boxes. It allows defining stuff like stairs and slabs.
910 A nodebox is defined as any of:
913 -- A normal cube; the default in most things
917 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
919 fixed = box OR {box1, box2, ...}
922 -- A variable height box (or boxes) with the top face position defined by
923 -- the node parameter 'leveled = ', or if 'paramtype2 == "leveled"' by
925 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
927 fixed = box OR {box1, box2, ...}
930 -- A box like the selection box for torches
931 -- (wallmounted param2 is used, if applicable)
932 type = "wallmounted",
938 -- A node that has optional boxes depending on neighbouring nodes'
939 -- presence and type. See also `connects_to`.
941 fixed = box OR {box1, box2, ...}
942 connect_top = box OR {box1, box2, ...}
943 connect_bottom = box OR {box1, box2, ...}
944 connect_front = box OR {box1, box2, ...}
945 connect_left = box OR {box1, box2, ...}
946 connect_back = box OR {box1, box2, ...}
947 connect_right = box OR {box1, box2, ...}
950 A `box` is defined as:
952 {x1, y1, z1, x2, y2, z2}
954 A box of a regular node would look like:
956 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
960 If drawtype `mesh` is used, tiles should hold model materials textures.
961 Only static meshes are implemented.
962 For supported model formats see Irrlicht engine documentation.
964 Rooted plantlike drawtype
965 -------------------------
966 The `plantlike_rooted` drawtype was developed to enable underwater plants
967 without air bubbles around the plants.
968 It consists of a base cube at the co-ordinates of the node (the seabed /
969 lakebed / riverbed node) plus a 'plantlike' extension above with a height
970 defined by param2 (maximum height 16 nodes). This extension visually passes
971 through any nodes above the base cube without affecting them.
972 The node is dug by digging the base cube.
973 The base cube texture tiles are defined as normal, the plantlike extension
974 uses the defined 'special tile', for example:
975 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
979 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
983 Offset that the noise is translated by (i.e. added) after calculation.
986 Factor that the noise is scaled by (i.e. multiplied) after calculation.
989 Vector containing values by which each coordinate is divided by before calculation.
990 Higher spread values result in larger noise features.
992 A value of `{x=250, y=250, z=250}` is common.
995 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
996 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
999 Number of times the noise gradient is accumulated into the noise.
1001 Increase this number to increase the amount of detail in the resulting noise.
1003 A value of `6` is common.
1006 Factor by which the effect of the noise gradient function changes with each successive octave.
1008 Values less than `1` make the details of successive octaves' noise diminish, while values
1009 greater than `1` make successive octaves stronger.
1011 A value of `0.6` is common.
1014 Factor by which the noise feature sizes change with each successive octave.
1016 A value of `2.0` is common.
1019 Leave this field unset for no special handling.
1021 Currently supported are `defaults`, `eased` and `absvalue`.
1024 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
1028 Maps noise gradient values onto a quintic S-curve before performing interpolation.
1029 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
1030 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
1033 Accumulates the absolute value of each noise gradient result.
1035 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
1040 spread = {x=500, y=500, z=500},
1045 flags = "defaults, absvalue"
1047 ^ A single noise parameter table can be used to get 2D or 3D noise,
1048 when getting 2D noise spread.z is ignored.
1053 These tell in what manner the ore is generated.
1055 All default ores are of the uniformly-distributed scatter type.
1058 Randomly chooses a location and generates a cluster of ore.
1060 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
1061 that point is greater than the `noise_threshold`, giving the ability to create
1062 a non-equal distribution of ore.
1065 Creates a sheet of ore in a blob shape according to the 2D perlin noise
1066 described by `noise_params` and `noise_threshold`. This is essentially an
1067 improved version of the so-called "stratus" ore seen in some unofficial mods.
1069 This sheet consists of vertical columns of uniform randomly distributed height,
1070 varying between the inclusive range `column_height_min` and `column_height_max`.
1071 If `column_height_min` is not specified, this parameter defaults to 1.
1072 If `column_height_max` is not specified, this parameter defaults to `clust_size`
1073 for reverse compatibility. New code should prefer `column_height_max`.
1075 The `column_midpoint_factor` parameter controls the position of the column at which
1076 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
1077 columns grow equally starting from each direction. `column_midpoint_factor` is a
1078 decimal number ranging in value from 0 to 1. If this parameter is not specified,
1081 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
1084 Creates a sheet of ore in a cloud-like puff shape.
1086 As with the `sheet` ore type, the size and shape of puffs are described by
1087 `noise_params` and `noise_threshold` and are placed at random vertical positions
1088 within the currently generated chunk.
1090 The vertical top and bottom displacement of each puff are determined by the noise
1091 parameters `np_puff_top` and `np_puff_bottom`, respectively.
1094 Creates a deformed sphere of ore according to 3d perlin noise described by
1095 `noise_params`. The maximum size of the blob is `clust_size`, and
1096 `clust_scarcity` has the same meaning as with the `scatter` type.
1099 Creates veins of ore varying in density by according to the intersection of two
1100 instances of 3d perlin noise with diffferent seeds, both described by
1103 `random_factor` varies the influence random chance has on placement of an ore
1104 inside the vein, which is `1` by default. Note that modifying this parameter may
1105 require adjusting `noise_threshold`.
1107 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
1110 This ore type is difficult to control since it is sensitive to small changes.
1111 The following is a decent set of parameters to work from:
1116 spread = {x=200, y=200, z=200},
1122 noise_threshold = 1.6
1124 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
1125 computationally expensive than any other ore.
1128 Creates a single undulating ore stratum that is continuous across mapchunk
1129 borders and horizontally spans the world.
1131 The 2D perlin noise described by `noise_params` varies the Y co-ordinate of the
1132 stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
1133 varies the stratum's vertical thickness (in units of nodes). Due to being
1134 continuous across mapchunk borders the stratum's vertical thickness is
1137 `y_min` and `y_max` define the limits of the ore generation and for performance
1138 reasons should be set as close together as possible but without clipping the
1139 stratum's Y variation.
1141 If either of the 2 noise parameters are omitted the ore will occur from y_min
1142 to y_max in a simple horizontal stratum. As this does not compute noise
1143 performance improves, and is ideal for placing many layers.
1145 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
1146 solid-ore stratum would require a `clust_scarcity` of 1.
1148 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
1149 `random_factor` are ignored by this ore type.
1153 See section "Flag Specifier Format".
1155 Currently supported flags:
1156 `puff_cliffs`, `puff_additive_composition`.
1159 If set, puff ore generation will not taper down large differences in displacement
1160 when approaching the edge of a puff. This flag has no effect for ore types other
1163 ### `puff_additive_composition`
1164 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
1165 negative displacement, the sub-column at that point is not generated. With this
1166 attribute set, puff ore generation will instead generate the absolute difference in
1167 noise displacement values. This flag has no effect for ore types other than `puff`.
1171 The varying types of decorations that can be placed.
1174 Creates a 1 times `H` times 1 column of a specified node (or a random node from
1175 a list, if a decoration list is specified). Can specify a certain node it must
1176 spawn next to, such as water or lava, for example. Can also generate a
1177 decoration of random height between a specified lower and upper bound.
1178 This type of decoration is intended for placement of grass, flowers, cacti,
1179 papyri, waterlilies and so on.
1182 Copies a box of `MapNodes` from a specified schematic file (or raw description).
1183 Can specify a probability of a node randomly appearing when placed.
1184 This decoration type is intended to be used for multi-node sized discrete
1185 structures, such as trees, cave spikes, rocks, and so on.
1189 --------------------
1190 A schematic specifier identifies a schematic by either a filename to a
1191 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
1192 in the form of a table. This table specifies the following fields:
1194 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
1195 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
1196 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
1197 * The `data` field is a flat table of MapNode tables making up the schematic,
1198 in the order of `[z [y [x]]]`. (required)
1199 Each MapNode table contains:
1200 * `name`: the name of the map node to place (required)
1201 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
1202 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
1203 * `force_place`: boolean representing if the node should forcibly overwrite any
1204 previous contents (default: false)
1206 About probability values:
1208 * A probability value of `0` or `1` means that node will never appear (0% chance).
1209 * A probability value of `254` or `255` means the node will always appear (100% chance).
1210 * If the probability value `p` is greater than `1`, then there is a
1211 `(p / 256 * 100)` percent chance that node will appear when the schematic is
1215 Schematic attributes
1216 --------------------
1217 See section "Flag Specifier Format".
1219 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
1222 * `place_center_x`: Placement of this decoration is centered along the X axis.
1223 * `place_center_y`: Placement of this decoration is centered along the Y axis.
1224 * `place_center_z`: Placement of this decoration is centered along the Z axis.
1225 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
1230 The position field is used for all element types.
1232 To account for differing resolutions, the position coordinates are the percentage
1233 of the screen, ranging in value from `0` to `1`.
1235 The name field is not yet used, but should contain a description of what the
1236 HUD element represents. The direction field is the direction in which something
1239 `0` draws from left to right, `1` draws from right to left, `2` draws from
1240 top to bottom, and `3` draws from bottom to top.
1242 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1243 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1244 Fractional values can be used.
1246 The `offset` field specifies a pixel offset from the position. Contrary to position,
1247 the offset is not scaled to screen size. This allows for some precisely-positioned
1250 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1252 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1254 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1255 in the experimental stages.
1258 Displays an image on the HUD.
1260 * `scale`: The scale of the image, with 1 being the original texture size.
1261 Only the X coordinate scale is used (positive values).
1262 Negative values represent that percentage of the screen it
1263 should take; e.g. `x=-100` means 100% (width).
1264 * `text`: The name of the texture that is displayed.
1265 * `alignment`: The alignment of the image.
1266 * `offset`: offset in pixels from position.
1269 Displays text on the HUD.
1271 * `scale`: Defines the bounding rectangle of the text.
1272 A value such as `{x=100, y=100}` should work.
1273 * `text`: The text to be displayed in the HUD element.
1274 * `number`: An integer containing the RGB value of the color used to draw the text.
1275 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1276 * `alignment`: The alignment of the text.
1277 * `offset`: offset in pixels from position.
1280 Displays a horizontal bar made up of half-images.
1282 * `text`: The name of the texture that is used.
1283 * `number`: The number of half-textures that are displayed.
1284 If odd, will end with a vertically center-split texture.
1286 * `offset`: offset in pixels from position.
1287 * `size`: If used, will force full-image size to this value (override texture pack image size)
1290 * `text`: The name of the inventory list to be displayed.
1291 * `number`: Number of items in the inventory to be displayed.
1292 * `item`: Position of item that is selected.
1294 * `offset`: offset in pixels from position.
1297 Displays distance to selected world position.
1299 * `name`: The name of the waypoint.
1300 * `text`: Distance suffix. Can be blank.
1301 * `number:` An integer containing the RGB value of the color used to draw the text.
1302 * `world_pos`: World position of the waypoint.
1304 Representations of simple things
1305 --------------------------------
1309 {x=num, y=num, z=num}
1311 For helper functions see "Vector helpers".
1314 * `{type="nothing"}`
1315 * `{type="node", under=pos, above=pos}`
1316 * `{type="object", ref=ObjectRef}`
1318 Flag Specifier Format
1319 ---------------------
1320 Flags using the standardized flag specifier format can be specified in either of
1321 two ways, by string or table.
1323 The string format is a comma-delimited set of flag names; whitespace and
1324 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1325 flag, and specifying a flag prefixed by the string `"no"` explicitly
1326 clears the flag from whatever the default may be.
1328 In addition to the standard string flag format, the schematic flags field can
1329 also be a table of flag names to boolean values representing whether or not the
1330 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1331 is present, mapped to a boolean of any value, the specified flag is unset.
1333 E.g. A flag field of value
1335 {place_center_x = true, place_center_y=false, place_center_z=true}
1339 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1341 which is equivalent to
1343 "place_center_x, noplace_center_y, place_center_z"
1347 "place_center_x, place_center_z"
1349 since, by default, no schematic attributes are set.
1355 There are three kinds of items: nodes, tools and craftitems.
1357 * Node (`register_node`): A node from the world.
1358 * Tool (`register_tool`): A tool/weapon that can dig and damage
1359 things according to `tool_capabilities`.
1360 * Craftitem (`register_craftitem`): A miscellaneous item.
1363 All item stacks have an amount between 0 to 65535. It is 1 by
1364 default. Tool item stacks can not have an amount greater than 1.
1366 Tools use a wear (=damage) value ranging from 0 to 65535. The
1367 value 0 is the default and used is for unworn tools. The values
1368 1 to 65535 are used for worn tools, where a higher value stands for
1369 a higher wear. Non-tools always have a wear value of 0.
1372 Items and item stacks can exist in three formats: Serializes, table format
1376 This is called "stackstring" or "itemstring". It is a simple string with
1377 1-3 components: the full item identifier, an optional amount and an optional
1380 <identifier> [<amount>[ <wear>]]
1384 * `'default:apple'`: 1 apple
1385 * `'default:dirt 5'`: 5 dirt
1386 * `'default:pick_stone'`: a new stone pickaxe
1387 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1394 {name="default:dirt", count=5, wear=0, metadata=""}
1396 A wooden pick about 1/3 worn out:
1398 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1402 {name="default:apple", count=1, wear=0, metadata=""}
1405 A native C++ format with many helper methods. Useful for converting
1406 between formats. See the Class reference section for details.
1408 When an item must be passed to a function, it can usually be in any of
1414 In a number of places, there is a group table. Groups define the
1415 properties of a thing (item, node, armor of entity, capabilities of
1416 tool) in such a way that the engine and other mods can can interact with
1417 the thing without actually knowing what the thing is.
1420 Groups are stored in a table, having the group names with keys and the
1421 group ratings as values. For example:
1423 groups = {crumbly=3, soil=1}
1426 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1427 -- ^ A more special dirt-kind of thing
1429 Groups always have a rating associated with them. If there is no
1430 useful meaning for a rating for an enabled group, it shall be `1`.
1432 When not defined, the rating of a group defaults to `0`. Thus when you
1433 read groups, you must interpret `nil` and `0` as the same value, `0`.
1435 You can read the rating of a group for an item or a node by using
1437 minetest.get_item_group(itemname, groupname)
1440 Groups of items can define what kind of an item it is (e.g. wool).
1443 In addition to the general item things, groups are used to define whether
1444 a node is destroyable and how long it takes to destroy by a tool.
1446 ### Groups of entities
1447 For entities, groups are, as of now, used only for calculating damage.
1448 The rating is the percentage of damage caused by tools with this damage group.
1449 See "Entity damage mechanism".
1451 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1452 object.set_armor_groups({fleshy=30, cracky=80})
1455 Groups in tools define which groups of nodes and entities they are
1458 ### Groups in crafting recipes
1459 An example: Make meat soup from any meat, any water and any bowl:
1462 output = 'food:meat_soup_raw',
1468 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1471 Another example: Make red wool from white wool and red dye:
1475 output = 'wool:red',
1476 recipe = {'wool:white', 'group:dye,basecolor_red'},
1480 * `immortal`: Disables the group damage system for an entity
1481 * `punch_operable`: For entities; disables the regular damage mechanism for
1482 players punching it by hand or a non-tool item, so that it can do something
1483 else than take damage.
1484 * `level`: Can be used to give an additional sense of progression in the game.
1485 * A larger level will cause e.g. a weapon of a lower level make much less
1486 damage, and get worn out much faster, or not be able to get drops
1487 from destroyed nodes.
1488 * `0` is something that is directly accessible at the start of gameplay
1489 * There is no upper limit
1490 * `dig_immediate`: (player can always pick up node without reducing tool wear)
1491 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1492 * `3`: the node always gets the digging time 0 seconds (torch)
1493 * `disable_jump`: Player (and possibly other things) cannot jump from node
1494 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1495 * `bouncy`: value is bounce speed in percent
1496 * `falling_node`: if there is no walkable block under the node it will fall
1497 * `attached_node`: if the node under it is not a walkable block the node will be
1498 dropped as an item. If the node is wallmounted the wallmounted direction is
1500 * `soil`: saplings will grow on nodes in this group
1501 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1502 connect to each other
1503 * `slippery`: Players and items will slide on the node.
1504 Slipperiness rises steadily with `slippery` value, starting at 1.
1507 ### Known damage and digging time defining groups
1508 * `crumbly`: dirt, sand
1509 * `cracky`: tough but crackable stuff like stone.
1510 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1511 plants, wire, sheets of metal
1512 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1513 * `fleshy`: Living things like animals and the player. This could imply
1514 some blood effects when hitting.
1515 * `explody`: Especially prone to explosions
1516 * `oddly_breakable_by_hand`:
1517 Can be added to nodes that shouldn't logically be breakable by the
1518 hand but are. Somewhat similar to `dig_immediate`, but times are more
1519 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1520 speed of a tool if the tool can dig at a faster speed than this
1521 suggests for the hand.
1523 ### Examples of custom groups
1524 Item groups are often used for defining, well, _groups of items_.
1526 * `meat`: any meat-kind of a thing (rating might define the size or healing
1527 ability or be irrelevant -- it is not defined as of yet)
1528 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1530 * `flammable`: can be set on fire. Rating might define the intensity of the
1531 fire, affecting e.g. the speed of the spreading of an open fire.
1532 * `wool`: any wool (any origin, any color)
1533 * `metal`: any metal
1534 * `weapon`: any weapon
1535 * `heavy`: anything considerably heavy
1537 ### Digging time calculation specifics
1538 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1539 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1540 faster digging time.
1542 The `level` group is used to limit the toughness of nodes a tool can dig
1543 and to scale the digging times / damage to a greater extent.
1545 **Please do understand this**, otherwise you cannot use the system to it's
1548 Tools define their properties by a list of parameters for groups. They
1549 cannot dig other groups; thus it is important to use a standard bunch of
1550 groups to enable interaction with tools.
1552 #### Tools definition
1555 * Full punch interval
1556 * Maximum drop level
1557 * For an arbitrary list of groups:
1558 * Uses (until the tool breaks)
1559 * Maximum level (usually `0`, `1`, `2` or `3`)
1563 #### Full punch interval
1564 When used as a weapon, the tool will do full damage if this time is spent
1565 between punches. If e.g. half the time is spent, the tool will do half
1568 #### Maximum drop level
1569 Suggests the maximum level of node, when dug with the tool, that will drop
1570 it's useful item. (e.g. iron ore to drop a lump of iron).
1572 This is not automated; it is the responsibility of the node definition
1576 Determines how many uses the tool has when it is used for digging a node,
1577 of this group, of the maximum level. For lower leveled nodes, the use count
1578 is multiplied by `3^leveldiff`.
1580 * `uses=10, leveldiff=0`: actual uses: 10
1581 * `uses=10, leveldiff=1`: actual uses: 30
1582 * `uses=10, leveldiff=2`: actual uses: 90
1585 Tells what is the maximum level of a node of this group that the tool will
1589 List of digging times for different ratings of the group, for nodes of the
1592 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1593 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1594 for this group, and unable to dig the rating `1`, which is the toughest.
1595 Unless there is a matching group that enables digging otherwise.
1597 If the result digging time is 0, a delay of 0.15 seconds is added between
1598 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1599 i.e. players can more quickly click the nodes away instead of holding LMB.
1602 List of damage for groups of entities. See "Entity damage mechanism".
1604 #### Example definition of the capabilities of a tool
1606 tool_capabilities = {
1607 full_punch_interval=1.5,
1610 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1612 damage_groups = {fleshy=2},
1615 This makes the tool be able to dig nodes that fulfil both of these:
1617 * Have the `crumbly` group
1618 * Have a `level` group less or equal to `2`
1620 Table of resulting digging times:
1622 crumbly 0 1 2 3 4 <- level
1624 1 0.80 1.60 1.60 - -
1625 2 0.60 1.20 1.20 - -
1626 3 0.40 0.80 0.80 - -
1628 level diff: 2 1 0 -1 -2
1630 Table of resulting tool uses:
1639 * At `crumbly==0`, the node is not diggable.
1640 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1641 easy nodes to be quickly breakable.
1642 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1644 Entity damage mechanism
1645 -----------------------
1649 foreach group in cap.damage_groups:
1650 damage += cap.damage_groups[group] * limit(actual_interval /
1651 cap.full_punch_interval, 0.0, 1.0)
1652 * (object.armor_groups[group] / 100.0)
1653 -- Where object.armor_groups[group] is 0 for inexistent values
1656 Client predicts damage based on damage groups. Because of this, it is able to
1657 give an immediate response when an entity is damaged or dies; the response is
1658 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1660 Currently a smoke puff will appear when an entity dies.
1662 The group `immortal` completely disables normal damage.
1664 Entities can define a special armor group, which is `punch_operable`. This
1665 group disables the regular damage mechanism for players punching it by hand or
1666 a non-tool item, so that it can do something else than take damage.
1668 On the Lua side, every punch calls:
1670 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1672 This should never be called directly, because damage is usually not handled by
1675 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1676 accessed unless absolutely required, to encourage interoperability.
1677 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1678 * `tool_capabilities` can be `nil`.
1679 * `direction` is a unit vector, pointing from the source of the punch to
1681 * `damage` damage that will be done to entity
1682 Return value of this function will determin if damage is done by this function
1683 (retval true) or shall be done by engine (retval false)
1685 To punch an entity/object in Lua, call:
1687 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1689 * Return value is tool wear.
1690 * Parameters are equal to the above callback.
1691 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1692 `direction` will be automatically filled in based on the location of `puncher`.
1696 The instance of a node in the world normally only contains the three values
1697 mentioned in "Nodes". However, it is possible to insert extra data into a
1698 node. It is called "node metadata"; See `NodeMetaRef`.
1700 Node metadata contains two things:
1705 Some of the values in the key-value store are handled specially:
1707 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1708 * `infotext`: Text shown on the screen when the node is pointed at
1712 local meta = minetest.get_meta(pos)
1713 meta:set_string("formspec",
1715 "list[context;main;0,0;8,4;]"..
1716 "list[current_player;main;0,5;8,4;]")
1717 meta:set_string("infotext", "Chest");
1718 local inv = meta:get_inventory()
1719 inv:set_size("main", 8*4)
1720 print(dump(meta:to_table()))
1723 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1724 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1725 [10] = "", [11] = "", [12] = "", [13] = "",
1726 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1727 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1728 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1729 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1733 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1740 Item stacks can store metadata too. See `ItemStackMetaRef`.
1742 Item metadata only contains a key-value store.
1744 Some of the values in the key-value store are handled specially:
1746 * `description`: Set the item stack's description. Defaults to `idef.description`
1747 * `color`: A `ColorString`, which sets the stack's color.
1748 * `palette_index`: If the item has a palette, this is used to get the
1749 current color from the palette.
1753 local meta = stack:get_meta()
1754 meta:set_string("key", "value")
1755 print(dump(meta:to_table()))
1759 Formspec defines a menu. Currently not much else than inventories are
1760 supported. It is a string, with a somewhat strange format.
1762 Spaces and newlines can be inserted between the blocks, as is used in the
1770 list[context;main;0,0;8,4;]
1771 list[current_player;main;0,5;8,4;]
1776 list[context;fuel;2,3;1,1;]
1777 list[context;src;2,1;1,1;]
1778 list[context;dst;5,1;2,2;]
1779 list[current_player;main;0,5;8,4;]
1781 #### Minecraft-like player inventory
1784 image[1,0.6;1,2;player.png]
1785 list[current_player;main;0,3.5;8,4;]
1786 list[current_player;craft;3,0;3,3;]
1787 list[current_player;craftpreview;7,1;1,1;]
1791 #### `size[<W>,<H>,<fixed_size>]`
1792 * Define the size of the menu in inventory slots
1793 * `fixed_size`: `true`/`false` (optional)
1794 * deprecated: `invsize[<W>,<H>;]`
1796 #### `position[<X>,<Y>]`
1797 * Define the position of the formspec
1798 * A value between 0.0 and 1.0 represents a position inside the screen
1799 * The default value is the center of the screen (0.5, 0.5)
1801 #### `anchor[<X>,<Y>]`
1802 * Define the anchor of the formspec
1803 * A value between 0.0 and 1.0 represents an anchor inside the formspec
1804 * The default value is the center of the formspec (0.5, 0.5)
1806 #### `container[<X>,<Y>]`
1807 * Start of a container block, moves all physical elements in the container by (X, Y)
1808 * Must have matching `container_end`
1809 * Containers can be nested, in which case the offsets are added
1810 (child containers are relative to parent containers)
1812 #### `container_end[]`
1813 * End of a container, following elements are no longer relative to this container
1815 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1816 * Show an inventory list
1818 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1819 * Show an inventory list
1821 #### `listring[<inventory location>;<list name>]`
1822 * Allows to create a ring of inventory lists
1823 * Shift-clicking on items in one element of the ring
1824 will send them to the next inventory list inside the ring
1825 * The first occurrence of an element inside the ring will
1826 determine the inventory where items will be sent to
1829 * Shorthand for doing `listring[<inventory location>;<list name>]`
1830 for the last two inventory lists added by list[...]
1832 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1833 * Sets background color of slots as `ColorString`
1834 * Sets background color of slots on mouse hovering
1836 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1837 * Sets background color of slots as `ColorString`
1838 * Sets background color of slots on mouse hovering
1839 * Sets color of slots border
1841 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1842 * Sets background color of slots as `ColorString`
1843 * Sets background color of slots on mouse hovering
1844 * Sets color of slots border
1845 * Sets default background color of tooltips
1846 * Sets default font color of tooltips
1848 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1849 * Adds tooltip for an element
1850 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1851 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1853 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1855 * Position and size units are inventory slots
1857 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1858 * Show an inventory image of registered item/node
1859 * Position and size units are inventory slots
1861 #### `bgcolor[<color>;<fullscreen>]`
1862 * Sets background color of formspec as `ColorString`
1863 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1865 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1866 * Use a background. Inventory rectangles are not drawn then.
1867 * Position and size units are inventory slots
1868 * Example for formspec 8x4 in 16x resolution: image shall be sized
1869 8 times 16px times 4 times 16px.
1871 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1872 * Use a background. Inventory rectangles are not drawn then.
1873 * Position and size units are inventory slots
1874 * Example for formspec 8x4 in 16x resolution:
1875 image shall be sized 8 times 16px times 4 times 16px
1876 * If `true` the background is clipped to formspec size
1877 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1879 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1880 * Textual password style field; will be sent to server when a button is clicked
1881 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1883 * `x` and `y` position the field relative to the top left of the menu
1884 * `w` and `h` are the size of the field
1885 * Fields are a set height, but will be vertically centred on `h`
1886 * Position and size units are inventory slots
1887 * `name` is the name of the field as returned in fields to `on_receive_fields`
1888 * `label`, if not blank, will be text printed on the top left above the field
1889 * See field_close_on_enter to stop enter closing the formspec
1891 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1892 * Textual field; will be sent to server when a button is clicked
1893 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1895 * `x` and `y` position the field relative to the top left of the menu
1896 * `w` and `h` are the size of the field
1897 * Fields are a set height, but will be vertically centred on `h`
1898 * Position and size units are inventory slots
1899 * `name` is the name of the field as returned in fields to `on_receive_fields`
1900 * `label`, if not blank, will be text printed on the top left above the field
1901 * `default` is the default value of the field
1902 * `default` may contain variable references such as `${text}'` which
1903 will fill the value from the metadata value `text`
1904 * **Note**: no extra text or more than a single variable is supported ATM.
1905 * See `field_close_on_enter` to stop enter closing the formspec
1907 #### `field[<name>;<label>;<default>]`
1908 * As above, but without position/size units
1909 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1911 * Special field for creating simple forms, such as sign text input
1912 * Must be used without a `size[]` element
1913 * A "Proceed" button will be added automatically
1914 * See `field_close_on_enter` to stop enter closing the formspec
1916 #### `field_close_on_enter[<name>;<close_on_enter>]`
1917 * <name> is the name of the field
1918 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
1919 * defaults to true when not specified (ie: no tag for a field)
1921 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1922 * Same as fields above, but with multi-line input
1923 * if the text overflows a vertical scrollbar is added
1924 * if the name is empty the textarea is readonly. The label is not displayed then
1926 #### `label[<X>,<Y>;<label>]`
1927 * `x` and `y` work as per field
1928 * `label` is the text on the label
1929 * Position and size units are inventory slots
1931 #### `vertlabel[<X>,<Y>;<label>]`
1932 * Textual label drawn vertically
1933 * `x` and `y` work as per field
1934 * `label` is the text on the label
1935 * Position and size units are inventory slots
1937 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1938 * Clickable button. When clicked, fields will be sent.
1939 * `x`, `y` and `name` work as per field
1940 * `w` and `h` are the size of the button
1941 * Fixed button height. It will be vertically centred on `h`
1942 * `label` is the text on the button
1943 * Position and size units are inventory slots
1945 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1946 * `x`, `y`, `w`, `h`, and `name` work as per button
1947 * `texture name` is the filename of an image
1948 * Position and size units are inventory slots
1950 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1951 * `x`, `y`, `w`, `h`, and `name` work as per button
1952 * `texture name` is the filename of an image
1953 * Position and size units are inventory slots
1954 * `noclip=true` means the image button doesn't need to be within specified formsize
1955 * `drawborder`: draw button border or not
1956 * `pressed texture name` is the filename of an image on pressed state
1958 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1959 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1960 * `item name` is the registered name of an item/node,
1961 tooltip will be made out of its description
1962 to override it use tooltip element
1963 * Position and size units are inventory slots
1965 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1966 * When clicked, fields will be sent and the form will quit.
1968 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1969 * When clicked, fields will be sent and the form will quit.
1971 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1972 * Scrollable item list showing arbitrary text elements
1973 * `x` and `y` position the itemlist relative to the top left of the menu
1974 * `w` and `h` are the size of the itemlist
1975 * `name` fieldname sent to server on doubleclick value is current selected element
1976 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1977 * if you want a listelement to start with "#" write "##".
1979 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1980 * Scrollable itemlist showing arbitrary text elements
1981 * `x` and `y` position the item list relative to the top left of the menu
1982 * `w` and `h` are the size of the item list
1983 * `name` fieldname sent to server on doubleclick value is current selected element
1984 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1985 * if you want a listelement to start with "#" write "##"
1986 * Index to be selected within textlist
1987 * `true`/`false`: draw transparent background
1988 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1990 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1991 * Show a tab**header** at specific position (ignores formsize)
1992 * `x` and `y` position the itemlist relative to the top left of the menu
1993 * `name` fieldname data is transferred to Lua
1994 * `caption 1`...: name shown on top of tab
1995 * `current_tab`: index of selected tab 1...
1996 * `transparent` (optional): show transparent
1997 * `draw_border` (optional): draw border
1999 #### `box[<X>,<Y>;<W>,<H>;<color>]`
2000 * Simple colored semitransparent box
2001 * `x` and `y` position the box relative to the top left of the menu
2002 * `w` and `h` are the size of box
2003 * `color` is color specified as a `ColorString`
2005 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2006 * Show a dropdown field
2007 * **Important note**: There are two different operation modes:
2008 1. handle directly on change (only changed dropdown is submitted)
2009 2. read the value on pressing a button (all dropdown values are available)
2010 * `x` and `y` position of dropdown
2012 * Fieldname data is transferred to Lua
2013 * Items to be shown in dropdown
2014 * Index of currently selected dropdown item
2016 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2018 * `x` and `y`: position of checkbox
2019 * `name` fieldname data is transferred to Lua
2020 * `label` to be shown left of checkbox
2021 * `selected` (optional): `true`/`false`
2023 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2025 * There are two ways to use it:
2026 1. handle the changed event (only changed scrollbar is available)
2027 2. read the value on pressing a button (all scrollbars are available)
2028 * `x` and `y`: position of trackbar
2029 * `w` and `h`: width and height
2030 * `orientation`: `vertical`/`horizontal`
2031 * Fieldname data is transferred to Lua
2032 * Value this trackbar is set to (`0`-`1000`)
2033 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
2035 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2036 * Show scrollable table using options defined by the previous `tableoptions[]`
2037 * Displays cells as defined by the previous `tablecolumns[]`
2038 * `x` and `y`: position the itemlist relative to the top left of the menu
2039 * `w` and `h` are the size of the itemlist
2040 * `name`: fieldname sent to server on row select or doubleclick
2041 * `cell 1`...`cell n`: cell contents given in row-major order
2042 * `selected idx`: index of row to be selected within table (first row = `1`)
2043 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
2045 #### `tableoptions[<opt 1>;<opt 2>;...]`
2046 * Sets options for `table[]`
2048 * default text color (`ColorString`), defaults to `#FFFFFF`
2049 * `background=#RRGGBB`
2050 * table background color (`ColorString`), defaults to `#000000`
2051 * `border=<true/false>`
2052 * should the table be drawn with a border? (default: `true`)
2053 * `highlight=#RRGGBB`
2054 * highlight background color (`ColorString`), defaults to `#466432`
2055 * `highlight_text=#RRGGBB`
2056 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2057 * `opendepth=<value>`
2058 * all subtrees up to `depth < value` are open (default value = `0`)
2059 * only useful when there is a column of type "tree"
2061 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2062 * Sets columns for `table[]`
2063 * Types: `text`, `image`, `color`, `indent`, `tree`
2064 * `text`: show cell contents as text
2065 * `image`: cell contents are an image index, use column options to define images
2066 * `color`: cell contents are a ColorString and define color of following cell
2067 * `indent`: cell contents are a number and define indentation of following cell
2068 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
2071 * for `text` and `image`: content alignment within cells.
2072 Available values: `left` (default), `center`, `right`, `inline`
2074 * for `text` and `image`: minimum width in em (default: `0`)
2075 * for `indent` and `tree`: indent width in em (default: `1.5`)
2076 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2077 Exception: defaults to 0 for indent columns
2078 * `tooltip=<value>`: tooltip text (default: empty)
2079 * `image` column options:
2080 * `0=<value>` sets image for image index 0
2081 * `1=<value>` sets image for image index 1
2082 * `2=<value>` sets image for image index 2
2083 * and so on; defined indices need not be contiguous empty or
2084 non-numeric cells are treated as `0`.
2085 * `color` column options:
2086 * `span=<value>`: number of following columns to affect (default: infinite)
2088 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
2089 pass key press events to formspec!
2093 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2094 * `"current_player"`: Player to whom the menu is shown
2095 * `"player:<name>"`: Any player
2096 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2097 * `"detached:<name>"`: A detached inventory
2099 Player Inventory lists
2100 ----------------------
2101 * `main`: list containing the default inventory
2102 * `craft`: list containing the craft input
2103 * `craftpreview`: list containing the craft output
2104 * `hand`: list containing an override for the empty hand
2108 `#RGB` defines a color in hexadecimal format.
2110 `#RGBA` defines a color in hexadecimal format and alpha channel.
2112 `#RRGGBB` defines a color in hexadecimal format.
2114 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2116 Named colors are also supported and are equivalent to
2117 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2118 To specify the value of the alpha channel, append `#AA` to the end of the color name
2119 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
2120 value must (always) be two hexadecimal digits.
2124 A ColorSpec specifies a 32-bit color. It can be written in either:
2125 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
2126 `colorspec = {a=255, r=0, g=255, b=0}`
2127 numerical form, the raw integer value of an ARGB8 quad:
2128 `colorspec = 0xFF00FF00`
2129 or string form, a ColorString (defined above):
2130 `colorspec = "green"`
2134 Most text can contain escape sequences, that can for example color the text.
2135 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2136 The following functions provide escape sequences:
2138 * `minetest.get_color_escape_sequence(color)`:
2139 * `color` is a ColorString
2140 * The escape sequence sets the text color to `color`
2141 * `minetest.colorize(color, message)`:
2143 `minetest.get_color_escape_sequence(color) ..
2145 minetest.get_color_escape_sequence("#ffffff")`
2146 * `minetest.get_background_escape_sequence(color)`
2147 * `color` is a ColorString
2148 * The escape sequence sets the background of the whole text element to
2149 `color`. Only defined for item descriptions and tooltips.
2150 * `minetest.strip_foreground_colors(str)`
2151 * Removes foreground colors added by `get_color_escape_sequence`.
2152 * `minetest.strip_background_colors(str)`
2153 * Removes background colors added by `get_background_escape_sequence`.
2154 * `minetest.strip_colors(str)`
2155 * Removes all color escape sequences.
2159 * `vector.new(a[, b, c])`: returns a vector:
2160 * A copy of `a` if `a` is a vector.
2161 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
2162 * `vector.direction(p1, p2)`: returns a vector
2163 * `vector.distance(p1, p2)`: returns a number
2164 * `vector.length(v)`: returns a number
2165 * `vector.normalize(v)`: returns a vector
2166 * `vector.floor(v)`: returns a vector, each dimension rounded down
2167 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
2168 * `vector.apply(v, func)`: returns a vector
2169 * `vector.equals(v1, v2)`: returns a boolean
2170 * `vector.sort(v1, v2)`: returns minp, maxp vectors of the cuboid defined by v1 and v2
2172 For the following functions `x` can be either a vector or a number:
2174 * `vector.add(v, x)`: returns a vector
2175 * `vector.subtract(v, x)`: returns a vector
2176 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
2177 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
2181 * `dump2(obj, name, dumped)`: returns a string which makes `obj` human readable,
2182 handles reference loops
2183 * `obj`: arbitrary variable
2184 * `name`: string, default: `"_"`
2185 * `dumped`: table, default: `{}`
2186 * `dump(obj, dumped)`: returns a string which makes `obj` human readable
2187 * `obj`: arbitrary variable
2188 * `dumped`: table, default: `{}`
2189 * `math.hypot(x, y)`
2190 * Get the hypotenuse of a triangle with legs x and y.
2191 Useful for distance calculation.
2192 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2193 * Get the sign of a number.
2194 * tolerance: number, default: `0.0`
2195 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2197 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2198 * `separator`: string, default: `","`
2199 * `include_empty`: boolean, default: `false`
2200 * `max_splits`: number, if it's positive, splits aren't limited,
2202 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2203 string or a pattern (regex), default: `false`
2204 * e.g. `"a,b":split","` returns `{"a","b"}`
2205 * `string:trim()`: returns the string whithout whitespace pre- and suffixes
2206 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2207 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2208 * Adds newlines to the string to keep it within the specified character
2210 * Note that the returned lines may be longer than the limit since it only
2211 splits at word borders.
2212 * `limit`: number, maximal amount of characters in one line
2213 * `as_table`: boolean, if set to true, a table of lines instead of a string
2214 is returned, default: `false`
2215 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2216 * `pos`: table {x=X, y=Y, z=Z}
2217 * Converts the position `pos` to a human-readable, printable string
2218 * `decimal_places`: number, if specified, the x, y and z values of
2219 the position are rounded to the given decimal place.
2220 * `minetest.string_to_pos(string)`: returns a position or `nil`
2221 * Same but in reverse.
2222 * If the string can't be parsed to a position, nothing is returned.
2223 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2224 * Converts a string representing an area box into two positions
2225 * `minetest.formspec_escape(string)`: returns a string
2226 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2227 * `minetest.is_yes(arg)`
2228 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2229 * `minetest.get_us_time()`
2230 * returns time with microsecond precision. May not return wall time.
2231 * `table.copy(table)`: returns a table
2232 * returns a deep copy of `table`
2233 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
2234 * returns the exact position on the surface of a pointed node
2239 Texts can be translated client-side with the help of `minetest.translate` and translation files.
2241 ### Translating a string
2242 Two functions are provided to translate strings: `minetest.translate` and `minetest.get_translator`.
2244 * `minetest.get_translator(textdomain)` is a simple wrapper around `minetest.translate`, and
2245 `minetest.get_translator(textdomain)(str, ...)` is equivalent to `minetest.translate(textdomain, str, ...)`.
2246 It is intended to be used in the following way, so that it avoids verbose repetitions of `minetest.translate`:
2248 local S = minetest.get_translator(textdomain)
2251 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2253 * `minetest.translate(textdomain, str, ...)` translates the string `str` with the given `textdomain`
2254 for disambiguation. The textdomain must match the textdomain specified in the translation file in order
2255 to get the string translated. This can be used so that a string is translated differently in different contexts.
2256 It is advised to use the name of the mod as textdomain whenever possible, to avoid clashes with other mods.
2257 This function must be given a number of arguments equal to the number of arguments the translated string expects.
2258 Arguments are literal strings -- they will not be translated, so if you want them to be, they need to come as
2259 outputs of `minetest.translate` as well.
2261 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced by the translation of "Red".
2262 We can do the following:
2264 local S = minetest.get_translator()
2265 S("@1 Wool", S("Red"))
2267 This will be displayed as "Red Wool" on old clients and on clients that do not have localization enabled.
2268 However, if we have for instance a translation file named `wool.fr.tr` containing the following:
2273 this will be displayed as "Laine Rouge" on clients with a French locale.
2275 ### Operations on translated strings
2277 The output of `minetest.translate` is a string, with escape sequences adding additional information to that string
2278 so that it can be translated on the different clients. In particular, you can't expect operations like string.length
2279 to work on them like you would expect them to, or string.gsub to work in the expected manner. However, string
2280 concatenation will still work as expected (note that you should only use this for things like formspecs; do not
2281 translate sentences by breaking them into parts; arguments should be used instead), and operations such as
2282 `minetest.colorize` which are only concatenation under the hood as well.
2284 ### Translation file format
2285 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language it corresponds to.
2286 The file should be a text file, with the following format:
2288 * Lines beginning with `# textdomain:` (the space is significant) can be used to specify the text
2289 domain of all following translations in the file.
2290 * All other empty lines or lines beginning with `#` are ignored.
2291 * Other lines should be in the format `original=translated`. Both `original` and `translated` can
2292 contain escape sequences beginning with `@` to insert arguments, literal `@`, `=` or newline
2293 (See ### Escapes below). There must be no extraneous whitespace around the `=` or at the beginning
2294 or the end of the line.
2297 Strings that need to be translated can contain several escapes, preceded by `@`.
2298 * `@@` acts as a literal `@`.
2299 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated string that will be inlined
2300 when translation. Due to how translations are implemented, the original translation string **must** have
2301 its arguments in increasing order, without gaps or repetitions, starting from 1.
2302 * `@=` acts as a literal `=`. It is not required in strings given to `minetest.translate`, but is in translation
2303 files to avoid begin confused with the `=` separating the original from the translation.
2304 * `@\n` (where the `\n` is a literal newline) acts as a literal newline. As with `@=`, this escape is not required
2305 in strings given to `minetest.translate`, but is in translation files.
2306 * `@n` acts as a literal newline as well.
2308 `minetest` namespace reference
2309 ------------------------------
2313 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
2314 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
2315 * Useful for loading additional `.lua` modules or static data from mod
2316 * `minetest.get_modnames()`: returns a list of installed mods
2317 * Return a list of installed mods, sorted alphabetically
2318 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
2319 * Useful for storing custom data
2320 * `minetest.is_singleplayer()`
2321 * `minetest.features`: Table containing API feature flags
2324 glasslike_framed = true,
2325 nodebox_as_selectionbox = true,
2326 chat_send_player_param3 = true,
2327 get_all_craft_recipes_works = true,
2328 use_texture_alpha = true,
2329 -- ^ The transparency channel of textures can be used optionally
2330 no_legacy_abms = true,
2331 -- ^ Tree and grass ABMs are no longer done from C++
2332 texture_names_parens = true,
2333 -- ^ Texture grouping is possible using parentheses
2334 area_store_custom_ids = true,
2335 -- ^ Unique Area ID for AreaStore:insert_area
2336 add_entity_with_staticdata = true,
2337 -- ^ add_entity supports passing initial staticdata to on_activate
2338 no_chat_message_prediction = true,
2339 -- ^ Chat messages are no longer predicted
2341 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
2342 * `arg`: string or table in format `{foo=true, bar=true}`
2343 * `missing_features`: `{foo=true, bar=true}`
2344 * `minetest.get_player_information(player_name)`:
2345 * Returns a table containing information about a player. Example return value:
2348 address = "127.0.0.1", -- IP address of client
2349 ip_version = 4, -- IPv4 / IPv6
2350 min_rtt = 0.01, -- minimum round trip time
2351 max_rtt = 0.2, -- maximum round trip time
2352 avg_rtt = 0.02, -- average round trip time
2353 min_jitter = 0.01, -- minimum packet time jitter
2354 max_jitter = 0.5, -- maximum packet time jitter
2355 avg_jitter = 0.03, -- average packet time jitter
2356 connection_uptime = 200, -- seconds since client connected
2357 prot_vers = 31, -- protocol version used by client
2358 -- following information is available on debug build only!!!
2359 -- DO NOT USE IN MODS
2360 --ser_vers = 26, -- serialization version used by client
2361 --major = 0, -- major version number
2362 --minor = 4, -- minor version number
2363 --patch = 10, -- patch version number
2364 --vers_string = "0.4.9-git", -- full version string
2365 --state = "Active" -- current client state
2367 * `minetest.mkdir(path)`: returns success.
2368 * Creates a directory specified by `path`, creating parent directories
2369 if they don't exist.
2370 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
2372 * nil: return all entries,
2373 * true: return only subdirectory names, or
2374 * false: return only file names.
2375 * `minetest.get_version()`: returns a table containing components of the
2376 engine version. Components:
2377 * `project`: Name of the project, eg, "Minetest"
2378 * `string`: Simple version, eg, "1.2.3-dev"
2379 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
2380 Use this for informational purposes only. The information in the returned
2381 table does not represent the capabilities of the engine, nor is it
2382 reliable or verifyable. Compatible forks will have a different name and
2383 version entirely. To check for the presence of engine features, test
2384 whether the functions exported by the wanted features exist. For example:
2385 `if minetest.check_for_falling then ... end`.
2388 * `minetest.debug(...)`
2389 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
2390 * `minetest.log([level,] text)`
2391 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
2392 `"info"`, or `"verbose"`. Default is `"none"`.
2394 ### Registration functions
2395 Call these functions only at load time!
2397 * `minetest.register_entity(name, prototype table)`
2398 * `minetest.register_abm(abm definition)`
2399 * `minetest.register_lbm(lbm definition)`
2400 * `minetest.register_node(name, node definition)`
2401 * `minetest.register_tool(name, item definition)`
2402 * `minetest.register_craftitem(name, item definition)`
2403 * `minetest.unregister_item(name)`
2404 * `minetest.register_alias(name, convert_to)`
2405 * `minetest.register_alias_force(name, convert_to)`
2406 * `minetest.register_craft(recipe)`
2407 * Check recipe table syntax for different types below.
2408 * `minetest.clear_craft(recipe)`
2409 * Will erase existing craft based either on output item or on input recipe.
2410 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
2411 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
2412 * If no erase candidate could be found, Lua exception will be thrown.
2413 * **Warning**! The type field ("shaped","cooking" or any other) will be ignored if the recipe
2414 contains output. Erasing is then done independently from the crafting method.
2415 * `minetest.register_ore(ore definition)`
2416 * `minetest.register_biome(biome definition)`
2417 * `minetest.register_decoration(decoration definition)`
2418 * `minetest.override_item(name, redefinition)`
2419 * Overrides fields of an item registered with register_node/tool/craftitem.
2420 * Note: Item must already be defined, (opt)depend on the mod defining it.
2421 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2422 * `minetest.clear_registered_ores()`
2423 * `minetest.clear_registered_biomes()`
2424 * `minetest.clear_registered_decorations()`
2426 ### Global callback registration functions
2427 Call these functions only at load time!
2429 * `minetest.register_globalstep(func(dtime))`
2430 * Called every server step, usually interval of 0.1s
2431 * `minetest.register_on_shutdown(func())`
2432 * Called before server shutdown
2433 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
2434 callbacks **will likely not be run**. Data should be saved at
2435 semi-frequent intervals as well as on server shutdown.
2436 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2437 * Called when a node has been placed
2438 * If return `true` no item is taken from `itemstack`
2439 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
2441 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2442 * Called when a node has been dug.
2443 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
2445 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2446 * Called when a node is punched
2447 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2448 * Called after generating a piece of world. Modifying nodes inside the area
2449 is a bit faster than usually.
2450 * `minetest.register_on_newplayer(func(ObjectRef))`
2451 * Called after a new player has been created
2452 * `minetest.register_on_dieplayer(func(ObjectRef))`
2453 * Called when a player dies
2454 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2455 * Called when a player is punched
2456 * `player` - ObjectRef - Player that was punched
2457 * `hitter` - ObjectRef - Player that hit
2458 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
2459 * `tool_capabilities`: capability table of used tool (can be nil)
2460 * `dir`: unit vector of direction of punch. Always defined. Points from
2461 the puncher to the punched.
2462 * `damage` - number that represents the damage calculated by the engine
2463 * should return `true` to prevent the default damage mechanism
2464 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2465 * Called when the player gets damaged or healed
2466 * `player`: ObjectRef of the player
2467 * `hp_change`: the amount of change. Negative when it is damage.
2468 * `modifier`: when true, the function should return the actual `hp_change`.
2469 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2470 modifiers can return true as a second argument to stop the execution of further functions.
2471 Non-modifiers receive the final hp change calculated by the modifiers.
2472 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2473 * Called when player is to be respawned
2474 * Called _before_ repositioning of player occurs
2475 * return true in func to disable regular player placement
2476 * `minetest.register_on_prejoinplayer(func(name, ip))`
2477 * Called before a player joins the game
2478 * If it returns a string, the player is disconnected with that string as reason
2479 * `minetest.register_on_joinplayer(func(ObjectRef))`
2480 * Called when a player joins the game
2481 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2482 * Called when a player leaves the game
2483 * `timed_out`: True for timeout, false for other reasons.
2484 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2485 * Called when a player cheats
2486 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2488 * `interacted_too_far`
2489 * `interacted_while_dead`
2490 * `finished_unknown_dig`
2493 * `minetest.register_on_chat_message(func(name, message))`
2494 * Called always when a player says something
2495 * Return `true` to mark the message as handled, which means that it will not be sent to other players
2496 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2497 * Called when a button is pressed in player's inventory form
2498 * Newest functions are called first
2499 * If function returns `true`, remaining functions are not called
2500 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2501 * Called when `player` crafts something
2502 * `itemstack` is the output
2503 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2504 * `craft_inv` is the inventory with the crafting grid
2505 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2506 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2507 * The same as before, except that it is called before the player crafts, to make
2508 craft prediction, and it should not change anything.
2509 * `minetest.register_on_protection_violation(func(pos, name))`
2510 * Called by `builtin` and mods when a player violates protection at a position
2511 (eg, digs a node or punches a protected entity).
2512 * The registered functions can be called using `minetest.record_protection_violation`
2513 * The provided function should check that the position is protected by the mod
2514 calling this function before it prints a message, if it does, to allow for
2515 multiple protection mods.
2516 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2517 * Called when an item is eaten, by `minetest.item_eat`
2518 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2519 * `minetest.register_on_priv_grant(function(name, granter, priv))`
2520 * Called when `granter` grants the priv `priv` to `name`.
2521 * Note that the callback will be called twice if it's done by a player, once with granter being the player name,
2522 and again with granter being nil.
2523 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
2524 * Called when `revoker` revokes the priv `priv` from `name`.
2525 * Note that the callback will be called twice if it's done by a player, once with revoker being the player name,
2526 and again with revoker being nil.
2527 * `minetest.register_can_bypass_userlimit(function(name, ip))`
2528 * Called when `name` user connects with `ip`.
2529 * Return `true` to by pass the player limit
2530 * `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
2531 * Called when an incoming mod channel message is received
2532 * You should have joined some channels to receive events.
2533 * If message comes from a server mod, `sender` field is an empty string.
2535 ### Other registration functions
2536 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2537 * Adds definition to `minetest.registered_chatcommands`
2538 * `minetest.override_chatcommand(name, redefinition)`
2539 * Overrides fields of a chatcommand registered with `register_chatcommand`.
2540 * `minetest.unregister_chatcommand(name)`
2541 * Unregisters a chatcommands registered with `register_chatcommand`.
2542 * `minetest.register_privilege(name, definition)`
2543 * `definition`: `"description text"`
2544 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2545 the default of `give_to_singleplayer` is true
2546 * To allow players with `basic_privs` to grant, see `basic_privs` minetest.conf setting.
2547 * `on_grant(name, granter_name)`: Called when given to player `name` by `granter_name`.
2548 `granter_name` will be nil if the priv was granted by a mod.
2549 * `on_revoke(name, revoker_name)`: Called when taken from player `name` by `revoker_name`.
2550 `revoker_name` will be nil if the priv was revoked by a mod
2551 * Note that the above two callbacks will be called twice if a player is responsible -
2552 once with the player name, and then with a nil player name.
2553 * Return true in the above callbacks to stop register_on_priv_grant or revoke being called.
2554 * `minetest.register_authentication_handler(handler)`
2555 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
2558 * `minetest.settings`: Settings object containing all of the settings from the
2559 main config file (`minetest.conf`).
2560 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
2561 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
2564 * `minetest.notify_authentication_modified(name)`
2565 * Should be called by the authentication handler if privileges changes.
2566 * `name`: string, if ommited, everybody is reported
2567 * `minetest.check_password_entry(name, entry, password)`
2568 * Returns true if the "db entry" for a player with name matches given
2569 * password, false otherwise.
2570 * The "db entry" is the usually player-individual value that is derived
2571 * from the player's chosen password and stored on the server in order to allow
2572 * authentication whenever the player desires to log in.
2573 * Only use this function for making it possible to log in via the password from
2574 * via protocols like IRC, other uses for inside the game are frowned upon.
2575 * `minetest.get_password_hash(name, raw_password)`
2576 * Convert a name-password pair to a password hash that Minetest can use.
2577 * The returned value alone is not a good basis for password checks based
2578 * on comparing the password hash in the database with the password hash
2579 * from the function, with an externally provided password, as the hash
2580 * in the db might use the new SRP verifier format.
2581 * For this purpose, use `minetest.check_password_entry` instead.
2582 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2583 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2584 * Convert between two privilege representations
2585 * `minetest.set_player_password(name, password_hash)`
2586 * `minetest.set_player_privs(name, {priv1=true,...})`
2587 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2588 * `minetest.auth_reload()`
2589 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2590 * A quickhand for checking privileges.
2591 * `player_or_name`: Either a Player object or the name of a player.
2592 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2593 a table, e.g. `{ priva = true, privb = true }`.
2594 * `minetest.get_player_ip(name)`: returns an IP address string
2596 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2597 and `minetest.auth_reload` call the authetification handler.
2600 * `minetest.chat_send_all(text)`
2601 * `minetest.chat_send_player(name, text)`
2603 ### Environment access
2604 * `minetest.set_node(pos, node)`
2605 * `minetest.add_node(pos, node): alias to `minetest.set_node`
2606 * Set node at position `pos`
2607 * `node`: table `{name=string, param1=number, param2=number}`
2608 * If param1 or param2 is omitted, it's set to `0`.
2609 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
2610 * `minetest.swap_node(pos, node)`
2611 * Set node at position, but don't remove metadata
2612 * `minetest.remove_node(pos)`
2613 * By default it does the same as `minetest.set_node(pos, {name="air"})`
2614 * `minetest.get_node(pos)`
2615 * Returns the node at the given position as table in the format
2616 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2618 * `minetest.get_node_or_nil(pos)`
2619 * Same as `get_node` but returns `nil` for unloaded areas.
2620 * `minetest.get_node_light(pos, timeofday)`
2621 * Gets the light value at the given position. Note that the light value
2622 "inside" the node at the given position is returned, so you usually want
2623 to get the light value of a neighbor.
2624 * `pos`: The position where to measure the light.
2625 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2626 * Returns a number between `0` and `15` or `nil`
2627 * `minetest.place_node(pos, node)`
2628 * Place node with the same effects that a player would cause
2629 * `minetest.dig_node(pos)`
2630 * Dig node with the same effects that a player would cause
2631 * Returns `true` if successful, `false` on failure (e.g. protected location)
2632 * `minetest.punch_node(pos)`
2633 * Punch node with the same effects that a player would cause
2634 * `minetest.spawn_falling_node(pos)`
2635 * Change node into falling node
2636 * Returns `true` if successful, `false` on failure
2638 * `minetest.find_nodes_with_meta(pos1, pos2)`
2639 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2640 * `minetest.get_meta(pos)`
2641 * Get a `NodeMetaRef` at that position
2642 * `minetest.get_node_timer(pos)`
2643 * Get `NodeTimerRef`
2645 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position
2646 * Returns `ObjectRef`, or `nil` if failed
2647 * `minetest.add_item(pos, item)`: Spawn item
2648 * Returns `ObjectRef`, or `nil` if failed
2649 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2650 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of ObjectRefs
2651 * `radius`: using an euclidean metric
2652 * `minetest.set_timeofday(val)`
2653 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2654 * `minetest.get_timeofday()`
2655 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2656 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2657 * accounting for time changes.
2658 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
2659 * `radius`: using a maximum metric
2660 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2661 * `search_center` is an optional boolean (default: `false`)
2662 If true `pos` is also checked for the nodes
2663 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of positions
2664 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2665 * First return value: Table with all node positions
2666 * Second return value: Table with the count of each node with the node name as index
2667 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a list of positions
2668 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2669 * Return value: Table with all node positions with a node air above
2670 * `minetest.get_perlin(noiseparams)`
2671 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2672 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2673 * `minetest.get_voxel_manip([pos1, pos2])`
2674 * Return voxel manipulator object.
2675 * Loads the manipulator from the map if positions are passed.
2676 * `minetest.set_gen_notify(flags, {deco_ids})`
2677 * Set the types of on-generate notifications that should be collected
2678 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2679 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2680 * The second parameter is a list of IDS of decorations which notification is requested for
2681 * `get_gen_notify()`: returns a flagstring and a table with the `deco_id`s
2682 * `minetest.get_mapgen_object(objectname)`
2683 * Return requested mapgen object if available (see "Mapgen objects")
2684 * `minetest.get_biome_id(biome_name)`
2685 * Returns the biome id, as used in the biomemap Mapgen object, for a
2686 given biome_name string.
2687 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2688 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2689 * Deprecated: use `minetest.get_mapgen_setting(name)` instead
2690 * `minetest.set_mapgen_params(MapgenParams)`
2691 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)` instead
2692 * Set map generation parameters
2693 * Function cannot be called after the registration period; only initialization
2694 and `on_mapgen_init`
2695 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2697 * Leave field unset to leave that parameter unchanged
2698 * `flags` contains a comma-delimited string of flags to set,
2699 or if the prefix `"no"` is attached, clears instead.
2700 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2701 * `minetest.get_mapgen_setting(name)`
2702 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2703 order of precedence:
2704 1) Settings loaded from map_meta.txt or overrides set during mod execution
2705 2) Settings set by mods without a metafile override
2706 3) Settings explicitly set in the user config file, minetest.conf
2707 4) Settings set as the user config default
2708 * `minetest.get_mapgen_setting_noiseparams(name)`
2709 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2710 and is a valid NoiseParams
2711 * `minetest.set_mapgen_setting(name, value, [override_meta])`
2712 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2713 is not already present in map_meta.txt.
2714 * `override_meta` is an optional boolean (default: `false`). If this is set to true,
2715 the setting will become the active setting regardless of the map metafile contents.
2716 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`
2717 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
2718 * Same as above, except value is a NoiseParams table.
2719 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2720 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2721 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2722 should be applied to the default config or current active config
2723 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2724 * `minetest.generate_ores(vm, pos1, pos2)`
2725 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2726 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2727 * `minetest.generate_decorations(vm, pos1, pos2)`
2728 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2729 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2730 * `minetest.clear_objects([options])`
2731 * Clear all objects in the environment
2732 * Takes an optional table as an argument with the field `mode`.
2733 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2734 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2735 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2736 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2737 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2738 * fetched from memory, loaded from disk, or if inexistent, generates them.
2739 * If `callback` is a valid Lua function, this will be called for each block emerged.
2740 * The function signature of callback is:
2741 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2742 * - `blockpos` is the *block* coordinates of the block that had been emerged
2743 * - `action` could be one of the following constant values:
2744 * `minetest.EMERGE_CANCELLED`, `minetest.EMERGE_ERRORED`, `minetest.EMERGE_FROM_MEMORY`,
2745 * `minetest.EMERGE_FROM_DISK`, `minetest.EMERGE_GENERATED`
2746 * - `calls_remaining` is the number of callbacks to be expected after this one
2747 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2748 * parameter was absent)
2749 * `minetest.delete_area(pos1, pos2)`
2750 * delete all mapblocks in the area from pos1 to pos2, inclusive
2751 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2752 * Check if there is a direct line of sight between `pos1` and `pos2`
2753 * Returns the position of the blocking node when `false`
2754 * `pos1`: First position
2755 * `pos2`: Second position
2756 * `stepsize`: smaller gives more accurate results but requires more computing
2757 time. Default is `1`.
2758 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
2759 * Creates a `Raycast` object.
2760 * `pos1`: start of the ray
2761 * `pos2`: end of the ray
2762 * `objects` : if false, only nodes will be returned. Default is `true`.
2763 * `liquids' : if false, liquid nodes won't be returned. Default is `false`.
2764 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2765 * returns table containing path
2766 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2767 * `pos1`: start position
2768 * `pos2`: end position
2769 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2770 * `max_jump`: maximum height difference to consider walkable
2771 * `max_drop`: maximum height difference to consider droppable
2772 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2773 * `minetest.spawn_tree (pos, {treedef})`
2774 * spawns L-system tree at given `pos` with definition in `treedef` table
2775 * `minetest.transforming_liquid_add(pos)`
2776 * add node to liquid update queue
2777 * `minetest.get_node_max_level(pos)`
2778 * get max available level for leveled node
2779 * `minetest.get_node_level(pos)`
2780 * get level of leveled node (water, snow)
2781 * `minetest.set_node_level(pos, level)`
2782 * set level of leveled node, default `level` equals `1`
2783 * if `totallevel > maxlevel`, returns rest (`total-max`).
2784 * `minetest.add_node_level(pos, level)`
2785 * increase level of leveled node by level, default `level` equals `1`
2786 * if `totallevel > maxlevel`, returns rest (`total-max`)
2787 * can be negative for decreasing
2788 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
2789 * resets the light in a cuboid-shaped part of
2790 the map and removes lighting bugs.
2791 * Loads the area if it is not loaded.
2792 * `pos1` is the corner of the cuboid with the least coordinates
2793 (in node coordinates), inclusive.
2794 * `pos2` is the opposite corner of the cuboid, inclusive.
2795 * The actual updated cuboid might be larger than the specified one,
2796 because only whole map blocks can be updated.
2797 The actual updated area consists of those map blocks that intersect
2798 with the given cuboid.
2799 * However, the neighborhood of the updated area might change
2800 as well, as light can spread out of the cuboid, also light
2802 * returns `false` if the area is not fully generated,
2804 * `minetest.check_single_for_falling(pos)`
2805 * causes an unsupported `group:falling_node` node to fall and causes an
2806 unattached `group:attached_node` node to fall.
2807 * does not spread these updates to neighbours.
2808 * `minetest.check_for_falling(pos)`
2809 * causes an unsupported `group:falling_node` node to fall and causes an
2810 unattached `group:attached_node` node to fall.
2811 * spread these updates to neighbours and can cause a cascade
2815 You can find mod channels communication scheme in `docs/mod_channels.png`.
2817 * `minetest.mod_channel_join(channel_name)`
2818 * Server joins channel `channel_name`, and creates it if necessary. You
2819 should listen from incoming messages with `minetest.register_on_modchannel_message`
2820 call to receive incoming messages
2823 `minetest.get_inventory(location)`: returns an `InvRef`
2826 * `{type="player", name="celeron55"}`
2827 * `{type="node", pos={x=, y=, z=}}`
2828 * `{type="detached", name="creative"}`
2829 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
2830 * callbacks: See "Detached inventory callbacks"
2831 * `player_name`: Make detached inventory available to one player exclusively,
2832 by default they will be sent to every player (even if not used).
2833 Note that this parameter is mostly just a workaround and will be removed in future releases.
2834 * Creates a detached inventory. If it already exists, it is cleared.
2835 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2836 returns left over ItemStack
2837 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2840 * `minetest.show_formspec(playername, formname, formspec)`
2841 * `playername`: name of player to show formspec
2842 * `formname`: name passed to `on_player_receive_fields` callbacks.
2843 It should follow the `"modname:<whatever>"` naming convention
2844 * `formspec`: formspec to display
2845 * `minetest.close_formspec(playername, formname)`
2846 * `playername`: name of player to close formspec
2847 * `formname`: has to exactly match the one given in `show_formspec`, or the formspec will
2849 * calling `show_formspec(playername, formname, "")` is equal to this expression
2850 * to close a formspec regardless of the formname, call
2851 `minetest.close_formspec(playername, "")`. **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
2852 * `minetest.formspec_escape(string)`: returns a string
2853 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2854 * `minetest.explode_table_event(string)`: returns a table
2855 * returns e.g. `{type="CHG", row=1, column=2}`
2857 * `"INV"`: no row selected)
2858 * `"CHG"`: selected)
2859 * `"DCL"`: double-click
2860 * `minetest.explode_textlist_event(string)`: returns a table
2861 * returns e.g. `{type="CHG", index=1}`
2863 * `"INV"`: no row selected)
2864 * `"CHG"`: selected)
2865 * `"DCL"`: double-click
2866 * `minetest.explode_scrollbar_event(string)`: returns a table
2867 * returns e.g. `{type="CHG", value=500}`
2869 * `"INV"`: something failed
2870 * `"CHG"`: has been changed
2871 * `"VAL"`: not changed
2874 * `minetest.inventorycube(img1, img2, img3)`
2875 * Returns a string for making an image of a cube (useful as an item image)
2876 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2877 * Get position of a `pointed_thing` (that you can get from somewhere)
2878 * `minetest.dir_to_facedir(dir, is6d)`
2879 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2880 * passing something non-`nil`/`false` for the optional second parameter causes it to
2881 take the y component into account
2882 * `minetest.facedir_to_dir(facedir)`
2883 * Convert a facedir back into a vector aimed directly out the "back" of a node
2884 * `minetest.dir_to_wallmounted(dir)`
2885 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2886 * `minetest.wallmounted_to_dir(wallmounted)`
2887 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2888 * `minetest.dir_to_yaw(dir)`
2889 * Convert a vector into a yaw (angle)
2890 * `minetest.yaw_to_dir(yaw)`
2891 * Convert yaw (angle) to a vector
2892 * `minetest.is_colored_paramtype(ptype)`
2893 * Returns a boolean. Returns `true` if the given `paramtype2` contains color
2894 information (`color`, `colorwallmounted` or `colorfacedir`).
2895 * `minetest.strip_param2_color(param2, paramtype2)`
2896 * Removes everything but the color information from the
2897 given `param2` value.
2898 * Returns `nil` if the given `paramtype2` does not contain color information
2899 * `minetest.get_node_drops(nodename, toolname)`
2900 * Returns list of item names.
2901 * **Note**: This will be removed or modified in a future version.
2902 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2903 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2904 * `input.width` = for example `3`
2905 * `input.items` = for example
2906 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2907 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2908 * `output.time` = a number, if unsuccessful: `0`
2909 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2910 `decremented_input.items`
2911 * `decremented_input` = like `input`
2912 * `minetest.get_craft_recipe(output)`: returns input
2913 * returns last registered recipe for output item (node)
2914 * `output` is a node or item type such as `"default:torch"`
2915 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2916 * `input.width` = for example `3`
2917 * `input.items` = for example
2918 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2919 * `input.items` = `nil` if no recipe found
2920 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2921 * returns indexed table with all registered recipes for query item (node)
2922 or `nil` if no recipe was found
2923 * recipe entry table:
2926 method = 'normal' or 'cooking' or 'fuel'
2927 width = 0-3, 0 means shapeless recipe
2928 items = indexed [1-9] table with recipe items
2929 output = string with item name and quantity
2931 * Example query for `"default:gold_ingot"` will return table:
2934 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
2935 items = {1 = "default:gold_lump"}},
2936 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
2937 items = {1 = "default:goldblock"}}
2939 * `minetest.handle_node_drops(pos, drops, digger)`
2940 * `drops`: list of itemstrings
2941 * Handles drops from nodes after digging: Default action is to put them into
2943 * Can be overridden to get different functionality (e.g. dropping items on
2945 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item string
2946 * Creates an item string which contains palette index information
2947 for hardware colorization. You can use the returned string
2948 as an output in a craft recipe.
2949 * `item`: the item stack which becomes colored. Can be in string,
2950 table and native form.
2951 * `palette_index`: this index is added to the item stack
2952 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
2953 * Creates an item string which contains static color information
2954 for hardware colorization. Use this method if you wish to colorize
2955 an item that does not own a palette. You can use the returned string
2956 as an output in a craft recipe.
2957 * `item`: the item stack which becomes colored. Can be in string,
2958 table and native form.
2959 * `colorstring`: the new color of the item stack
2962 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2963 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2964 * Find who has done something to a node, or near a node
2965 * `actor`: `"player:<name>"`, also `"liquid"`.
2966 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2967 * Revert latest actions of someone
2968 * `actor`: `"player:<name>"`, also `"liquid"`.
2970 ### Defaults for the `on_*` item definition functions
2971 These functions return the leftover itemstack.
2973 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2974 * Place item as a node
2975 * `param2` overrides `facedir` and wallmounted `param2`
2976 * returns `itemstack, success`
2977 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2979 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2980 * Use one of the above based on what the item is.
2981 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2982 * **Note**: is not called when wielded item overrides `on_place`
2983 * `param2` overrides `facedir` and wallmounted `param2`
2984 * returns `itemstack, success`
2985 * `minetest.item_drop(itemstack, dropper, pos)`
2987 * `minetest.item_eat(hp_change, replace_with_item)`
2989 * `replace_with_item` is the itemstring which is added to the inventory.
2990 If the player is eating a stack, then replace_with_item goes to a
2991 different spot. Can be `nil`
2992 * See `minetest.do_item_eat`
2994 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2995 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2996 * Calls functions registered by `minetest.register_on_punchnode()`
2997 * `minetest.node_dig(pos, node, digger)`
2998 * Checks if node can be dug, puts item into inventory, removes node
2999 * Calls functions registered by `minetest.registered_on_dignodes()`
3002 * `minetest.sound_play(spec, parameters)`: returns a handle
3003 * `spec` is a `SimpleSoundSpec`
3004 * `parameters` is a sound parameter table
3005 * `minetest.sound_stop(handle)`
3006 * `minetest.sound_fade(handle, step, gain)`
3007 * `handle` is a handle returned by `minetest.sound_play`
3008 * `step` determines how fast a sound will fade.
3009 Negative step will lower the sound volume, positive step will increase the sound volume
3010 * `gain` the target gain for the fade.
3013 * `minetest.after(time, func, ...)`
3014 * Call the function `func` after `time` seconds, may be fractional
3015 * Optional: Variable number of arguments that are passed to `func`
3018 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients,
3019 `reconnect` == true displays a reconnect button,
3020 `delay` adds an optional delay (in seconds) before shutdown
3021 negative delay cancels the current active shutdown
3022 zero delay triggers an immediate shutdown.
3023 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
3024 * `minetest.get_server_status()`: returns server status string
3025 * `minetest.get_server_uptime()`: returns the server uptime in seconds
3026 * `minetest.remove_player(name)`: remove player from database (if he is not connected).
3027 * Does not remove player authentication data, minetest.player_exists will continue to return true.
3028 * Returns a code (0: successful, 1: no such player, 2: player is connected)
3031 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
3032 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
3033 * `minetest.ban_player(name)`: ban a player
3034 * `minetest.unban_player_or_ip(name)`: unban player or IP address
3035 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
3038 * `minetest.add_particle(particle definition)`
3039 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
3040 size, collisiondetection, texture, playername)`
3042 * `minetest.add_particlespawner(particlespawner definition)`
3043 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
3044 * Returns an `id`, and -1 if adding didn't succeed
3045 * `Deprecated: minetest.add_particlespawner(amount, time,
3049 minexptime, maxexptime,
3051 collisiondetection, texture, playername)`
3053 * `minetest.delete_particlespawner(id, player)`
3054 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
3055 * If playername is specified, only deletes on the player's client,
3056 * otherwise on all clients
3059 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
3060 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
3061 * Apply the specified probability and per-node force-place to the specified nodes
3062 according to the `probability_list`.
3063 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
3064 * `pos` is the 3D vector specifying the absolute coordinates of the
3065 node being modified,
3066 * `prob` is an integer value from `0` to `255` that encodes probability and
3067 per-node force-place. Probability has levels 0-127, then 128 is added to
3068 encode per-node force-place.
3069 For probability stated as 0-255, divide by 2 and round down to get values
3070 0-127, then add 128 to apply per-node force-place.
3071 * If there are two or more entries with the same pos value, the
3073 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
3074 * If `probability_list` equals `nil`, no probabilities are applied.
3075 * Apply the specified probability to the specified horizontal slices according to the
3077 * `slice_prob_list` is an array of tables containing two fields, `ypos` and `prob`.
3078 * `ypos` indicates the y position of the slice with a probability applied,
3079 the lowest slice being `ypos = 0`.
3080 * If slice probability list equals `nil`, no slice probabilities are applied.
3081 * Saves schematic in the Minetest Schematic format to filename.
3083 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
3084 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
3085 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
3086 * If the `rotation` parameter is omitted, the schematic is not rotated.
3087 * `replacements` = `{["old_name"] = "convert_to", ...}`
3088 * `force_placement` is a boolean indicating whether nodes other than `air` and
3089 `ignore` are replaced by the schematic
3090 * Returns nil if the schematic could not be loaded.
3092 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
3093 * This function is analagous to minetest.place_schematic, but places a schematic onto the
3094 specified VoxelManip object `vmanip` instead of the whole map.
3095 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
3096 containing the full area required, and true if the whole schematic was able to fit.
3097 * Returns nil if the schematic could not be loaded.
3098 * After execution, any external copies of the VoxelManip contents are invalidated.
3100 * `minetest.serialize_schematic(schematic, format, options)`
3101 * Return the serialized schematic specified by schematic (see: Schematic specifier)
3102 * in the `format` of either "mts" or "lua".
3103 * "mts" - a string containing the binary MTS data used in the MTS file format
3104 * "lua" - a string containing Lua code representing the schematic in table format
3105 * `options` is a table containing the following optional parameters:
3106 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
3107 * position comments for every X row generated in the schematic data for easier reading.
3108 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
3109 * will use that number of spaces as indentation instead of a tab character.
3112 * `minetest.request_http_api()`:
3113 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
3114 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
3115 otherwise returns `nil`.
3116 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
3118 * Only works at init time and must be called from the mod's main scope (not from a function).
3119 * Function only exists if minetest server was built with cURL support.
3120 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
3122 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
3123 * Performs given request asynchronously and calls callback upon completion
3124 * callback: `function(HTTPRequestResult res)`
3125 * Use this HTTP function if you are unsure, the others are for advanced use.
3126 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
3127 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
3128 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
3129 * Return response data for given asynchronous HTTP request
3132 * `minetest.get_mod_storage()`:
3133 * returns reference to mod private `StorageRef`
3134 * must be called during mod load time
3137 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
3138 * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
3139 * `minetest.hud_replace_builtin(name, hud_definition)`
3140 * Replaces definition of a builtin hud element
3141 * `name`: `"breath"` or `"health"`
3142 * `hud_definition`: definition to replace builtin definition
3143 * `minetest.send_join_message(player_name)`
3144 * This function can be overridden by mods to change the join message.
3145 * `minetest.send_leave_message(player_name, timed_out)`
3146 * This function can be overridden by mods to change the leave message.
3147 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
3148 * `pos`: table {x=number, y=number, z=number},
3149 * Gives a unique hash number for a node position (16+16+16=48bit)
3150 * `minetest.get_position_from_hash(hash)`: returns a position
3151 * Inverse transform of `minetest.hash_node_position`
3152 * `minetest.get_item_group(name, group)`: returns a rating
3153 * Get rating of a group of an item. (`0` means: not in group)
3154 * `minetest.get_node_group(name, group)`: returns a rating
3155 * Deprecated: An alias for the former.
3156 * `minetest.raillike_group(name)`: returns a rating
3157 * Returns rating of the connect_to_raillike group corresponding to name
3158 * If name is not yet the name of a connect_to_raillike group, a new group id
3159 * is created, with that name
3160 * `minetest.get_content_id(name)`: returns an integer
3161 * Gets the internal content ID of `name`
3162 * `minetest.get_name_from_content_id(content_id)`: returns a string
3163 * Gets the name of the content with that content ID
3164 * `minetest.parse_json(string[, nullvalue])`: returns something
3165 * Convert a string containing JSON data into the Lua equivalent
3166 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
3167 * On success returns a table, a string, a number, a boolean or `nullvalue`
3168 * On failure outputs an error message and returns `nil`
3169 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
3170 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
3171 * Convert a Lua table into a JSON string
3172 * styled: Outputs in a human-readable format if this is set, defaults to false
3173 * Unserializable things like functions and userdata will cause an error.
3174 * **Warning**: JSON is more strict than the Lua table format.
3175 1. You can only use strings and positive integers of at least one as keys.
3176 2. You can not mix string and integer keys.
3177 This is due to the fact that JSON has two distinct array and object values.
3178 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
3179 * `minetest.serialize(table)`: returns a string
3180 * Convert a table containing tables, strings, numbers, booleans and `nil`s
3181 into string form readable by `minetest.deserialize`
3182 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
3183 * `minetest.deserialize(string)`: returns a table
3184 * Convert a string returned by `minetest.deserialize` into a table
3185 * `string` is loaded in an empty sandbox environment.
3186 * Will load functions, but they cannot access the global environment.
3187 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
3188 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
3189 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
3190 * `minetest.compress(data, method, ...)`: returns `compressed_data`
3191 * Compress a string of data.
3192 * `method` is a string identifying the compression method to be used.
3193 * Supported compression methods:
3194 * Deflate (zlib): `"deflate"`
3195 * `...` indicates method-specific arguments. Currently defined arguments are:
3196 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
3197 * `minetest.decompress(compressed_data, method, ...)`: returns data
3198 * Decompress a string of data (using ZLib).
3199 * See documentation on `minetest.compress()` for supported compression methods.
3200 * currently supported.
3201 * `...` indicates method-specific arguments. Currently, no methods use this.
3202 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
3203 * Each argument is a 8 Bit unsigned integer
3204 * Returns the ColorString from rgb or rgba values
3205 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
3206 * `minetest.encode_base64(string)`: returns string encoded in base64
3207 * Encodes a string in base64.
3208 * `minetest.decode_base64(string)`: returns string
3209 * Decodes a string encoded in base64.
3210 * `minetest.is_protected(pos, name)`: returns boolean
3211 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
3212 actions, defineable by mods, due to some mod-defined ownership-like concept.
3213 Returns false or nil, if the player is allowed to do such actions.
3214 * This function should be overridden by protection mods and should be used to
3215 check if a player can interact at a position.
3216 * This function should call the old version of itself if the position is not
3217 protected by the mod.
3220 local old_is_protected = minetest.is_protected
3221 function minetest.is_protected(pos, name)
3222 if mymod:position_protected_from(pos, name) then
3225 return old_is_protected(pos, name)
3227 * `minetest.record_protection_violation(pos, name)`
3228 * This function calls functions registered with
3229 `minetest.register_on_protection_violation`.
3230 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
3231 * Attempt to predict the desired orientation of the facedir-capable node
3232 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
3233 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
3234 field is false or omitted (else, the itemstack is not changed). `orient_flags`
3235 is an optional table containing extra tweaks to the placement code:
3236 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
3237 orientation on the wall.
3238 * `force_wall` : if `true`, always place the node in wall orientation.
3239 * `force_ceiling`: if `true`, always place on the ceiling.
3240 * `force_floor`: if `true`, always place the node on the floor.
3241 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
3242 the floor or ceiling
3243 * The first four options are mutually-exclusive; the last in the list takes
3244 precedence over the first.
3245 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
3246 * calls `rotate_and_place()` with infinitestacks set according to the state of
3247 the creative mode setting, and checks for "sneak" to set the `invert_wall`
3250 * `minetest.forceload_block(pos[, transient])`
3251 * forceloads the position `pos`.
3252 * returns `true` if area could be forceloaded
3253 * If `transient` is `false` or absent, the forceload will be persistent
3254 (saved between server runs). If `true`, the forceload will be transient
3255 (not saved between server runs).
3257 * `minetest.forceload_free_block(pos[, transient])`
3258 * stops forceloading the position `pos`
3259 * If `transient` is `false` or absent, frees a persistent forceload.
3260 If `true`, frees a transient forceload.
3262 * `minetest.request_insecure_environment()`: returns an environment containing
3263 insecure functions if the calling mod has been listed as trusted in the
3264 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
3265 * Only works at init time and must be called from the mod's main scope (not from a function).
3266 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
3269 * `minetest.global_exists(name)`
3270 * Checks if a global variable has been set, without triggering a warning.
3273 * `minetest.env`: `EnvRef` of the server environment and world.
3274 * Any function in the minetest namespace can be called using the syntax
3275 `minetest.env:somefunction(somearguments)`
3276 instead of `minetest.somefunction(somearguments)`
3277 * Deprecated, but support is not to be dropped soon
3280 * `minetest.registered_items`
3281 * Map of registered items, indexed by name
3282 * `minetest.registered_nodes`
3283 * Map of registered node definitions, indexed by name
3284 * `minetest.registered_craftitems`
3285 * Map of registered craft item definitions, indexed by name
3286 * `minetest.registered_tools`
3287 * Map of registered tool definitions, indexed by name
3288 * `minetest.registered_entities`
3289 * Map of registered entity prototypes, indexed by name
3290 * `minetest.object_refs`
3291 * Map of object references, indexed by active object id
3292 * `minetest.luaentities`
3293 * Map of Lua entities, indexed by active object id
3294 * `minetest.registered_chatcommands`
3295 * Map of registered chat command definitions, indexed by name
3296 * `minetest.registered_ores`
3297 * List of registered ore definitions.
3298 * `minetest.registered_biomes`
3299 * List of registered biome definitions.
3300 * `minetest.registered_decorations`
3301 * List of registered decoration definitions.
3308 An interface to use mod channels on client and server
3311 * `leave()`: leave the mod channel.
3312 * Server leaves channel `channel_name`.
3313 * No more incoming or outgoing messages can be sent to this channel from server mods.
3314 * This invalidate all future object usage
3315 * Ensure your set mod_channel to nil after that to free Lua resources
3316 * `is_writeable()`: returns true if channel is writeable and mod can send over it.
3317 * `send_all(message)`: Send `message` though the mod channel.
3318 * If mod channel is not writeable or invalid, message will be dropped.
3319 * Message size is limited to 65535 characters by protocol.
3322 See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
3325 * `set_string(name, value)`
3326 * `get_string(name)`
3327 * `set_int(name, value)`
3329 * `set_float(name, value)`
3331 * `to_table()`: returns `nil` or a table with keys:
3332 * `fields`: key-value storage
3333 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
3334 * `from_table(nil or {})`
3335 * Any non-table value will clear the metadata
3336 * See "Node Metadata" for an example
3337 * returns `true` on success
3339 * returns `true` if this metadata has the same key-value pairs as `other`
3342 Node metadata: reference extra data and functionality stored in a node.
3343 Can be obtained via `minetest.get_meta(pos)`.
3346 * All methods in MetaDataRef
3347 * `get_inventory()`: returns `InvRef`
3348 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
3349 This will prevent them from being sent to the client. Note that the "private"
3350 status will only be remembered if an associated key-value pair exists, meaning
3351 it's best to call this when initializing all other meta (e.g. `on_construct`).
3353 ### `ItemStackMetaRef`
3354 ItemStack metadata: reference extra data and functionality stored in a stack.
3355 Can be obtained via `item:get_meta()`.
3358 * All methods in MetaDataRef
3361 Mod metadata: per mod metadata, saved automatically.
3362 Can be obtained via `minetest.get_mod_storage()` during load time.
3365 * All methods in MetaDataRef
3368 Node Timers: a high resolution persistent per-node timer.
3369 Can be gotten via `minetest.get_node_timer(pos)`.
3372 * `set(timeout,elapsed)`
3373 * set a timer's state
3374 * `timeout` is in seconds, and supports fractional values (0.1 etc)
3375 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
3376 * will trigger the node's `on_timer` function after `(timeout - elapsed)` seconds
3379 * equivalent to `set(timeout,0)`
3382 * `get_timeout()`: returns current timeout in seconds
3383 * if `timeout` equals `0`, timer is inactive
3384 * `get_elapsed()`: returns current elapsed time in seconds
3385 * the node's `on_timer` function will be called after `(timeout - elapsed)` seconds
3386 * `is_started()`: returns boolean state of timer
3387 * returns `true` if timer is started, otherwise `false`
3390 Moving things in the game are generally these.
3392 This is basically a reference to a C++ `ServerActiveObject`
3395 * `remove()`: remove object (after returning from Lua)
3396 * Note: Doesn't work on players, use `minetest.kick_player` instead
3397 * `get_pos()`: returns `{x=num, y=num, z=num}`
3398 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
3399 * `move_to(pos, continuous=false)`: interpolated move
3400 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
3401 * `puncher` = another `ObjectRef`,
3402 * `time_from_last_punch` = time since last punch action of the puncher
3403 * `direction`: can be `nil`
3404 * `right_click(clicker)`; `clicker` is another `ObjectRef`
3405 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
3406 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
3407 * `get_inventory()`: returns an `InvRef`
3408 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
3409 * `get_wield_index()`: returns the index of the wielded item
3410 * `get_wielded_item()`: returns an `ItemStack`
3411 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
3412 * `set_armor_groups({group1=rating, group2=rating, ...})`
3413 * `get_armor_groups()`: returns a table with the armor group ratings
3414 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
3415 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
3416 * `frame_speed`: number, default: `15.0`
3417 * `frame_blend`: number, default: `0.0`
3418 * `frame_loop`: boolean, default: `true`
3419 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`
3420 * `set_animation_frame_speed(frame_speed)`
3421 * `frame_speed`: number, default: `15.0`
3422 * `set_attach(parent, bone, position, rotation)`
3424 * `position`: `{x=num, y=num, z=num}` (relative)
3425 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
3426 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
3428 * `set_bone_position(bone, position, rotation)`
3430 * `position`: `{x=num, y=num, z=num}` (relative)
3431 * `rotation`: `{x=num, y=num, z=num}`
3432 * `get_bone_position(bone)`: returns position and rotation of the bone
3433 * `set_properties(object property table)`
3434 * `get_properties()`: returns object property table
3435 * `is_player()`: returns true for players, false otherwise
3436 * `get_nametag_attributes()`
3437 * returns a table with the attributes of the nametag of an object
3439 color = {a=0..255, r=0..255, g=0..255, b=0..255},
3442 * `set_nametag_attributes(attributes)`
3443 * sets the attributes of the nametag of an object
3447 text = "My Nametag",
3450 ##### LuaEntitySAO-only (no-op for other objects)
3451 * `set_velocity(vel)`
3452 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
3453 * `get_velocity()`: returns the velocity, a vector
3454 * `set_acceleration(acc)`
3456 * `get_acceleration()`: returns the acceleration, a vector
3457 * `set_yaw(radians)`
3458 * `get_yaw()`: returns number in radians
3459 * `set_texture_mod(mod)`
3460 * `get_texture_mod()` returns current texture modifier
3461 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
3462 * Select sprite from spritesheet with optional animation and Dungeon Master
3463 style texture selection based on yaw relative to camera
3464 * `p`: {x=number, y=number}, the coordinate of the first frame
3465 (x: column, y: row), default: `{x=0, y=0}`
3466 * `num_frames`: number, default: `1`
3467 * `framelength`: number, default: `0.2`
3468 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
3469 Master mob, default: `false`
3470 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
3473 ##### Player-only (no-op for other objects)
3474 * `get_player_name()`: returns `""` if is not a player
3475 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
3476 table {x, y, z} representing the player's instantaneous velocity in nodes/s
3477 * `get_look_dir()`: get camera direction as a unit vector
3478 * `get_look_vertical()`: pitch in radians
3479 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
3480 * `get_look_horizontal()`: yaw in radians
3481 * Angle is counter-clockwise from the +z direction.
3482 * `set_look_vertical(radians)`: sets look pitch
3483 * radians - Angle from looking forward, where positive is downwards.
3484 * `set_look_horizontal(radians)`: sets look yaw
3485 * radians - Angle from the +z direction, where positive is counter-clockwise.
3486 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use `get_look_vertical`.
3487 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
3488 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`.
3489 * Angle is counter-clockwise from the +x direction.
3490 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`.
3491 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`.
3492 * `get_breath()`: returns players breath
3493 * `set_breath(value)`: sets players breath
3495 * `0`: player is drowning
3496 * max: bubbles bar is not shown
3497 * See Object Properties for more information
3498 * `set_attribute(attribute, value)`:
3499 * Sets an extra attribute with value on player.
3500 * `value` must be a string.
3501 * If `value` is `nil`, remove attribute from player.
3502 * `get_attribute(attribute)`:
3503 * Returns value (a string) for extra attribute.
3504 * Returns `nil` if no attribute found.
3505 * `set_inventory_formspec(formspec)`
3506 * Redefine player's inventory form
3507 * Should usually be called in `on_joinplayer`
3508 * `get_inventory_formspec()`: returns a formspec string
3509 * `get_player_control()`: returns table with player pressed keys
3510 * The table consists of fields with boolean value representing the pressed
3511 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down and up
3512 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
3513 sneak=true, aux1=false, down=false, up=false}`
3514 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
3515 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
3517 * `set_physics_override(override_table)`
3518 * `override_table` is a table with the following fields:
3519 * `speed`: multiplier to default walking speed value (default: `1`)
3520 * `jump`: multiplier to default jump value (default: `1`)
3521 * `gravity`: multiplier to default gravity value (default: `1`)
3522 * `sneak`: whether player can sneak (default: `true`)
3523 * `sneak_glitch`: whether player can use the new move code replications
3524 of the old sneak side-effects: sneak ladders and 2 node sneak jump
3526 * `new_move`: use new move/sneak code. When `false` the exact old code
3527 is used for the specific old sneak behaviour (default: `true`)
3528 * `get_physics_override()`: returns the table given to `set_physics_override`
3529 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
3531 * `hud_remove(id)`: remove the HUD element of the specified id
3532 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
3533 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
3534 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
3535 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
3536 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `breathbar`,
3537 `minimap`, `minimap_radar`
3538 * pass a table containing a `true`/`false` value of each flag to be set or unset
3539 * if a flag equals `nil`, the flag is not modified
3540 * note that setting `minimap` modifies the client's permission to view the minimap -
3541 * the client may locally elect to not view the minimap
3542 * minimap `radar` is only usable when `minimap` is true
3543 * `hud_get_flags()`: returns a table containing status of hud flags
3544 * returns `{hotbar=true, healthbar=true, crosshair=true, wielditem=true,
3545 breathbar=true, minimap=true, minimap_radar=true}`
3546 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
3547 * `count`: number of items, must be between `1` and `23`
3548 * `hud_get_hotbar_itemcount`: returns number of visible items
3549 * `hud_set_hotbar_image(texturename)`
3550 * sets background image for hotbar
3551 * `hud_get_hotbar_image`: returns texturename
3552 * `hud_set_hotbar_selected_image(texturename)`
3553 * sets image for selected item of hotbar
3554 * `hud_get_hotbar_selected_image`: returns texturename
3555 * `set_sky(bgcolor, type, {texture names}, clouds)`
3556 * `bgcolor`: ColorSpec, defaults to white
3557 * `type`: Available types:
3558 * `"regular"`: Uses 0 textures, `bgcolor` ignored
3559 * `"skybox"`: Uses 6 textures, `bgcolor` used
3560 * `"plain"`: Uses 0 textures, `bgcolor` used
3561 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
3562 `"plain"` custom skyboxes (default: `true`)
3563 * `get_sky()`: returns bgcolor, type, table of textures, clouds
3564 * `set_clouds(parameters)`: set cloud parameters
3565 * `parameters` is a table with the following optional fields:
3566 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
3567 * `color`: basic cloud color with alpha channel, ColorSpec (default `#fff0f0e5`)
3568 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
3569 ColorSpec (alpha ignored, default `#000000`)
3570 * `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`)
3571 * `thickness`: cloud thickness in nodes (default `16`)
3572 * `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, z=-2}`)
3573 * `get_clouds()`: returns a table with the current cloud parameters as in `set_clouds`
3574 * `override_day_night_ratio(ratio or nil)`
3575 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
3576 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
3577 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
3578 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
3580 set animation for player model in third person view
3582 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
3583 {x=168, y=187}, -- < walk animation key frames
3584 {x=189, y=198}, -- < dig animation key frames
3585 {x=200, y=219}, -- < walk+dig animation key frames
3586 frame_speed=30): -- < animation frame speed
3587 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and `frame_speed`
3588 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
3589 * in first person view
3590 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
3591 * `get_eye_offset()`: returns `offset_first` and `offset_third`
3594 An `InvRef` is a reference to an inventory.
3597 * `is_empty(listname)`: return `true` if list is empty
3598 * `get_size(listname)`: get size of a list
3599 * `set_size(listname, size)`: set size of a list
3600 * returns `false` on error (e.g. invalid `listname` or `size`)
3601 * `get_width(listname)`: get width of a list
3602 * `set_width(listname, width)`: set width of list; currently used for crafting
3603 * `get_stack(listname, i)`: get a copy of stack index `i` in list
3604 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
3605 * `get_list(listname)`: return full list
3606 * `set_list(listname, list)`: set full list (size will not change)
3607 * `get_lists()`: returns list of inventory lists
3608 * `set_lists(lists)`: sets inventory lists (size will not change)
3609 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
3610 * `room_for_item(listname, stack):` returns `true` if the stack of items
3611 can be fully added to the list
3612 * `contains_item(listname, stack, [match_meta])`: returns `true` if
3613 the stack of items can be fully taken from the list.
3614 If `match_meta` is false, only the items' names are compared (default: `false`).
3615 * `remove_item(listname, stack)`: take as many items as specified from the list,
3616 returns the items that were actually removed (as an `ItemStack`) -- note that
3617 any item metadata is ignored, so attempting to remove a specific unique
3618 item this way will likely remove the wrong one -- to do that use `set_stack`
3619 with an empty `ItemStack`
3620 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
3621 * returns `{type="undefined"}` in case location is not known
3624 A fast access data structure to store areas, and find areas near a given position or area.
3625 Every area has a `data` string attribute to store additional information.
3626 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
3627 If you chose the parameter-less constructor, a fast implementation will be automatically
3631 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
3632 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3633 Returns nil if specified area id does not exist.
3634 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
3635 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
3637 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
3638 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
3639 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
3640 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3641 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
3642 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
3643 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
3644 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
3645 or insertions are likely to fail due to conflicts.
3646 * `reserve(count)`: reserves resources for at most `count` many contained areas.
3647 Only needed for efficiency, and only some implementations profit.
3648 * `remove_area(id)`: removes the area with the given id from the store, returns success.
3649 * `set_cache_params(params)`: sets params for the included prefiltering cache.
3650 Calling invalidates the cache, so that its elements have to be newly generated.
3653 enabled = boolean, -- whether to enable, default true
3654 block_radius = number, -- the radius (in nodes) of the areas the cache generates
3655 prefiltered lists for, minimum 16, default 64
3656 limit = number, -- the cache's size, minimum 20, default 1000
3658 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
3659 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
3660 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
3661 Returns success and, optionally, an error message.
3662 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
3665 An `ItemStack` is a stack of items.
3667 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
3668 an itemstring, a table or `nil`.
3671 * `is_empty()`: returns `true` if stack is empty.
3672 * `get_name()`: returns item name (e.g. `"default:stone"`).
3673 * `set_name(item_name)`: returns a boolean indicating whether the item was cleared
3674 * `get_count()`: Returns number of items on the stack.
3675 * `set_count(count)`: returns a boolean indicating whether the item was cleared
3676 * `count`: number, unsigned 16 bit integer
3677 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
3678 * `set_wear(wear)`: returns boolean indicating whether item was cleared
3679 * `wear`: number, unsigned 16 bit integer
3680 * `get_meta()`: returns ItemStackMetaRef. See section for more details
3681 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
3682 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
3683 * `clear()`: removes all items from the stack, making it empty.
3684 * `replace(item)`: replace the contents of this stack.
3685 * `item` can also be an itemstring or table.
3686 * `to_string()`: returns the stack in itemstring form.
3687 * `to_table()`: returns the stack in Lua table form.
3688 * `get_stack_max()`: returns the maximum size of the stack (depends on the item).
3689 * `get_free_space()`: returns `get_stack_max() - get_count()`.
3690 * `is_known()`: returns `true` if the item name refers to a defined item type.
3691 * `get_definition()`: returns the item definition table.
3692 * `get_tool_capabilities()`: returns the digging properties of the item,
3693 or those of the hand if none are defined for this item type
3694 * `add_wear(amount)`
3695 * Increases wear by `amount` if the item is a tool
3696 * `amount`: number, integer
3697 * `add_item(item)`: returns leftover `ItemStack`
3698 * Put some item or stack onto this stack
3699 * `item_fits(item)`: returns `true` if item or stack can be fully added to
3701 * `take_item(n)`: returns taken `ItemStack`
3702 * Take (and remove) up to `n` items from this stack
3703 * `n`: number, default: `1`
3704 * `peek_item(n)`: returns taken `ItemStack`
3705 * Copy (don't remove) up to `n` items from this stack
3706 * `n`: number, default: `1`
3709 A 16-bit pseudorandom number generator.
3710 Uses a well-known LCG algorithm introduced by K&R.
3712 It can be created via `PseudoRandom(seed)`.
3715 * `next()`: return next integer random number [`0`...`32767`]
3716 * `next(min, max)`: return next integer random number [`min`...`max`]
3717 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
3718 due to the simple implementation making bad distribution otherwise.
3721 A 32-bit pseudorandom number generator.
3722 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
3724 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
3727 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
3728 * `next(min, max)`: return next integer random number [`min`...`max`]
3729 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
3730 * This is only a rough approximation of a normal distribution with:
3731 * `mean = (max - min) / 2`, and
3732 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
3733 * Increasing `num_trials` improves accuracy of the approximation
3736 Interface for the operating system's crypto-secure PRNG.
3738 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3739 be found on the system.
3742 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3745 A perlin noise generator.
3746 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3747 or `PerlinNoise(noiseparams)`.
3748 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3749 or `minetest.get_perlin(noiseparams)`.
3752 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3753 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3755 ### `PerlinNoiseMap`
3756 A fast, bulk perlin noise generator.
3758 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3759 `minetest.get_perlin_map(noiseparams, size)`.
3761 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
3762 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3765 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3766 nil, this table will be used to store the result instead of creating a new table.
3770 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3771 with values starting at `pos={x=,y=}`
3772 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3773 of 3D noise with values starting at `pos={x=,y=,z=}`
3774 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3775 with values starting at `pos={x=,y=}`
3776 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3777 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3778 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3779 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3780 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3781 takes a chunk of `slice_size`.
3782 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3783 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3784 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3785 the starting position of the most recently calculated noise.
3786 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3787 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3788 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3792 #### About VoxelManip
3793 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3794 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3795 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3796 to with other methods of setting nodes. For example, nodes will not have their construction and
3797 destruction callbacks run, and no rollback information is logged.
3799 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3800 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3801 of high level node placement features, perhaps `minetest.set_node()` is better suited for the job.
3803 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3804 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3805 setting a 5x5x5 node area, a `minetest.set_node()` loop may be more optimal. Always profile code
3806 using both methods of map manipulation to determine which is most appropriate for your usage.
3808 #### Using VoxelManip
3809 A VoxelManip object can be created any time using either:
3810 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3812 If the optional position parameters are present for either of these routines, the specified region
3813 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3814 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3816 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3817 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3818 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3819 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3821 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3822 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3823 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3825 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3826 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3827 `VoxelManip:get_light_data()` for node light levels, and
3828 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3830 See section 'Flat array format' for more details.
3832 It is very important to understand that the tables returned by any of the above three functions
3833 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3834 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3835 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3836 otherwise explicitly stated.
3838 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3839 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3840 `VoxelManip:set_light_data()` for node light levels, and
3841 `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3843 The parameter to each of the above three functions can use any table at all in the same flat array
3844 format as produced by `get_data()` et al. and is *not required* to be a table retrieved from `get_data()`.
3846 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3847 to the map by calling `VoxelManip:write_to_map()`.
3850 ##### Flat array format
3852 `Nx = p2.X - p1.X + 1`,
3853 `Ny = p2.Y - p1.Y + 1`, and
3854 `Nz = p2.Z - p1.Z + 1`.
3856 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3857 the expression `Nx * Ny * Nz`.
3859 Positions offset from p1 are present in the array with the format of:
3863 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3864 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3866 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3867 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3869 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3871 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3875 and the array index for a position p contained completely in p1..p2 is:
3877 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3879 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3880 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3881 for a single point in a flat VoxelManip array.
3884 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3885 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3886 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3887 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3888 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3889 Note that the node being queried needs to have already been been registered.
3891 The following builtin node types have their Content IDs defined as constants:
3893 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3894 * `minetest.CONTENT_AIR`: ID for "air" nodes
3895 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3897 ##### Mapgen VoxelManip objects
3898 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3899 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3900 but with a few differences:
3902 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3903 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3904 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3905 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3906 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3907 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3908 consistency with the current map state. For this reason, calling any of the following functions:
3909 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3910 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3911 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3912 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3914 ##### Other API functions operating on a VoxelManip
3915 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3916 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3917 written all buffered data back to the VoxelManip object, save for special situations where the modder
3918 desires to only have certain liquid nodes begin flowing.
3920 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3921 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3923 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3924 except instead of placing the specified schematic directly on the map at the specified position, it
3925 will place the schematic inside of the VoxelManip.
3928 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3929 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3930 `VoxelManip:get_node_at()`.
3931 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3932 filled with "ignore" nodes.
3933 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3934 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3935 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3936 object in the same callback it had been created.
3937 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3938 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3939 buffer the function can use to write map data to instead of returning a new table each call. This
3940 greatly enhances performance by avoiding unnecessary memory allocations.
3943 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3944 the region formed by `p1` and `p2`.
3945 * returns actual emerged `pmin`, actual emerged `pmax`
3946 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map.
3947 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3948 * if `light` is true, then lighting is automatically recalculated.
3949 The default value is true.
3950 If `light` is false, no light calculations happen, and you should correct
3951 all modified blocks with `minetest.fix_light()` as soon as possible.
3952 Keep in mind that modifying the map where light is incorrect can cause
3954 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3955 the `VoxelManip` at that position
3956 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3957 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3958 * returns raw node data in the form of an array of node content IDs
3959 * if the param `buffer` is present, this table will be used to store the result instead
3960 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3961 * `update_map()`: Does nothing, kept for compatibility.
3962 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3963 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3964 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3965 * (`p1`, `p2`) is the area in which lighting is set;
3966 defaults to the whole area if left out
3967 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3968 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3969 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3970 * `light = day + (night * 16)`
3971 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3973 * expects lighting data in the same format that `get_light_data()` returns
3974 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
3975 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3976 * If the param `buffer` is present, this table will be used to store the result instead
3977 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3978 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3979 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3980 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3982 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3983 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3984 * `update_liquids()`: Update liquid flow
3985 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3986 had been modified since the last read from map, due to a call to
3987 `minetest.set_data()` on the loaded area elsewhere
3988 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3991 A helper class for voxel areas.
3992 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3993 The coordinates are *inclusive*, like most other things in Minetest.
3996 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3997 `MinEdge` and `MaxEdge`
3998 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3999 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
4000 * useful for things like `VoxelManip`, raw Schematic specifiers,
4001 `PerlinNoiseMap:get2d`/`3dMap`, and so on
4002 * `indexp(p)`: same as above, except takes a vector
4003 * `position(i)`: returns the absolute position vector corresponding to index `i`
4004 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
4005 * `containsp(p)`: same as above, except takes a vector
4006 * `containsi(i)`: same as above, except takes an index `i`
4007 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
4008 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
4009 * `iterp(minp, maxp)`: same as above, except takes a vector
4012 An interface to read config files in the format of `minetest.conf`.
4014 It can be created via `Settings(filename)`.
4017 * `get(key)`: returns a value
4018 * `get_bool(key)`: returns a boolean
4020 * Setting names can't contain whitespace or any of `="{}#`.
4021 * Setting values can't contain the sequence `\n"""`.
4022 * Setting names starting with "secure." can't be set on the main settings object (`minetest.settings`).
4023 * `set_bool(key, value)`
4024 * See documentation for set() above.
4025 * `remove(key)`: returns a boolean (`true` for success)
4026 * `get_names()`: returns `{key1,...}`
4027 * `write()`: returns a boolean (`true` for success)
4028 * Writes changes to file.
4029 * `to_table()`: returns `{[key1]=value1,...}`
4032 A raycast on the map. It works with selection boxes.
4033 Can be used as an iterator in a for loop.
4035 The map is loaded as the ray advances. If the
4036 map is modified after the `Raycast` is created,
4037 the changes may or may not have an effect on
4040 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
4041 `minetest.raycast(pos1, pos2, objects, liquids)` where:
4042 * `pos1`: start of the ray
4043 * `pos2`: end of the ray
4044 * `objects` : if false, only nodes will be returned. Default is true.
4045 * `liquids' : if false, liquid nodes won't be returned. Default is false.
4048 * `next()`: returns a `pointed_thing`
4049 * Returns the next thing pointed by the ray or nil.
4053 A mapgen object is a construct used in map generation. Mapgen objects can be used
4054 by an `on_generate` callback to speed up operations by avoiding unnecessary
4055 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
4056 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
4057 was called outside of an `on_generate()` callback, `nil` is returned.
4059 The following Mapgen objects are currently available:
4062 This returns three values; the `VoxelManip` object to be used, minimum and maximum
4063 emerged position, in that order. All mapgens support this object.
4066 Returns an array containing the y coordinates of the ground levels of nodes in
4067 the most recently generated chunk by the current mapgen.
4070 Returns an array containing the biome IDs of nodes in the most recently
4071 generated chunk by the current mapgen.
4074 Returns an array containing the temperature values of nodes in the most
4075 recently generated chunk by the current mapgen.
4078 Returns an array containing the humidity values of nodes in the most recently
4079 generated chunk by the current mapgen.
4082 Returns a table mapping requested generation notification types to arrays of
4083 positions at which the corresponding generated structures are located at within
4084 the current chunk. To set the capture of positions of interest to be recorded
4085 on generate, use `minetest.set_gen_notify()`.
4087 Possible fields of the table returned are:
4093 * `large_cave_begin`
4097 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4098 numeric unique decoration ID.
4102 * Functions receive a "luaentity" as `self`:
4103 * It has the member `.name`, which is the registered name `("mod:thing")`
4104 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4105 * The original prototype stuff is visible directly via a metatable
4107 * `on_activate(self, staticdata, dtime_s)`
4108 * Called when the object is instantiated.
4109 * `dtime_s` is the time passed since the object was unloaded, which can
4110 be used for updating the entity state.
4111 * `on_step(self, dtime)`
4112 * Called on every server tick, after movement and collision processing.
4113 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4115 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
4116 * Called when somebody punches the object.
4117 * Note that you probably want to handle most punches using the
4118 automatic armor group system.
4119 * `puncher`: an `ObjectRef` (can be `nil`)
4120 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
4121 * `tool_capabilities`: capability table of used tool (can be `nil`)
4122 * `dir`: unit vector of direction of punch. Always defined. Points from
4123 the puncher to the punched.
4124 `on_death(self, killer)`
4125 * Called when the object dies.
4126 * `killer`: an `ObjectRef` (can be `nil`)
4127 * `on_rightclick(self, clicker)`
4128 * `get_staticdata(self)`
4129 * Should return a string that will be passed to `on_activate` when
4130 the object is instantiated the next time.
4135 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
4136 Often these bugs appear as subtle shadows in water.
4141 axiom, --string initial tree axiom
4142 rules_a, --string rules set A
4143 rules_b, --string rules set B
4144 rules_c, --string rules set C
4145 rules_d, --string rules set D
4146 trunk, --string trunk node name
4147 leaves, --string leaves node name
4148 leaves2, --string secondary leaves node name
4149 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4150 angle, --num angle in deg
4151 iterations, --num max # of iterations, usually 2 -5
4152 random_level, --num factor to lower nr of iterations, usually 0 - 3
4153 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4154 -- 2x2 nodes or 3x3 in cross shape
4155 thin_branches, --boolean true -> use thin (1 node) branches
4156 fruit, --string fruit node name
4157 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4158 seed, --num random seed; if no seed is provided, the engine will create one
4161 ### Key for Special L-System Symbols used in Axioms
4163 * `G`: move forward one unit with the pen up
4164 * `F`: move forward one unit with the pen down drawing trunks and branches
4165 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4166 * `T`: move forward one unit with the pen down drawing trunks only
4167 * `R`: move forward one unit with the pen down placing fruit
4168 * `A`: replace with rules set A
4169 * `B`: replace with rules set B
4170 * `C`: replace with rules set C
4171 * `D`: replace with rules set D
4172 * `a`: replace with rules set A, chance 90%
4173 * `b`: replace with rules set B, chance 80%
4174 * `c`: replace with rules set C, chance 70%
4175 * `d`: replace with rules set D, chance 60%
4176 * `+`: yaw the turtle right by `angle` parameter
4177 * `-`: yaw the turtle left by `angle` parameter
4178 * `&`: pitch the turtle down by `angle` parameter
4179 * `^`: pitch the turtle up by `angle` parameter
4180 * `/`: roll the turtle to the right by `angle` parameter
4181 * `*`: roll the turtle to the left by `angle` parameter
4182 * `[`: save in stack current state info
4183 * `]`: recover from stack state info
4186 Spawn a small apple tree:
4188 pos = {x=230,y=20,z=4}
4191 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4192 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4193 trunk="default:tree",
4194 leaves="default:leaves",
4198 trunk_type="single",
4201 fruit="default:apple"
4203 minetest.spawn_tree(pos,apple_tree)
4208 ### Object Properties
4212 -- ^ For players: Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`
4214 -- ^ For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`
4216 -- ^ For players only. Enables the zoom feature. Defaults to true
4218 collide_with_objects = true, -- collide with other objects if physical = true
4220 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4221 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4222 -- ^ Default, uses collision box dimensions when not set
4223 pointable = true, -- overrides selection box when false
4224 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
4225 visual_size = {x = 1, y = 1},
4227 textures = {}, -- number of required textures depends on visual
4228 colors = {}, -- number of required colors depends on visual
4229 spritediv = {x = 1, y = 1},
4230 initial_sprite_basepos = {x = 0, y = 0},
4232 makes_footstep_sound = false,
4233 automatic_rotate = false,
4235 automatic_face_movement_dir = 0.0,
4236 -- ^ Automatically set yaw to movement direction, offset in degrees,
4237 -- 'false' to disable.
4238 automatic_face_movement_max_rotation_per_sec = -1,
4239 -- ^ Limit automatic rotation to this value in degrees per second,
4240 -- value < 0 no limit.
4241 backface_culling = true, -- false to disable backface_culling for model
4243 -- ^ Add this much extra lighting when calculating texture color.
4244 value < 0 disables light's effect on texture color.
4245 For faking self-lighting, UI style entities, or programmatic coloring in mods.
4246 nametag = "", -- by default empty, for players their name is shown if empty
4247 nametag_color = <color>, -- sets color of nametag as ColorSpec
4248 infotext = "", -- by default empty, text to be shown when pointed at object
4250 -- ^ If false, never save this object statically. It will simply be deleted when the block gets unloaded.
4251 -- ^ The get_staticdata() callback is never called then.
4252 -- ^ Defaults to 'true'
4255 ### Entity definition (`register_entity`)
4258 -- Deprecated: Everything in object properties is read directly from here
4260 initial_properties = --[[<initial object properties>]],
4262 on_activate = function(self, staticdata, dtime_s),
4263 on_step = function(self, dtime),
4264 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
4265 on_rightclick = function(self, clicker),
4266 get_staticdata = function(self),
4267 -- ^ Called sometimes; the string returned is passed to on_activate when
4268 -- the entity is re-activated from static state
4270 -- Also you can define arbitrary member variables here (see item definition for
4272 _custom_field = whatever,
4275 ### ABM (ActiveBlockModifier) definition (`register_abm`)
4278 label = "Lava cooling",
4279 -- ^ Descriptive label for profiling purposes (optional).
4280 -- Definitions with identical labels will be listed as one.
4281 -- In the following two fields, also group:groupname will work.
4282 nodenames = {"default:lava_source"},
4283 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
4284 ^ If left out or empty, any neighbor will do ]]
4285 interval = 1.0, -- Operation interval in seconds
4286 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
4287 catch_up = true, -- If true, catch-up behaviour is enabled --[[
4288 ^ The chance value is temporarily reduced when returning to
4289 an area to simulate time lost by the area being unattended.
4290 ^ Note chance value can often be reduced to 1 ]]
4291 action = func(pos, node, active_object_count, active_object_count_wider),
4294 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
4297 label = "Upgrade legacy doors",
4298 -- ^ Descriptive label for profiling purposes (optional).
4299 -- Definitions with identical labels will be listed as one.
4300 name = "modname:replace_legacy_door",
4301 nodenames = {"default:lava_source"},
4302 -- ^ List of node names to trigger the LBM on.
4303 -- Also non-registered nodes will work.
4304 -- Groups (as of group:groupname) will work as well.
4305 run_at_every_load = false,
4306 -- ^ Whether to run the LBM's action every time a block gets loaded,
4307 -- and not just for blocks that were saved last time before LBMs were
4308 -- introduced to the world.
4309 action = func(pos, node),
4312 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
4315 description = "Steel Axe",
4316 groups = {}, -- key = name, value = rating; rating = 1..3.
4317 if rating not applicable, use 1.
4318 e.g. {wool = 1, fluffy = 3}
4319 {soil = 2, outerspace = 1, crumbly = 1}
4320 {bendy = 2, snappy = 1},
4321 {hard = 1, metal = 1, spikes = 1}
4322 inventory_image = "default_tool_steelaxe.png",
4323 inventory_overlay = "overlay.png", -- an overlay which does not get colorized
4328 ^ An image file containing the palette of a node.
4329 ^ You can set the currently used color as the
4330 ^ "palette_index" field of the item stack metadata.
4331 ^ The palette is always stretched to fit indices
4332 ^ between 0 and 255, to ensure compatibility with
4333 ^ "colorfacedir" and "colorwallmounted" nodes.
4335 color = "0xFFFFFFFF",
4337 ^ The color of the item. The palette overrides this.
4339 wield_scale = {x = 1, y = 1, z = 1},
4342 liquids_pointable = false,
4343 tool_capabilities = {
4344 full_punch_interval = 1.0,
4348 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
4350 damage_groups = {groupname = damage},
4352 node_placement_prediction = nil,
4354 ^ If nil and item is node, prediction is made automatically
4355 ^ If nil and item is not a node, no prediction is made
4356 ^ If "" and item is anything, no prediction is made
4357 ^ Otherwise should be name of node which the client immediately places
4358 on ground when the player places the item. Server will always update
4359 actual result to client in a short moment.
4361 node_dig_prediction = "air",
4363 ^ if "", no prediction is made
4364 ^ if "air", node is removed
4365 ^ Otherwise should be name of node which the client immediately places
4366 upon digging. Server will always update actual result shortly.
4369 breaks = "default_tool_break", -- tools only
4370 place = --[[<SimpleSoundSpec>]],
4373 on_place = func(itemstack, placer, pointed_thing),
4375 ^ Shall place item and return the leftover itemstack
4376 ^ The placer may be any ObjectRef or nil.
4377 ^ default: minetest.item_place ]]
4378 on_secondary_use = func(itemstack, user, pointed_thing),
4380 ^ Same as on_place but called when pointing at nothing.
4381 ^ The user may be any ObjectRef or nil.
4382 ^ pointed_thing : always { type = "nothing" }
4384 on_drop = func(itemstack, dropper, pos),
4386 ^ Shall drop item and return the leftover itemstack
4387 ^ The dropper may be any ObjectRef or nil.
4388 ^ default: minetest.item_drop ]]
4389 on_use = func(itemstack, user, pointed_thing),
4392 ^ Function must return either nil if no item shall be removed from
4393 inventory, or an itemstack to replace the original itemstack.
4394 e.g. itemstack:take_item(); return itemstack
4395 ^ Otherwise, the function is free to do what it wants.
4396 ^ The user may be any ObjectRef or nil.
4397 ^ The default functions handle regular use cases.
4399 after_use = func(itemstack, user, node, digparams),
4402 ^ If defined, should return an itemstack and will be called instead of
4403 wearing out the tool. If returns nil, does nothing.
4404 If after_use doesn't exist, it is the same as:
4405 function(itemstack, user, node, digparams)
4406 itemstack:add_wear(digparams.wear)
4409 ^ The user may be any ObjectRef or nil.
4411 _custom_field = whatever,
4413 ^ Add your own custom fields. By convention, all custom field names
4414 should start with `_` to avoid naming collisions with future engine
4421 * `{name="image.png", animation={Tile Animation definition}}`
4422 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
4423 tileable_horizontal=bool}`
4424 * backface culling enabled by default for most nodes
4425 * tileable flags are info for shaders, how they should treat texture
4426 when displacement mapping is used
4427 Directions are from the point of view of the tile texture,
4428 not the node it's on
4429 * `{name="image.png", color=ColorSpec}`
4430 * the texture's color will be multiplied with this color.
4431 * the tile's color overrides the owning node's color in all cases.
4432 * deprecated, yet still supported field names:
4435 ### Tile animation definition
4438 type = "vertical_frames",
4440 -- ^ specify width of a frame in pixels
4442 -- ^ specify height of a frame in pixels
4444 -- ^ specify full loop length
4450 -- ^ specify width in number of frames
4452 -- ^ specify height in number of frames
4454 -- ^ specify length of a single frame
4457 ### Node definition (`register_node`)
4460 -- <all fields allowed in item definitions>,
4462 drawtype = "normal", -- See "Node drawtypes"
4463 visual_scale = 1.0, --[[
4464 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
4465 ^ "firelike", "mesh".
4466 ^ For plantlike and firelike, the image will start at the bottom of the
4467 ^ node, for the other drawtypes the image will be centered on the node.
4468 ^ Note that positioning for "torchlike" may still change. ]]
4469 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4470 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
4471 ^ List can be shortened to needed length ]]
4472 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4473 ^ Same as `tiles`, but these textures are drawn on top of the
4474 ^ base tiles. You can use this to colorize only specific parts of
4475 ^ your texture. If the texture name is an empty string, that
4476 ^ overlay is not drawn. Since such tiles are drawn twice, it
4477 ^ is not recommended to use overlays on very common nodes. ]]
4478 special_tiles = {tile definition 1, Tile definition 2}, --[[
4479 ^ Special textures of node; used rarely (old field name: special_materials)
4480 ^ List can be shortened to needed length ]]
4481 color = ColorSpec, --[[
4482 ^ The node's original color will be multiplied with this color.
4483 ^ If the node has a palette, then this setting only has an effect
4484 ^ in the inventory and on the wield item. ]]
4485 use_texture_alpha = false, -- Use texture's alpha channel
4486 palette = "palette.png", --[[
4487 ^ The node's `param2` is used to select a pixel from the image
4488 ^ (pixels are arranged from left to right and from top to bottom).
4489 ^ The node's color will be multiplied with the selected pixel's
4490 ^ color. Tiles can override this behavior.
4491 ^ Only when `paramtype2` supports palettes. ]]
4492 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
4493 paramtype = "none", -- See "Nodes" --[[
4494 ^ paramtype = "light" allows light to propagate from or through the node with light value
4495 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
4496 paramtype2 = "none", -- See "Nodes"
4497 place_param2 = nil, -- Force value for param2 when player places node
4498 is_ground_content = true, -- If false, the cave generator will not carve through this
4499 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
4500 walkable = true, -- If true, objects collide with node
4501 pointable = true, -- If true, can be pointed at
4502 diggable = true, -- If false, can never be dug
4503 climbable = false, -- If true, can be climbed on (ladder)
4504 buildable_to = false, -- If true, placed nodes can replace this node
4505 floodable = false, --[[
4506 ^ If true, liquids flow into and replace this node.
4507 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4508 liquidtype = "none", -- "none"/"source"/"flowing"
4509 liquid_alternative_flowing = "", -- Flowing version of source liquid
4510 liquid_alternative_source = "", -- Source version of flowing liquid
4511 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
4512 liquid_renewable = true, --[[
4513 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
4515 ^ Only valid for "nodebox" drawtype with 'type = "leveled"'.
4516 ^ Allows defining the nodebox height without using param2.
4517 ^ The nodebox height is 'leveled' / 64 nodes.
4518 ^ The maximum value of 'leveled' is 127. ]]
4519 liquid_range = 8, -- number of flowing nodes around source (max. 8)
4520 drowning = 0, -- Player will take this amount of damage if no bubbles are left
4521 light_source = 0, --[[
4522 ^ Amount of light emitted by node.
4523 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
4524 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
4525 damage_per_second = 0, -- If player is inside node, this damage is caused
4526 node_box = {type="regular"}, -- See "Node boxes"
4527 connects_to = nodenames, --[[
4528 * Used for nodebox nodes with the type == "connected"
4529 * Specifies to what neighboring nodes connections will be drawn
4530 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
4531 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
4532 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
4534 selection_box = {type="regular"}, -- See "Node boxes" --[[
4535 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
4536 legacy_facedir_simple = false, -- Support maps made in and before January 2012
4537 legacy_wallmounted = false, -- Support maps made in and before January 2012
4538 waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
4539 ^ 1 - wave node like plants (top of node moves, bottom is fixed)
4540 ^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
4541 ^ caveats: not all models will properly wave
4542 ^ plantlike drawtype nodes can only wave like plants
4543 ^ allfaces_optional drawtype nodes can only wave like leaves --]]
4545 footstep = <SimpleSoundSpec>,
4546 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
4547 dug = <SimpleSoundSpec>,
4548 place = <SimpleSoundSpec>,
4549 place_failed = <SimpleSoundSpec>,
4551 drop = "", -- Name of dropped node when dug. Default is the node itself.
4554 max_items = 1, -- Maximum number of items to drop.
4555 items = { -- Choose max_items randomly from this list.
4557 items = {"foo:bar", "baz:frob"}, -- Items to drop.
4558 rarity = 1, -- Probability of dropping is 1 / rarity.
4559 inherit_color = true, -- To inherit palette color from the node
4564 on_construct = func(pos), --[[
4565 ^ Node constructor; called after adding node
4566 ^ Can set up metadata and stuff like that
4567 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4569 on_destruct = func(pos), --[[
4570 ^ Node destructor; called before removing node
4571 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4573 after_destruct = func(pos, oldnode), --[[
4574 ^ Node destructor; called after removing node
4575 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4577 on_flood = func(pos, oldnode, newnode), --[[
4578 ^ Called when a liquid (newnode) is about to flood oldnode, if
4579 ^ it has `floodable = true` in the nodedef. Not called for bulk
4580 ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
4581 ^ return true the node is not flooded, but on_flood callback will
4582 ^ most likely be called over and over again every liquid update
4583 ^ interval. Default: nil.
4584 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4586 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
4587 ^ Called after constructing node when node was placed using
4588 minetest.item_place_node / minetest.place_node
4589 ^ If return true no item is taken from itemstack
4591 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
4592 ^ oldmetadata is in table format
4593 ^ Called after destructing node when node was dug using
4594 minetest.node_dig / minetest.dig_node
4596 can_dig = function(pos, [player]) --[[
4597 ^ returns true if node can be dug, or false if not
4600 on_punch = func(pos, node, puncher, pointed_thing), --[[
4601 ^ default: minetest.node_punch
4602 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
4603 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
4605 ^ itemstack will hold clicker's wielded item
4606 ^ Shall return the leftover itemstack
4607 ^ Note: pointed_thing can be nil, if a mod calls this function
4608 This function does not get triggered by clients <=0.4.16 if the
4609 "formspec" node metadata field is set ]]
4611 on_dig = func(pos, node, digger), --[[
4612 ^ default: minetest.node_dig
4613 ^ By default: checks privileges, wears out tool and removes node ]]
4615 on_timer = function(pos,elapsed), --[[
4617 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
4618 ^ elapsed is the total time passed since the timer was started
4619 ^ return true to run the timer for another cycle with the same timeout value ]]
4621 on_receive_fields = func(pos, formname, fields, sender), --[[
4622 ^ fields = {name1 = value1, name2 = value2, ...}
4623 ^ Called when an UI form (e.g. sign text input) returns data
4626 allow_metadata_inventory_move = func(pos, from_list, from_index,
4627 to_list, to_index, count, player), --[[
4628 ^ Called when a player wants to move items inside the inventory
4629 ^ Return value: number of items allowed to move ]]
4631 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
4632 ^ Called when a player wants to put something into the inventory
4633 ^ Return value: number of items allowed to put
4634 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4636 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4637 ^ Called when a player wants to take something out of the inventory
4638 ^ Return value: number of items allowed to take
4639 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4641 on_metadata_inventory_move = func(pos, from_list, from_index,
4642 to_list, to_index, count, player),
4643 on_metadata_inventory_put = func(pos, listname, index, stack, player),
4644 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4645 ^ Called after the actual action has happened, according to what was allowed.
4646 ^ No return value ]]
4648 on_blast = func(pos, intensity), --[[
4649 ^ intensity: 1.0 = mid range of regular TNT
4650 ^ If defined, called when an explosion touches the node, instead of
4651 removing the node ]]
4654 ### Recipe for `register_craft` (shaped)
4657 output = 'default:pick_stone',
4659 {'default:cobble', 'default:cobble', 'default:cobble'},
4660 {'', 'default:stick', ''},
4661 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
4663 replacements = --[[<optional list of item pairs,
4664 replace one input item with another item on crafting>]]
4667 ### Recipe for `register_craft` (shapeless)
4671 output = 'mushrooms:mushroom_stew',
4674 "mushrooms:mushroom_brown",
4675 "mushrooms:mushroom_red",
4677 replacements = --[[<optional list of item pairs,
4678 replace one input item with another item on crafting>]]
4681 ### Recipe for `register_craft` (tool repair)
4684 type = "toolrepair",
4685 additional_wear = -0.02,
4688 ### Recipe for `register_craft` (cooking)
4692 output = "default:glass",
4693 recipe = "default:sand",
4697 ### Recipe for `register_craft` (furnace fuel)
4701 recipe = "default:leaves",
4705 ### Ore definition (`register_ore`)
4708 ore_type = "scatter", -- See "Ore types"
4709 ore = "default:stone_with_coal",
4711 -- ^ Facedir rotation. Default is 0 (unchanged rotation)
4712 wherein = "default:stone",
4713 -- ^ a list of nodenames is supported too
4714 clust_scarcity = 8*8*8,
4715 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
4716 -- ^ This value should be *MUCH* higher than your intuition might tell you!
4718 -- ^ Number of ores in a cluster
4720 -- ^ Size of the bounding box of the cluster
4721 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes
4725 -- ^ Lower and upper limits for ore.
4727 -- ^ Attributes for this ore generation
4728 noise_threshold = 0.5,
4729 -- ^ If noise is above this threshold, ore is placed. Not needed for a
4730 -- ^ uniform distribution.
4734 spread = {x = 100, y = 100, z = 100},
4739 -- ^ NoiseParams structure describing one of the perlin noises used for ore
4741 -- ^ Omit from "scatter" ore for a uniform ore distribution.
4742 -- ^ Omit from "stratum ore for a simple horizontal strata from y_min to y_max.
4743 random_factor = 1.0,
4744 -- ^ Multiplier of the randomness contribution to the noise value at any
4745 -- ^ given point to decide if ore should be placed. Set to 0 for solid veins.
4746 -- ^ This parameter is only valid for ore_type == "vein".
4747 biomes = {"desert", "rainforest"}
4748 -- ^ List of biomes in which this decoration occurs.
4749 -- ^ Occurs in all biomes if this is omitted, and ignored if the Mapgen being
4750 -- ^ used does not support biomes.
4751 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4754 ### Biome definition (`register_biome`)
4758 node_dust = "default:snow",
4759 -- ^ Node dropped onto upper surface after all else is generated.
4760 node_top = "default:dirt_with_snow",
4762 -- ^ Node forming surface layer of biome and thickness of this layer.
4763 node_filler = "default:permafrost",
4765 -- ^ Node forming lower layer of biome and thickness of this layer.
4766 node_stone = "default:bluestone",
4767 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
4768 node_water_top = "default:ice",
4769 depth_water_top = 10,
4770 -- ^ Node forming a surface layer in seawater with the defined thickness.
4772 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
4773 node_river_water = "default:ice",
4774 -- ^ Node that replaces river water in mapgens that use default:river_water.
4775 node_riverbed = "default:gravel",
4777 -- ^ Node placed under river water and thickness of this layer.
4780 -- ^ Lower and upper limits for biome.
4782 humidity_point = 50,
4783 -- ^ Characteristic average temperature and humidity for the biome.
4784 -- ^ These values create 'biome points' on a voronoi diagram that has heat
4785 -- ^ and humidity as axes. The resulting voronoi cells determine which
4786 -- ^ heat/humidity points belong to which biome, and therefore determine
4787 -- ^ the area and location of each biome in the world.
4788 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
4789 -- ^ diagram to result in roughly equal size biomes.
4790 -- ^ Heat and humidity have average values of 50, vary mostly between
4791 -- ^ 0 and 100 but also often exceed these values.
4792 -- ^ Heat is not in degrees celcius, both values are abstract.
4795 ### Decoration definition (`register_decoration`)
4798 deco_type = "simple", -- See "Decoration types"
4799 place_on = "default:dirt_with_grass",
4800 -- ^ Node (or list of nodes) that the decoration can be placed on
4802 -- ^ Size of divisions made in the chunk being generated.
4803 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
4805 -- ^ Ratio of the area to be uniformly filled by the decoration.
4806 -- ^ Used only if noise_params is not specified.
4807 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
4808 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
4809 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
4810 biomes = {"Oceanside", "Hills", "Plains"},
4811 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4812 -- ^ and ignored if the Mapgen being used does not support biomes.
4813 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4816 -- ^ Lower and upper limits for decoration.
4817 -- ^ These parameters refer to the Y co-ordinate of the 'place_on' node.
4818 spawn_by = "default:water",
4819 -- ^ Node (or list of nodes) that the decoration only spawns next to.
4820 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
4821 -- ^ one plane level with the 'place_on' node and a plane one node above that.
4823 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
4824 -- ^ If absent or -1, decorations occur next to any nodes.
4825 flags = "liquid_surface, force_placement",
4826 -- ^ Flags for all decoration types.
4827 -- ^ "liquid_surface": Instead of placement on the highest solid surface in
4828 -- ^ a mapchunk column, placement is on the highest liquid surface. Placement
4829 -- ^ is disabled if solid nodes are found above the liquid surface.
4830 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
4832 ----- Simple-type parameters
4833 decoration = "default:grass",
4834 -- ^ The node name used as the decoration.
4835 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
4837 -- ^ Decoration height in nodes.
4838 -- ^ If height_max is not 0, this is the lower limit of a randomly selected height.
4840 -- ^ Upper limit of the randomly selected height.
4841 -- ^ If absent, the parameter 'height' is used as a constant.
4843 -- ^ Param2 value of decoration nodes.
4844 -- ^ If param2_max is not 0, this is the lower limit of a randomly selected param2.
4846 -- ^ Upper limit of the randomly selected param2.
4847 -- ^ If absent, the parameter 'param2' is used as a constant.
4849 -- ^ Y offset of the decoration base node relative to the standard
4850 -- ^ base node position for simple decorations.
4851 -- ^ Can be positive or negative. Default is 0.
4852 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
4853 -- ^ to the 'place_on' node.
4855 ----- Schematic-type parameters
4856 schematic = "foobar.mts",
4857 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
4858 -- ^ specified Minetest schematic file.
4859 -- ^ - OR -, could be the ID of a previously registered schematic
4860 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
4861 -- ^ and an optional table yslice_prob:
4863 size = {x=4, y=6, z=4},
4865 {name="default:cobble", param1=255, param2=0},
4866 {name="default:dirt_with_grass", param1=255, param2=0},
4867 {name="ignore", param1=255, param2=0},
4868 {name="air", param1=255, param2=0},
4877 -- ^ See 'Schematic specifier' for details.
4878 replacements = {["oldname"] = "convert_to", ...},
4879 flags = "place_center_x, place_center_y, place_center_z",
4880 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
4881 rotation = "90" -- rotate schematic 90 degrees on placement
4882 -- ^ Rotation can be "0", "90", "180", "270", or "random".
4884 -- ^ Y offset of the schematic base node layer relative to the 'place_on'
4886 -- ^ Can be positive or negative. Default is 0.
4887 -- ^ If the flag 'place_center_y' is set this parameter is ignored.
4888 -- ^ If absent or 0 the schematic base node layer will be placed level
4889 -- ^ with the 'place_on' node.
4892 ### Chat command definition (`register_chatcommand`)
4895 params = "<name> <privilege>", -- Short parameter description
4896 description = "Remove privilege from player", -- Full description
4897 privs = {privs=true}, -- Require the "privs" privilege to run
4898 func = function(name, param), -- Called when command is run.
4899 -- Returns boolean success and text output.
4902 ### Detached inventory callbacks
4905 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4906 -- ^ Called when a player wants to move items inside the inventory
4907 -- ^ Return value: number of items allowed to move
4909 allow_put = func(inv, listname, index, stack, player),
4910 -- ^ Called when a player wants to put something into the inventory
4911 -- ^ Return value: number of items allowed to put
4912 -- ^ Return value: -1: Allow and don't modify item count in inventory
4914 allow_take = func(inv, listname, index, stack, player),
4915 -- ^ Called when a player wants to take something out of the inventory
4916 -- ^ Return value: number of items allowed to take
4917 -- ^ Return value: -1: Allow and don't modify item count in inventory
4919 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4920 on_put = func(inv, listname, index, stack, player),
4921 on_take = func(inv, listname, index, stack, player),
4922 -- ^ Called after the actual action has happened, according to what was allowed.
4923 -- ^ No return value
4926 ### HUD Definition (`hud_add`, `hud_get`)
4929 hud_elem_type = "image", -- see HUD element types
4930 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
4931 position = {x=0.5, y=0.5},
4932 -- ^ Left corner position of element
4938 -- ^ Selected item in inventory. 0 for no item selected.
4940 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
4941 alignment = {x=0, y=0},
4942 -- ^ See "HUD Element Types"
4943 offset = {x=0, y=0},
4944 -- ^ See "HUD Element Types"
4945 size = { x=100, y=100 },
4946 -- ^ Size of element in pixels
4949 ### Particle definition (`add_particle`)
4952 pos = {x=0, y=0, z=0},
4953 velocity = {x=0, y=0, z=0},
4954 acceleration = {x=0, y=0, z=0},
4955 -- ^ Spawn particle at pos with velocity and acceleration
4957 -- ^ Disappears after expirationtime seconds
4959 collisiondetection = false,
4960 -- ^ collisiondetection: if true collides with physical objects
4961 collision_removal = false,
4962 -- ^ collision_removal: if true then particle is removed when it collides,
4963 -- ^ requires collisiondetection = true to have any effect
4965 -- ^ vertical: if true faces player using y axis only
4966 texture = "image.png",
4967 -- ^ Uses texture (string)
4968 playername = "singleplayer",
4969 -- ^ optional, if specified spawns particle only on the player's client
4970 animation = {Tile Animation definition},
4971 -- ^ optional, specifies how to animate the particle texture
4973 -- ^ optional, specify particle self-luminescence in darkness
4977 ### `ParticleSpawner` definition (`add_particlespawner`)
4982 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
4983 minpos = {x=0, y=0, z=0},
4984 maxpos = {x=0, y=0, z=0},
4985 minvel = {x=0, y=0, z=0},
4986 maxvel = {x=0, y=0, z=0},
4987 minacc = {x=0, y=0, z=0},
4988 maxacc = {x=0, y=0, z=0},
4993 -- ^ The particle's properties are random values in between the bounds:
4994 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
4995 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
4996 collisiondetection = false,
4997 -- ^ collisiondetection: if true uses collision detection
4998 collision_removal = false,
4999 -- ^ collision_removal: if true then particle is removed when it collides,
5000 -- ^ requires collisiondetection = true to have any effect
5001 attached = ObjectRef,
5002 -- ^ attached: if defined, particle positions, velocities and accelerations
5003 -- ^ are relative to this object's position and yaw.
5005 -- ^ vertical: if true faces player using y axis only
5006 texture = "image.png",
5007 -- ^ Uses texture (string)
5008 playername = "singleplayer"
5009 -- ^ Playername is optional, if specified spawns particle only on the player's client
5012 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
5015 url = "http://example.org",
5017 -- ^ Timeout for connection in seconds. Default is 3 seconds.
5018 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
5019 -- ^ Optional, if specified a POST request with post_data is performed.
5020 -- ^ Accepts both a string and a table. If a table is specified, encodes table
5021 -- ^ as x-www-form-urlencoded key-value pairs.
5022 -- ^ If post_data ist not specified, a GET request is performed instead.
5023 user_agent = "ExampleUserAgent",
5024 -- ^ Optional, if specified replaces the default minetest user agent with given string
5025 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
5026 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
5027 -- ^ that the header strings follow HTTP specification ("Key: Value").
5029 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
5032 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
5036 -- ^ If true, the request has finished (either succeeded, failed or timed out)
5038 -- ^ If true, the request was succesful
5040 -- ^ If true, the request timed out
5042 -- ^ HTTP status code