1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
6 * (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, human readable name e.g. `name = Minetest`
66 * `description`: Short description to be shown in the content tab
67 * `disallowed_mapgens = <comma-separated mapgens>`
68 e.g. `disallowed_mapgens = v5,v6,flat`
69 These mapgens are removed from the list of mapgens for the game.
71 Used to set default settings when running this game.
73 In the same format as the one in builtin.
74 This settingtypes.txt will be parsed by the menu and the settings will be
75 displayed in the "Games" category in the advanced settings tab.
76 * If the game contains a folder called `textures` the server will load it as a
77 texturepack, overriding mod textures.
78 Any server texturepack will override mod textures and the game texturepack.
83 Games can provide custom main menu images. They are put inside a `menu`
84 directory inside the game directory.
86 The images are named `$identifier.png`, where `$identifier` is one of
87 `overlay`, `background`, `footer`, `header`.
88 If you want to specify multiple images for one identifier, add additional
89 images named like `$identifier.$n.png`, with an ascending number $n starting
90 with 1, and a random image will be chosen from the provided ones.
101 Paths are relative to the directories listed in the [Paths] section above.
103 * `games/<gameid>/mods/`
105 * `worlds/<worldname>/worldmods/`
110 It is possible to include a game in a world; in this case, no mods or
111 games are loaded or checked from anywhere else.
113 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
116 Mods should then be placed in `<worldname>/game/mods/`.
121 Mods can be put in a subdirectory, if the parent directory, which otherwise
122 should be a mod, contains a file named `modpack.conf`.
123 The file is a key-value store of modpack details.
125 * `name`: The modpack name.
126 * `description`: Description of mod to be shown in the Mods tab of the main
129 Note: to support 0.4.x, please also create an empty modpack.txt file.
131 Mod directory structure
132 -----------------------
138 │ ├── settingtypes.txt
142 │ │ ├── modname_stuff.png
143 │ │ └── modname_something_else.png
152 The location of this directory can be fetched by using
153 `minetest.get_modpath(modname)`.
157 A `Settings` file that provides meta information about the mod.
159 * `name`: The mod name. Allows Minetest to determine the mod name even if the
160 folder is wrongly named.
161 * `description`: Description of mod to be shown in the Mods tab of the main
163 * `depends`: A comma separated list of dependencies. These are mods that must be
164 loaded before this mod.
165 * `optional_depends`: A comma separated list of optional dependencies.
166 Like a dependency, but no error if the mod doesn't exist.
168 Note: to support 0.4.x, please also provide depends.txt.
172 A screenshot shown in the mod manager within the main menu. It should
173 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
177 **Deprecated:** you should use mod.conf instead.
179 This file is used if there are no dependencies in mod.conf.
181 List of mods that have to be loaded before loading this mod.
183 A single line contains a single modname.
185 Optional dependencies can be defined by appending a question mark
186 to a single modname. This means that if the specified mod
187 is missing, it does not prevent this mod from being loaded.
189 ### `description.txt`
191 **Deprecated:** you should use mod.conf instead.
193 This file is used if there is no description in mod.conf.
195 A file containing a description to be shown in the Mods tab of the main menu.
197 ### `settingtypes.txt`
199 The format is documented in `builtin/settingtypes.txt`.
200 It is parsed by the main menu settings dialogue to list mod-specific
201 settings in the "Mods" category.
205 The main Lua script. Running this script should register everything it
206 wants to register. Subsequent execution depends on minetest calling the
207 registered callbacks.
209 `minetest.settings` can be used to read custom or existing settings at load
210 time, if necessary. (See [`Settings`])
214 Models for entities or meshnodes.
216 ### `textures`, `sounds`, `media`
218 Media files (textures, sounds, whatever) that will be transferred to the
219 client and will be available for use by the mod.
223 Translation files for the clients. (See [Translations])
228 Registered names should generally be in this format:
232 `<whatever>` can have these characters:
236 This is to prevent conflicting names from corrupting maps and is
237 enforced by the mod loader.
239 Registered names can be overridden by prefixing the name with `:`. This can
240 be used for overriding the registrations of some other mod.
242 The `:` prefix can also be used for maintaining backwards compatibility.
246 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
247 So the name should be `experimental:tnt`.
249 Any mod can redefine `experimental:tnt` by using the name
253 when registering it. That mod is required to have `experimental` as a
262 Aliases of itemnames can be added by using
263 `minetest.register_alias(alias, original_name)` or
264 `minetest.register_alias_force(alias, original_name)`.
266 This adds an alias `alias` for the item called `original_name`.
267 From now on, you can use `alias` to refer to the item `original_name`.
269 The only difference between `minetest.register_alias` and
270 `minetest.register_alias_force` is that if an item named `alias` already exists,
271 `minetest.register_alias` will do nothing while
272 `minetest.register_alias_force` will unregister it.
274 This can be used for maintaining backwards compatibility.
276 This can also set quick access names for things, e.g. if
277 you have an item called `epiclylongmodname:stuff`, you could do
279 minetest.register_alias("stuff", "epiclylongmodname:stuff")
281 and be able to use `/giveme stuff`.
286 In a game, a certain number of these must be set to tell core mapgens which
287 of the game's nodes are to be used for core mapgen generation. For example:
289 minetest.register_alias("mapgen_stone", "default:stone")
291 ### Aliases for non-V6 mapgens
293 #### Essential aliases
296 * mapgen_water_source
297 * mapgen_river_water_source
299 `mapgen_river_water_source` is required for mapgens with sloping rivers where
300 it is necessary to have a river liquid node with a short `liquid_range` and
301 `liquid_renewable = false` to avoid flooding.
303 #### Optional aliases
307 Fallback lava node used if cave liquids are not defined in biome definitions.
308 Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
312 Fallback node used if dungeon nodes are not defined in biome definitions.
313 Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
315 ### Aliases needed for Mapgen V6
318 * mapgen_water_source
321 * mapgen_dirt_with_grass
324 * mapgen_desert_stone
326 * mapgen_dirt_with_snow
335 * mapgen_jungleleaves
338 * mapgen_pine_needles
341 * mapgen_stair_cobble
343 * mapgen_stair_desert_stone
345 ### Setting the node used in Mapgen Singlenode
347 By default the world is filled with air nodes. To set a different node use, for
350 minetest.register_alias("mapgen_singlenode", "default:stone")
358 Mods should generally prefix their textures with `modname_`, e.g. given
359 the mod name `foomod`, a texture could be called:
363 Textures are referred to by their complete name, or alternatively by
364 stripping out the file extension:
366 * e.g. `foomod_foothing.png`
367 * e.g. `foomod_foothing`
372 There are various texture modifiers that can be used
373 to generate textures on-the-fly.
375 ### Texture overlaying
377 Textures can be overlaid by putting a `^` between them.
381 default_dirt.png^default_grass_side.png
383 `default_grass_side.png` is overlaid over `default_dirt.png`.
384 The texture with the lower resolution will be automatically upscaled to
385 the higher resolution texture.
389 Textures can be grouped together by enclosing them in `(` and `)`.
391 Example: `cobble.png^(thing1.png^thing2.png)`
393 A texture for `thing1.png^thing2.png` is created and the resulting
394 texture is overlaid on top of `cobble.png`.
398 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
399 passing complex texture names as arguments. Escaping is done with backslash and
400 is required for `^` and `:`.
402 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
404 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
405 on top of `cobble.png`.
407 ### Advanced texture modifiers
413 * `[crack:<t>:<n>:<p>`
414 * `[cracko:<t>:<n>:<p>`
418 * `<t>`: tile count (in each direction)
419 * `<n>`: animation frame count
420 * `<p>`: current animation frame
422 Draw a step of the crack animation on the texture.
423 `crack` draws it normally, while `cracko` lays it over, keeping transparent
428 default_cobble.png^[crack:10:1
430 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
436 * `<file>`: texture to combine
438 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
439 specified coordinates.
443 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
445 #### `[resize:<w>x<h>`
447 Resizes the texture to the given dimensions.
451 default_sandstone.png^[resize:16x16
455 Makes the base image transparent according to the given ratio.
457 `r` must be between 0 (transparent) and 255 (opaque).
461 default_sandstone.png^[opacity:127
463 #### `[invert:<mode>`
465 Inverts the given channels of the base image.
466 Mode may contain the characters "r", "g", "b", "a".
467 Only the channels that are mentioned in the mode string will be inverted.
471 default_apple.png^[invert:rgb
475 Brightens the texture.
479 tnt_tnt_side.png^[brighten
483 Makes the texture completely opaque.
487 default_leaves.png^[noalpha
489 #### `[makealpha:<r>,<g>,<b>`
491 Convert one color to transparency.
495 default_cobble.png^[makealpha:128,128,128
499 * `<t>`: transformation(s) to apply
501 Rotates and/or flips the image.
503 `<t>` can be a number (between 0 and 7) or a transform name.
504 Rotations are counter-clockwise.
507 1 R90 rotate by 90 degrees
508 2 R180 rotate by 180 degrees
509 3 R270 rotate by 270 degrees
511 5 FXR90 flip X then rotate by 90 degrees
513 7 FYR90 flip Y then rotate by 90 degrees
517 default_stone.png^[transformFXR90
519 #### `[inventorycube{<top>{<left>{<right>`
521 Escaping does not apply here and `^` is replaced by `&` in texture names
524 Create an inventory cube texture using the side textures.
528 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
530 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
531 `dirt.png^grass_side.png` textures
533 #### `[lowpart:<percent>:<file>`
535 Blit the lower `<percent>`% part of `<file>` on the texture.
539 base.png^[lowpart:25:overlay.png
541 #### `[verticalframe:<t>:<n>`
543 * `<t>`: animation frame count
544 * `<n>`: current animation frame
546 Crops the texture to a frame of a vertical animation.
550 default_torch_animated.png^[verticalframe:16:8
554 Apply a mask to the base image.
556 The mask is applied using binary AND.
558 #### `[sheet:<w>x<h>:<x>,<y>`
560 Retrieves a tile at position x,y from the base image
561 which it assumes to be a tilesheet with dimensions w,h.
563 #### `[colorize:<color>:<ratio>`
565 Colorize the textures with the given color.
566 `<color>` is specified as a `ColorString`.
567 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
568 it is an int, then it specifies how far to interpolate between the
569 colors where 0 is only the texture color and 255 is only `<color>`. If
570 omitted, the alpha of `<color>` will be used as the ratio. If it is
571 the word "`alpha`", then each texture pixel will contain the RGB of
572 `<color>` and the alpha of `<color>` multiplied by the alpha of the
575 #### `[multiply:<color>`
577 Multiplies texture colors with the given color.
578 `<color>` is specified as a `ColorString`.
579 Result is more like what you'd expect if you put a color on top of another
580 color, meaning white surfaces get a lot of your new color while black parts
581 don't change very much.
586 The goal of hardware coloring is to simplify the creation of
587 colorful nodes. If your textures use the same pattern, and they only
588 differ in their color (like colored wool blocks), you can use hardware
589 coloring instead of creating and managing many texture files.
590 All of these methods use color multiplication (so a white-black texture
591 with red coloring will result in red-black color).
595 This method is useful if you wish to create nodes/items with
596 the same texture, in different colors, each in a new node/item definition.
600 When you register an item or node, set its `color` field (which accepts a
601 `ColorSpec`) to the desired color.
603 An `ItemStack`'s static color can be overwritten by the `color` metadata
604 field. If you set that field to a `ColorString`, that color will be used.
608 Each tile may have an individual static color, which overwrites every
609 other coloring method. To disable the coloring of a face,
610 set its color to white (because multiplying with white does nothing).
611 You can set the `color` property of the tiles in the node's definition
612 if the tile is in table format.
616 For nodes and items which can have many colors, a palette is more
617 suitable. A palette is a texture, which can contain up to 256 pixels.
618 Each pixel is one possible color for the node/item.
619 You can register one node/item, which can have up to 256 colors.
621 #### Palette indexing
623 When using palettes, you always provide a pixel index for the given
624 node or `ItemStack`. The palette is read from left to right and from
625 top to bottom. If the palette has less than 256 pixels, then it is
626 stretched to contain exactly 256 pixels (after arranging the pixels
627 to one line). The indexing starts from 0.
631 * 16x16 palette, index = 0: the top left corner
632 * 16x16 palette, index = 4: the fifth pixel in the first row
633 * 16x16 palette, index = 16: the pixel below the top left corner
634 * 16x16 palette, index = 255: the bottom right corner
635 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
636 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
637 to ensure the total 256 pixels.
638 * 2x4 palette, index = 32: the top right corner
639 * 2x4 palette, index = 63: the top right corner
640 * 2x4 palette, index = 64: the pixel below the top left corner
642 #### Using palettes with items
644 When registering an item, set the item definition's `palette` field to
645 a texture. You can also use texture modifiers.
647 The `ItemStack`'s color depends on the `palette_index` field of the
648 stack's metadata. `palette_index` is an integer, which specifies the
649 index of the pixel to use.
651 #### Linking palettes with nodes
653 When registering a node, set the item definition's `palette` field to
654 a texture. You can also use texture modifiers.
655 The node's color depends on its `param2`, so you also must set an
656 appropriate `paramtype2`:
658 * `paramtype2 = "color"` for nodes which use their full `param2` for
659 palette indexing. These nodes can have 256 different colors.
660 The palette should contain 256 pixels.
661 * `paramtype2 = "colorwallmounted"` for nodes which use the first
662 five bits (most significant) of `param2` for palette indexing.
663 The remaining three bits are describing rotation, as in `wallmounted`
664 paramtype2. Division by 8 yields the palette index (without stretching the
665 palette). These nodes can have 32 different colors, and the palette
666 should contain 32 pixels.
668 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
669 pixel will be picked from the palette.
670 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
671 pixel will be picked from the palette.
672 * `paramtype2 = "colorfacedir"` for nodes which use the first
673 three bits of `param2` for palette indexing. The remaining
674 five bits are describing rotation, as in `facedir` paramtype2.
675 Division by 32 yields the palette index (without stretching the
676 palette). These nodes can have 8 different colors, and the
677 palette should contain 8 pixels.
679 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
680 first (= 0 + 1) pixel will be picked from the palette.
681 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
682 second (= 1 + 1) pixel will be picked from the palette.
684 To colorize a node on the map, set its `param2` value (according
685 to the node's paramtype2).
687 ### Conversion between nodes in the inventory and on the map
689 Static coloring is the same for both cases, there is no need
692 If the `ItemStack`'s metadata contains the `color` field, it will be
693 lost on placement, because nodes on the map can only use palettes.
695 If the `ItemStack`'s metadata contains the `palette_index` field, it is
696 automatically transferred between node and item forms by the engine,
697 when a player digs or places a colored node.
698 You can disable this feature by setting the `drop` field of the node
699 to itself (without metadata).
700 To transfer the color to a special drop, you need a drop table.
704 minetest.register_node("mod:stone", {
705 description = "Stone",
706 tiles = {"default_stone.png"},
707 paramtype2 = "color",
708 palette = "palette.png",
711 -- assume that mod:cobblestone also has the same palette
712 {items = {"mod:cobblestone"}, inherit_color = true },
717 ### Colored items in craft recipes
719 Craft recipes only support item strings, but fortunately item strings
720 can also contain metadata. Example craft recipe registration:
722 minetest.register_craft({
723 output = minetest.itemstring_with_palette("wool:block", 3),
731 To set the `color` field, you can use `minetest.itemstring_with_color`.
733 Metadata field filtering in the `recipe` field are not supported yet,
734 so the craft output is independent of the color of the ingredients.
739 Sometimes hardware coloring is not enough, because it affects the
740 whole tile. Soft texture overlays were added to Minetest to allow
741 the dynamic coloring of only specific parts of the node's texture.
742 For example a grass block may have colored grass, while keeping the
745 These overlays are 'soft', because unlike texture modifiers, the layers
746 are not merged in the memory, but they are simply drawn on top of each
747 other. This allows different hardware coloring, but also means that
748 tiles with overlays are drawn slower. Using too much overlays might
751 For inventory and wield images you can specify overlays which
752 hardware coloring does not modify. You have to set `inventory_overlay`
753 and `wield_overlay` fields to an image name.
755 To define a node overlay, simply set the `overlay_tiles` field of the node
756 definition. These tiles are defined in the same way as plain tiles:
757 they can have a texture name, color etc.
758 To skip one face, set that overlay tile to an empty string.
760 Example (colored grass block):
762 minetest.register_node("default:dirt_with_grass", {
763 description = "Dirt with Grass",
764 -- Regular tiles, as usual
765 -- The dirt tile disables palette coloring
766 tiles = {{name = "default_grass.png"},
767 {name = "default_dirt.png", color = "white"}},
768 -- Overlay tiles: define them in the same style
769 -- The top and bottom tile does not have overlay
770 overlay_tiles = {"", "",
771 {name = "default_grass_side.png", tileable_vertical = false}},
772 -- Global color, used in inventory
774 -- Palette in the world
775 paramtype2 = "color",
776 palette = "default_foilage.png",
785 Only Ogg Vorbis files are supported.
787 For positional playing of sounds, only single-channel (mono) files are
788 supported. Otherwise OpenAL will play them non-positionally.
790 Mods should generally prefix their sounds with `modname_`, e.g. given
791 the mod name "`foomod`", a sound could be called:
795 Sounds are referred to by their name with a dot, a single digit and the
796 file extension stripped out. When a sound is played, the actual sound file
797 is chosen randomly from the matching sounds.
799 When playing the sound `foomod_foosound`, the sound is chosen randomly
800 from the available ones of the following files:
802 * `foomod_foosound.ogg`
803 * `foomod_foosound.0.ogg`
804 * `foomod_foosound.1.ogg`
806 * `foomod_foosound.9.ogg`
808 Examples of sound parameter tables:
810 -- Play locationless on all clients
812 gain = 1.0, -- default
813 fade = 0.0, -- default, change to a value > 0 to fade the sound in
814 pitch = 1.0, -- default
816 -- Play locationless to one player
819 gain = 1.0, -- default
820 fade = 0.0, -- default, change to a value > 0 to fade the sound in
821 pitch = 1.0, -- default
823 -- Play locationless to one player, looped
826 gain = 1.0, -- default
829 -- Play at a location
831 pos = {x = 1, y = 2, z = 3},
832 gain = 1.0, -- default
833 max_hear_distance = 32, -- default, uses an euclidean metric
835 -- Play connected to an object, looped
837 object = <an ObjectRef>,
838 gain = 1.0, -- default
839 max_hear_distance = 32, -- default, uses an euclidean metric
842 -- Play at a location, heard by anyone *but* the given player
844 pos = {x = 32, y = 0, z = 100},
845 max_hear_distance = 40,
846 exclude_player = name,
849 Looped sounds must either be connected to an object or played locationless to
850 one player using `to_player = name`.
852 A positional sound will only be heard by players that are within
853 `max_hear_distance` of the sound position, at the start of the sound.
855 `exclude_player = name` can be applied to locationless, positional and object-
856 bound sounds to exclude a single player from hearing them.
861 Specifies a sound name, gain (=volume) and pitch.
862 This is either a string or a table.
864 In string form, you just specify the sound name or
865 the empty string for no sound.
867 Table form has the following fields:
870 * `gain`: Volume (`1.0` = 100%)
871 * `pitch`: Pitch (`1.0` = 100%)
873 `gain` and `pitch` are optional and default to `1.0`.
879 * `"default_place_node"`: Play e.g. `default_place_node.ogg`
880 * `{name = "default_place_node"}`: Same as above
881 * `{name = "default_place_node", gain = 0.5}`: 50% volume
882 * `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
887 These sound files are played back by the engine if provided.
889 * `player_damage`: Played when the local player takes damage (gain = 0.5)
890 * `player_falling_damage`: Played when the local player takes
891 damage by falling (gain = 0.5)
892 * `default_dig_<groupname>`: Default node digging sound
893 (see node sound definition for details)
895 Registered definitions
896 ======================
898 Anything added using certain [Registration functions] gets added to one or more
899 of the global [Registered definition tables].
901 Note that in some cases you will stumble upon things that are not contained
902 in these tables (e.g. when a mod has been removed). Always check for
903 existence before trying to access the fields.
907 All nodes register with `minetest.register_node` get added to the table
908 `minetest.registered_nodes`.
910 If you want to check the drawtype of a node, you could do:
912 local function get_nodedef_field(nodename, fieldname)
913 if not minetest.registered_nodes[nodename] then
916 return minetest.registered_nodes[nodename][fieldname]
918 local drawtype = get_nodedef_field(nodename, "drawtype")
926 Nodes are the bulk data of the world: cubes and other things that take the
927 space of a cube. Huge amounts of them are handled efficiently, but they
930 The definition of a node is stored and can be accessed by using
932 minetest.registered_nodes[node.name]
934 See [Registered definitions].
936 Nodes are passed by value between Lua and the engine.
937 They are represented by a table:
939 {name="name", param1=num, param2=num}
941 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
942 them for certain automated functions. If you don't use these functions, you can
943 use them to store arbitrary values.
948 The functions of `param1` and `param2` are determined by certain fields in the
951 The function of `param1` is determined by `paramtype` in node definition.
952 `param1` is reserved for the engine when `paramtype != "none"`.
954 * `paramtype = "light"`
955 * The value stores light with and without sun in its upper and lower 4 bits
957 * Required by a light source node to enable spreading its light.
958 * Required by the following drawtypes as they determine their visual
959 brightness from their internal light value:
969 * `paramtype = "none"`
970 * `param1` will not be used by the engine and can be used to store
973 The function of `param2` is determined by `paramtype2` in node definition.
974 `param2` is reserved for the engine when `paramtype2 != "none"`.
976 * `paramtype2 = "flowingliquid"`
977 * Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
978 * The liquid level and a flag of the liquid are stored in `param2`
979 * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node
980 * Bit 3: If set, liquid is flowing downwards (no graphical effect)
981 * `paramtype2 = "wallmounted"`
982 * Supported drawtypes: "torchlike", "signlike", "normal", "nodebox", "mesh"
983 * The rotation of the node is stored in `param2`
984 * You can make this value by using `minetest.dir_to_wallmounted()`
986 * The value denotes at which direction the node is "mounted":
987 0 = y+, 1 = y-, 2 = x+, 3 = x-, 4 = z+, 5 = z-
988 * `paramtype2 = "facedir"`
989 * Supported drawtypes: "normal", "nodebox", "mesh"
990 * The rotation of the node is stored in `param2`. Furnaces and chests are
991 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
992 * Values range 0 - 23
993 * facedir / 4 = axis direction:
994 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
995 * facedir modulo 4 = rotation around that axis
996 * `paramtype2 = "leveled"`
997 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
999 * The level of the top face of the nodebox is stored in `param2`.
1000 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
1002 * The nodebox height is (`param2` / 64) nodes.
1003 * The maximum accepted value of `param2` is 127.
1005 * The height of the 'plantlike' section is stored in `param2`.
1006 * The height is (`param2` / 16) nodes.
1007 * `paramtype2 = "degrotate"`
1008 * Only valid for "plantlike" drawtype. The rotation of the node is stored in
1010 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
1011 get the actual rotation in degrees of the node.
1012 * `paramtype2 = "meshoptions"`
1013 * Only valid for "plantlike" drawtype. `param2` encodes the shape and
1014 optional modifiers of the "plant". `param2` is a bitfield.
1015 * Bits 0 to 2 select the shape.
1016 Use only one of the values below:
1017 * 0 = a "x" shaped plant (ordinary plant)
1018 * 1 = a "+" shaped plant (just rotated 45 degrees)
1019 * 2 = a "*" shaped plant with 3 faces instead of 2
1020 * 3 = a "#" shaped plant with 4 faces instead of 2
1021 * 4 = a "#" shaped plant with 4 faces that lean outwards
1022 * 5-7 are unused and reserved for future meshes.
1023 * Bits 3 to 7 are used to enable any number of optional modifiers.
1024 Just add the corresponding value(s) below to `param2`:
1025 * 8 - Makes the plant slightly vary placement horizontally
1026 * 16 - Makes the plant mesh 1.4x larger
1027 * 32 - Moves each face randomly a small bit down (1/8 max)
1028 * values 64 and 128 (bits 6-7) are reserved for future use.
1029 * Example: `param2 = 0` selects a normal "x" shaped plant
1030 * Example: `param2 = 17` selects a "+" shaped plant, 1.4x larger (1+16)
1031 * `paramtype2 = "color"`
1032 * `param2` tells which color is picked from the palette.
1033 The palette should have 256 pixels.
1034 * `paramtype2 = "colorfacedir"`
1035 * Same as `facedir`, but with colors.
1036 * The first three bits of `param2` tells which color is picked from the
1037 palette. The palette should have 8 pixels.
1038 * `paramtype2 = "colorwallmounted"`
1039 * Same as `wallmounted`, but with colors.
1040 * The first five bits of `param2` tells which color is picked from the
1041 palette. The palette should have 32 pixels.
1042 * `paramtype2 = "glasslikeliquidlevel"`
1043 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1045 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1047 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1048 * `paramtype2 = "none"`
1049 * `param2` will not be used by the engine and can be used to store
1052 Nodes can also contain extra data. See [Node Metadata].
1057 There are a bunch of different looking node types.
1059 Look for examples in `games/minimal` or `games/minetest_game`.
1062 * A node-sized cube.
1064 * Invisible, uses no texture.
1066 * The cubic source node for a liquid.
1068 * The flowing version of a liquid, appears with various heights and slopes.
1070 * Often used for partially-transparent nodes.
1071 * Only external sides of textures are visible.
1072 * `glasslike_framed`
1073 * All face-connected nodes are drawn as one volume within a surrounding
1075 * The frame appearance is generated from the edges of the first texture
1076 specified in `tiles`. The width of the edges used are 1/16th of texture
1077 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1078 * The glass 'shine' (or other desired detail) on each node face is supplied
1079 by the second texture specified in `tiles`.
1080 * `glasslike_framed_optional`
1081 * This switches between the above 2 drawtypes according to the menu setting
1084 * Often used for partially-transparent nodes.
1085 * External and internal sides of textures are visible.
1086 * `allfaces_optional`
1087 * Often used for leaves nodes.
1088 * This switches between `normal`, `glasslike` and `allfaces` according to
1089 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1090 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1091 is used instead, if present. This allows a visually thicker texture to be
1092 used to compensate for how `glasslike` reduces visual thickness.
1094 * A single vertical texture.
1095 * If placed on top of a node, uses the first texture specified in `tiles`.
1096 * If placed against the underside of a node, uses the second texture
1097 specified in `tiles`.
1098 * If placed on the side of a node, uses the third texture specified in
1099 `tiles` and is perpendicular to that node.
1101 * A single texture parallel to, and mounted against, the top, underside or
1104 * Two vertical and diagonal textures at right-angles to each other.
1105 * See `paramtype2 = "meshoptions"` above for other options.
1107 * When above a flat surface, appears as 6 textures, the central 2 as
1108 `plantlike` plus 4 more surrounding those.
1109 * If not above a surface the central 2 do not appear, but the texture
1110 appears against the faces of surrounding nodes if they are present.
1112 * A 3D model suitable for a wooden fence.
1113 * One placed node appears as a single vertical post.
1114 * Adjacently-placed nodes cause horizontal bars to appear between them.
1116 * Often used for tracks for mining carts.
1117 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1118 curved, t-junction, crossing.
1119 * Each placed node automatically switches to a suitable rotated texture
1120 determined by the adjacent `raillike` nodes, in order to create a
1121 continuous track network.
1122 * Becomes a sloping node if placed against stepped nodes.
1124 * Often used for stairs and slabs.
1125 * Allows defining nodes consisting of an arbitrary number of boxes.
1126 * See [Node boxes] below for more information.
1128 * Uses models for nodes.
1129 * Tiles should hold model materials textures.
1130 * Only static meshes are implemented.
1131 * For supported model formats see Irrlicht engine documentation.
1132 * `plantlike_rooted`
1133 * Enables underwater `plantlike` without air bubbles around the nodes.
1134 * Consists of a base cube at the co-ordinates of the node plus a
1135 `plantlike` extension above with a height of `param2 / 16` nodes.
1136 * The `plantlike` extension visually passes through any nodes above the
1137 base cube without affecting them.
1138 * The base cube texture tiles are defined as normal, the `plantlike`
1139 extension uses the defined special tile, for example:
1140 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1142 `*_optional` drawtypes need less rendering time if deactivated
1143 (always client-side).
1148 Node selection boxes are defined using "node boxes".
1150 A nodebox is defined as any of:
1153 -- A normal cube; the default in most things
1157 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1159 fixed = box OR {box1, box2, ...}
1162 -- A variable height box (or boxes) with the top face position defined
1163 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1165 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1167 fixed = box OR {box1, box2, ...}
1170 -- A box like the selection box for torches
1171 -- (wallmounted param2 is used, if applicable)
1172 type = "wallmounted",
1178 -- A node that has optional boxes depending on neighbouring nodes'
1179 -- presence and type. See also `connects_to`.
1181 fixed = box OR {box1, box2, ...}
1182 connect_top = box OR {box1, box2, ...}
1183 connect_bottom = box OR {box1, box2, ...}
1184 connect_front = box OR {box1, box2, ...}
1185 connect_left = box OR {box1, box2, ...}
1186 connect_back = box OR {box1, box2, ...}
1187 connect_right = box OR {box1, box2, ...}
1188 -- The following `disconnected_*` boxes are the opposites of the
1189 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1190 -- on the respective side, the corresponding disconnected box is drawn.
1191 disconnected_top = box OR {box1, box2, ...}
1192 disconnected_bottom = box OR {box1, box2, ...}
1193 disconnected_front = box OR {box1, box2, ...}
1194 disconnected_left = box OR {box1, box2, ...}
1195 disconnected_back = box OR {box1, box2, ...}
1196 disconnected_right = box OR {box1, box2, ...}
1197 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1198 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1199 -- neighbours to the sides
1202 A `box` is defined as:
1204 {x1, y1, z1, x2, y2, z2}
1206 A box of a regular node would look like:
1208 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1213 Map terminology and coordinates
1214 ===============================
1216 Nodes, mapblocks, mapchunks
1217 ---------------------------
1219 A 'node' is the fundamental cubic unit of a world and appears to a player as
1220 roughly 1x1x1 meters in size.
1222 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1223 fundamental region of a world that is stored in the world database, sent to
1224 clients and handled by many parts of the engine.
1225 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1226 'node', however 'block' often appears in the API.
1228 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1229 (80x80x80 nodes) and is the volume of world generated in one operation by
1231 The size in mapblocks has been chosen to optimise map generation.
1236 ### Orientation of axes
1238 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1240 ### Node coordinates
1242 Almost all positions used in the API use node coordinates.
1244 ### Mapblock coordinates
1246 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1247 specify a particular mapblock.
1248 For example blockpos (0,0,0) specifies the mapblock that extends from
1249 node position (0,0,0) to node position (15,15,15).
1251 #### Converting node position to the containing blockpos
1253 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1256 * blockpos = math.floor(nodepos / 16)
1258 #### Converting blockpos to min/max node positions
1260 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1264 nodepos = blockpos * 16
1266 nodepos = blockpos * 16 + 15
1277 The position field is used for all element types.
1279 To account for differing resolutions, the position coordinates are the
1280 percentage of the screen, ranging in value from `0` to `1`.
1282 The name field is not yet used, but should contain a description of what the
1283 HUD element represents. The direction field is the direction in which something
1286 `0` draws from left to right, `1` draws from right to left, `2` draws from
1287 top to bottom, and `3` draws from bottom to top.
1289 The `alignment` field specifies how the item will be aligned. It is a table
1290 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1291 moved to the left/up, and `1` is to the right/down. Fractional values can be
1294 The `offset` field specifies a pixel offset from the position. Contrary to
1295 position, the offset is not scaled to screen size. This allows for some
1296 precisely positioned items in the HUD.
1298 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1301 The `z_index` field specifies the order of HUD elements from back to front.
1302 Lower z-index elements are displayed behind higher z-index elements. Elements
1303 with same z-index are displayed in an arbitrary order. Default 0.
1304 Supports negative values.
1306 Below are the specific uses for fields in each type; fields not listed for that
1311 Displays an image on the HUD.
1313 * `scale`: The scale of the image, with 1 being the original texture size.
1314 Only the X coordinate scale is used (positive values).
1315 Negative values represent that percentage of the screen it
1316 should take; e.g. `x=-100` means 100% (width).
1317 * `text`: The name of the texture that is displayed.
1318 * `alignment`: The alignment of the image.
1319 * `offset`: offset in pixels from position.
1323 Displays text on the HUD.
1325 * `scale`: Defines the bounding rectangle of the text.
1326 A value such as `{x=100, y=100}` should work.
1327 * `text`: The text to be displayed in the HUD element.
1328 * `number`: An integer containing the RGB value of the color used to draw the
1329 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1330 * `alignment`: The alignment of the text.
1331 * `offset`: offset in pixels from position.
1335 Displays a horizontal bar made up of half-images.
1337 * `text`: The name of the texture that is used.
1338 * `number`: The number of half-textures that are displayed.
1339 If odd, will end with a vertically center-split texture.
1341 * `offset`: offset in pixels from position.
1342 * `size`: If used, will force full-image size to this value (override texture
1347 * `text`: The name of the inventory list to be displayed.
1348 * `number`: Number of items in the inventory to be displayed.
1349 * `item`: Position of item that is selected.
1351 * `offset`: offset in pixels from position.
1355 Displays distance to selected world position.
1357 * `name`: The name of the waypoint.
1358 * `text`: Distance suffix. Can be blank.
1359 * `number:` An integer containing the RGB value of the color used to draw the
1361 * `world_pos`: World position of the waypoint.
1366 Representations of simple things
1367 ================================
1372 {x=num, y=num, z=num}
1374 For helper functions see [Spatial Vectors].
1379 * `{type="nothing"}`
1380 * `{type="node", under=pos, above=pos}`
1381 * Indicates a pointed node selection box.
1382 * `under` refers to the node position behind the pointed face.
1383 * `above` refers to the node position in front of the pointed face.
1384 * `{type="object", ref=ObjectRef}`
1386 Exact pointing location (currently only `Raycast` supports these fields):
1388 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1389 point on the selection box which is pointed at. May be in the selection box
1390 if the pointer is in the box too.
1391 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1393 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1394 selected selection box. This specifies which face is pointed at.
1395 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1401 Flag Specifier Format
1402 =====================
1404 Flags using the standardized flag specifier format can be specified in either
1405 of two ways, by string or table.
1407 The string format is a comma-delimited set of flag names; whitespace and
1408 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1409 flag, and specifying a flag prefixed by the string `"no"` explicitly
1410 clears the flag from whatever the default may be.
1412 In addition to the standard string flag format, the schematic flags field can
1413 also be a table of flag names to boolean values representing whether or not the
1414 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1415 is present, mapped to a boolean of any value, the specified flag is unset.
1417 E.g. A flag field of value
1419 {place_center_x = true, place_center_y=false, place_center_z=true}
1423 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1425 which is equivalent to
1427 "place_center_x, noplace_center_y, place_center_z"
1431 "place_center_x, place_center_z"
1433 since, by default, no schematic attributes are set.
1444 There are three kinds of items: nodes, tools and craftitems.
1446 * Node: Can be placed in the world's voxel grid
1447 * Tool: Has a wear property but cannot be stacked. The default use action is to
1448 dig nodes or hit objects according to its tool capabilities.
1449 * Craftitem: Cannot dig nodes or be placed
1454 All item stacks have an amount between 0 and 65535. It is 1 by
1455 default. Tool item stacks can not have an amount greater than 1.
1457 Tools use a wear (damage) value ranging from 0 to 65535. The
1458 value 0 is the default and is used for unworn tools. The values
1459 1 to 65535 are used for worn tools, where a higher value stands for
1460 a higher wear. Non-tools always have a wear value of 0.
1465 Items and item stacks can exist in three formats: Serializes, table format
1468 When an item must be passed to a function, it can usually be in any of
1473 This is called "stackstring" or "itemstring". It is a simple string with
1474 1-3 components: the full item identifier, an optional amount and an optional
1477 <identifier> [<amount>[ <wear>]]
1481 * `'default:apple'`: 1 apple
1482 * `'default:dirt 5'`: 5 dirt
1483 * `'default:pick_stone'`: a new stone pickaxe
1484 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1492 {name="default:dirt", count=5, wear=0, metadata=""}
1494 A wooden pick about 1/3 worn out:
1496 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1500 {name="default:apple", count=1, wear=0, metadata=""}
1504 A native C++ format with many helper methods. Useful for converting
1505 between formats. See the [Class reference] section for details.
1513 In a number of places, there is a group table. Groups define the
1514 properties of a thing (item, node, armor of entity, capabilities of
1515 tool) in such a way that the engine and other mods can can interact with
1516 the thing without actually knowing what the thing is.
1521 Groups are stored in a table, having the group names with keys and the
1522 group ratings as values. Group ratings are integer values within the
1523 range [-32767, 32767]. For example:
1526 groups = {crumbly=3, soil=1}
1528 -- A more special dirt-kind of thing
1529 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1531 Groups always have a rating associated with them. If there is no
1532 useful meaning for a rating for an enabled group, it shall be `1`.
1534 When not defined, the rating of a group defaults to `0`. Thus when you
1535 read groups, you must interpret `nil` and `0` as the same value, `0`.
1537 You can read the rating of a group for an item or a node by using
1539 minetest.get_item_group(itemname, groupname)
1544 Groups of items can define what kind of an item it is (e.g. wool).
1549 In addition to the general item things, groups are used to define whether
1550 a node is destroyable and how long it takes to destroy by a tool.
1555 For entities, groups are, as of now, used only for calculating damage.
1556 The rating is the percentage of damage caused by tools with this damage group.
1557 See [Entity damage mechanism].
1559 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1560 object.set_armor_groups({fleshy=30, cracky=80})
1565 Groups in tools define which groups of nodes and entities they are
1568 Groups in crafting recipes
1569 --------------------------
1571 An example: Make meat soup from any meat, any water and any bowl:
1574 output = 'food:meat_soup_raw',
1580 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1583 Another example: Make red wool from white wool and red dye:
1587 output = 'wool:red',
1588 recipe = {'wool:white', 'group:dye,basecolor_red'},
1594 The asterisk `(*)` after a group name describes that there is no engine
1595 functionality bound to it, and implementation is left up as a suggestion
1598 ### Node, item and tool groups
1600 * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
1601 that the item should be hidden in item lists.
1604 ### Node-only groups
1606 * `attached_node`: if the node under it is not a walkable block the node will be
1607 dropped as an item. If the node is wallmounted the wallmounted direction is
1609 * `bouncy`: value is bounce speed in percent
1610 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1611 connect to each other
1612 * `dig_immediate`: Player can always pick up node without reducing tool wear
1613 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1614 * `3`: the node always gets the digging time 0 seconds (torch)
1615 * `disable_jump`: Player (and possibly other things) cannot jump from node
1616 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1617 * `falling_node`: if there is no walkable block under the node it will fall
1618 * `float`: the node will not fall through liquids
1619 * `level`: Can be used to give an additional sense of progression in the game.
1620 * A larger level will cause e.g. a weapon of a lower level make much less
1621 damage, and get worn out much faster, or not be able to get drops
1622 from destroyed nodes.
1623 * `0` is something that is directly accessible at the start of gameplay
1624 * There is no upper limit
1625 * See also: `leveldiff` in [Tools]
1626 * `slippery`: Players and items will slide on the node.
1627 Slipperiness rises steadily with `slippery` value, starting at 1.
1630 ### Tool-only groups
1632 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1633 `"toolrepair"` crafting recipe
1636 ### `ObjectRef` groups
1638 * `immortal`: Skips all damage and breath handling for an object. This group
1639 will also hide the integrated HUD status bars for players, and is
1640 automatically set to all players when damage is disabled on the server.
1641 * `punch_operable`: For entities; disables the regular damage mechanism for
1642 players punching it by hand or a non-tool item, so that it can do something
1643 else than take damage.
1647 Known damage and digging time defining groups
1648 ---------------------------------------------
1650 * `crumbly`: dirt, sand
1651 * `cracky`: tough but crackable stuff like stone.
1652 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1653 plants, wire, sheets of metal
1654 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1655 * `fleshy`: Living things like animals and the player. This could imply
1656 some blood effects when hitting.
1657 * `explody`: Especially prone to explosions
1658 * `oddly_breakable_by_hand`:
1659 Can be added to nodes that shouldn't logically be breakable by the
1660 hand but are. Somewhat similar to `dig_immediate`, but times are more
1661 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1662 speed of a tool if the tool can dig at a faster speed than this
1663 suggests for the hand.
1665 Examples of custom groups
1666 -------------------------
1668 Item groups are often used for defining, well, _groups of items_.
1670 * `meat`: any meat-kind of a thing (rating might define the size or healing
1671 ability or be irrelevant -- it is not defined as of yet)
1672 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1674 * `flammable`: can be set on fire. Rating might define the intensity of the
1675 fire, affecting e.g. the speed of the spreading of an open fire.
1676 * `wool`: any wool (any origin, any color)
1677 * `metal`: any metal
1678 * `weapon`: any weapon
1679 * `heavy`: anything considerably heavy
1681 Digging time calculation specifics
1682 ----------------------------------
1684 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1685 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1686 faster digging time.
1688 The `level` group is used to limit the toughness of nodes a tool can dig
1689 and to scale the digging times / damage to a greater extent.
1691 **Please do understand this**, otherwise you cannot use the system to it's
1694 Tools define their properties by a list of parameters for groups. They
1695 cannot dig other groups; thus it is important to use a standard bunch of
1696 groups to enable interaction with tools.
1709 * Full punch interval
1710 * Maximum drop level
1711 * For an arbitrary list of groups:
1712 * Uses (until the tool breaks)
1713 * Maximum level (usually `0`, `1`, `2` or `3`)
1717 ### Full punch interval
1719 When used as a weapon, the tool will do full damage if this time is spent
1720 between punches. If e.g. half the time is spent, the tool will do half
1723 ### Maximum drop level
1725 Suggests the maximum level of node, when dug with the tool, that will drop
1726 it's useful item. (e.g. iron ore to drop a lump of iron).
1728 This is not automated; it is the responsibility of the node definition
1733 Determines how many uses the tool has when it is used for digging a node,
1734 of this group, of the maximum level. For lower leveled nodes, the use count
1735 is multiplied by `3^leveldiff`.
1736 `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
1737 node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
1739 * `uses=10, leveldiff=0`: actual uses: 10
1740 * `uses=10, leveldiff=1`: actual uses: 30
1741 * `uses=10, leveldiff=2`: actual uses: 90
1745 Tells what is the maximum level of a node of this group that the tool will
1750 List of digging times for different ratings of the group, for nodes of the
1753 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1754 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1755 for this group, and unable to dig the rating `1`, which is the toughest.
1756 Unless there is a matching group that enables digging otherwise.
1758 If the result digging time is 0, a delay of 0.15 seconds is added between
1759 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1760 i.e. players can more quickly click the nodes away instead of holding LMB.
1764 List of damage for groups of entities. See [Entity damage mechanism].
1766 Example definition of the capabilities of a tool
1767 ------------------------------------------------
1769 tool_capabilities = {
1770 full_punch_interval=1.5,
1773 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1775 damage_groups = {fleshy=2},
1778 This makes the tool be able to dig nodes that fulfil both of these:
1780 * Have the `crumbly` group
1781 * Have a `level` group less or equal to `2`
1783 Table of resulting digging times:
1785 crumbly 0 1 2 3 4 <- level
1787 1 0.80 1.60 1.60 - -
1788 2 0.60 1.20 1.20 - -
1789 3 0.40 0.80 0.80 - -
1791 level diff: 2 1 0 -1 -2
1793 Table of resulting tool uses:
1802 * At `crumbly==0`, the node is not diggable.
1803 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1804 easy nodes to be quickly breakable.
1805 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1810 Entity damage mechanism
1811 =======================
1816 foreach group in cap.damage_groups:
1817 damage += cap.damage_groups[group]
1818 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1819 * (object.armor_groups[group] / 100.0)
1820 -- Where object.armor_groups[group] is 0 for inexistent values
1823 Client predicts damage based on damage groups. Because of this, it is able to
1824 give an immediate response when an entity is damaged or dies; the response is
1825 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1827 Currently a smoke puff will appear when an entity dies.
1829 The group `immortal` completely disables normal damage.
1831 Entities can define a special armor group, which is `punch_operable`. This
1832 group disables the regular damage mechanism for players punching it by hand or
1833 a non-tool item, so that it can do something else than take damage.
1835 On the Lua side, every punch calls:
1837 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1840 This should never be called directly, because damage is usually not handled by
1843 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1844 accessed unless absolutely required, to encourage interoperability.
1845 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1846 * `tool_capabilities` can be `nil`.
1847 * `direction` is a unit vector, pointing from the source of the punch to
1849 * `damage` damage that will be done to entity
1850 Return value of this function will determine if damage is done by this function
1851 (retval true) or shall be done by engine (retval false)
1853 To punch an entity/object in Lua, call:
1855 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1857 * Return value is tool wear.
1858 * Parameters are equal to the above callback.
1859 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1860 will be automatically filled in based on the location of `puncher`.
1871 The instance of a node in the world normally only contains the three values
1872 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
1873 It is called "node metadata"; See `NodeMetaRef`.
1875 Node metadata contains two things:
1880 Some of the values in the key-value store are handled specially:
1882 * `formspec`: Defines a right-click inventory menu. See [Formspec].
1883 * `infotext`: Text shown on the screen when the node is pointed at
1887 local meta = minetest.get_meta(pos)
1888 meta:set_string("formspec",
1890 "list[context;main;0,0;8,4;]"..
1891 "list[current_player;main;0,5;8,4;]")
1892 meta:set_string("infotext", "Chest");
1893 local inv = meta:get_inventory()
1894 inv:set_size("main", 8*4)
1895 print(dump(meta:to_table()))
1898 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1899 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1900 [10] = "", [11] = "", [12] = "", [13] = "",
1901 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1902 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1903 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1904 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1908 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1916 Item stacks can store metadata too. See [`ItemStackMetaRef`].
1918 Item metadata only contains a key-value store.
1920 Some of the values in the key-value store are handled specially:
1922 * `description`: Set the item stack's description. Defaults to
1924 * `color`: A `ColorString`, which sets the stack's color.
1925 * `palette_index`: If the item has a palette, this is used to get the
1926 current color from the palette.
1930 local meta = stack:get_meta()
1931 meta:set_string("key", "value")
1932 print(dump(meta:to_table()))
1940 Formspec defines a menu. This supports inventories and some of the
1941 typical widgets like buttons, checkboxes, text input fields, etc.
1942 It is a string, with a somewhat strange format.
1944 A formspec is made out of formspec elements, which includes widgets
1945 like buttons but also can be used to set stuff like background color.
1947 Many formspec elements have a `name`, which is a unique identifier which
1948 is used when the server receives user input. You must not use the name
1949 "quit" for formspec elements.
1951 Spaces and newlines can be inserted between the blocks, as is used in the
1954 Position and size units are inventory slots unless the new coordinate system
1955 is enabled. `X` and `Y` position the formspec element relative to the top left
1956 of the menu or container. `W` and `H` are its width and height values.
1958 If the new system is enabled, all elements have unified coordinates for all
1959 elements with no padding or spacing in between. This is highly recommended
1960 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
1963 Inventories with a `player:<name>` inventory location are only sent to the
1964 player named `<name>`.
1966 When displaying text which can contain formspec code, e.g. text set by a player,
1967 use `minetest.formspec_escape`.
1968 For coloured text you can use `minetest.colorize`.
1970 Since formspec version 3, elements drawn in the order they are defined. All
1971 background elements are drawn before all other elements.
1973 **WARNING**: do _not_ use a element name starting with `key_`; those names are
1974 reserved to pass key press events to formspec!
1976 **WARNING**: Minetest allows you to add elements to every single formspec instance
1977 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
1978 appearing when you don't expect them to, or why things are styled differently
1979 to normal. See [`no_prepend[]`] and [Styling Formspecs].
1987 list[context;main;0,0;8,4;]
1988 list[current_player;main;0,5;8,4;]
1993 list[context;fuel;2,3;1,1;]
1994 list[context;src;2,1;1,1;]
1995 list[context;dst;5,1;2,2;]
1996 list[current_player;main;0,5;8,4;]
1998 ### Minecraft-like player inventory
2001 image[1,0.6;1,2;player.png]
2002 list[current_player;main;0,3.5;8,4;]
2003 list[current_player;craft;3,0;3,3;]
2004 list[current_player;craftpreview;7,1;1,1;]
2009 ### `formspec_version[<version>]`
2011 * Set the formspec version to a certain number. If not specified,
2012 version 1 is assumed.
2013 * Must be specified before `size` element.
2014 * Clients older than this version can neither show newer elements nor display
2015 elements with new arguments correctly.
2016 * Available since feature `formspec_version_element`.
2018 ### `size[<W>,<H>,<fixed_size>]`
2020 * Define the size of the menu in inventory slots
2021 * `fixed_size`: `true`/`false` (optional)
2022 * deprecated: `invsize[<W>,<H>;]`
2024 ### `position[<X>,<Y>]`
2026 * Must be used after `size` element.
2027 * Defines the position on the game window of the formspec's `anchor` point.
2028 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
2030 * [0.0, 0.0] sets the position to the top left corner of the game window.
2031 * [1.0, 1.0] sets the position to the bottom right of the game window.
2032 * Defaults to the center of the game window [0.5, 0.5].
2034 ### `anchor[<X>,<Y>]`
2036 * Must be used after both `size` and `position` (if present) elements.
2037 * Defines the location of the anchor point within the formspec.
2038 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2040 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2041 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2042 * Defaults to the center of the formspec [0.5, 0.5].
2044 * `position` and `anchor` elements need suitable values to avoid a formspec
2045 extending off the game window due to particular game window sizes.
2049 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2050 * Disables player:set_formspec_prepend() from applying to this formspec.
2052 ### `real_coordinates[<bool>]`
2054 * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
2055 * When set to true, all following formspec elements will use the new coordinate system.
2056 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
2057 (if present), the form size will use the new coordinate system.
2058 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
2059 They must enable it explicitly.
2060 * For information on converting forms to the new coordinate system, see `Migrating
2061 to Real Coordinates`.
2063 ### `container[<X>,<Y>]`
2065 * Start of a container block, moves all physical elements in the container by
2067 * Must have matching `container_end`
2068 * Containers can be nested, in which case the offsets are added
2069 (child containers are relative to parent containers)
2071 ### `container_end[]`
2073 * End of a container, following elements are no longer relative to this
2076 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
2078 * Show an inventory list if it has been sent to the client. Nothing will
2079 be shown if the inventory list is of size 0.
2080 * **Note**: With the new coordinate system, the spacing between inventory
2081 slots is one-fourth the size of an inventory slot.
2083 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2085 * Show an inventory list if it has been sent to the client. Nothing will
2086 be shown if the inventory list is of size 0.
2087 * **Note**: With the new coordinate system, the spacing between inventory
2088 slots is one-fourth the size of an inventory slot.
2090 ### `listring[<inventory location>;<list name>]`
2092 * Allows to create a ring of inventory lists
2093 * Shift-clicking on items in one element of the ring
2094 will send them to the next inventory list inside the ring
2095 * The first occurrence of an element inside the ring will
2096 determine the inventory where items will be sent to
2100 * Shorthand for doing `listring[<inventory location>;<list name>]`
2101 for the last two inventory lists added by list[...]
2103 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2105 * Sets background color of slots as `ColorString`
2106 * Sets background color of slots on mouse hovering
2108 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2110 * Sets background color of slots as `ColorString`
2111 * Sets background color of slots on mouse hovering
2112 * Sets color of slots border
2114 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2116 * Sets background color of slots as `ColorString`
2117 * Sets background color of slots on mouse hovering
2118 * Sets color of slots border
2119 * Sets default background color of tooltips
2120 * Sets default font color of tooltips
2122 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2124 * Adds tooltip for an element
2125 * `bgcolor` tooltip background color as `ColorString` (optional)
2126 * `fontcolor` tooltip font color as `ColorString` (optional)
2128 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2130 * Adds tooltip for an area. Other tooltips will take priority when present.
2131 * `bgcolor` tooltip background color as `ColorString` (optional)
2132 * `fontcolor` tooltip font color as `ColorString` (optional)
2134 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2138 ### `animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>]`
2140 * Show an animated image. The image is drawn like a "vertical_frames" tile
2141 animation (See [Tile animation definition]), but uses a frame count/duration
2143 * `name`: Element name to send when an event occurs. The event value is the index of the current frame.
2144 * `texture name`: The image to use.
2145 * `frame count`: The number of frames animating the image.
2146 * `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
2147 * `frame start` (Optional): The index of the frame to start on. Default `1`.
2149 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2151 * Show an inventory image of registered item/node
2153 ### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
2155 * Sets background color of formspec.
2156 * `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
2157 of the non-fullscreen and the fullscreen background.
2158 * `fullscreen` (optional) can be one of the following:
2159 * `false`: Only the non-fullscreen background color is drawn. (default)
2160 * `true`: Only the fullscreen background color is drawn.
2161 * `both`: The non-fullscreen and the fullscreen background color are drawn.
2162 * `neither`: No background color is drawn.
2163 * Note: Leave a parameter empty to not modify the value.
2164 * Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
2165 are not bools are only available since formspec version 3.
2167 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2169 * Example for formspec 8x4 in 16x resolution: image shall be sized
2170 8 times 16px times 4 times 16px.
2172 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2174 * Example for formspec 8x4 in 16x resolution:
2175 image shall be sized 8 times 16px times 4 times 16px
2176 * If `auto_clip` is `true`, the background is clipped to the formspec size
2177 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2179 ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2181 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2182 * Middle is a rect which defines the middle of the 9-slice.
2183 * `x` - The middle will be x pixels from all sides.
2184 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2185 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2186 will be added to the width and height of the texture, allowing it to be used as the
2187 distance from the far end.
2188 * All numbers in middle are integers.
2189 * Example for formspec 8x4 in 16x resolution:
2190 image shall be sized 8 times 16px times 4 times 16px
2191 * If `auto_clip` is `true`, the background is clipped to the formspec size
2192 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2193 * Available since formspec version 2
2195 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2197 * Textual password style field; will be sent to server when a button is clicked
2198 * When enter is pressed in field, fields.key_enter_field will be sent with the
2200 * With the old coordinate system, fields are a set height, but will be vertically
2201 centred on `H`. With the new coordinate system, `H` will modify the height.
2202 * `name` is the name of the field as returned in fields to `on_receive_fields`
2203 * `label`, if not blank, will be text printed on the top left above the field
2204 * See `field_close_on_enter` to stop enter closing the formspec
2206 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2208 * Textual field; will be sent to server when a button is clicked
2209 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2210 the name of this field.
2211 * With the old coordinate system, fields are a set height, but will be vertically
2212 centred on `H`. With the new coordinate system, `H` will modify the height.
2213 * `name` is the name of the field as returned in fields to `on_receive_fields`
2214 * `label`, if not blank, will be text printed on the top left above the field
2215 * `default` is the default value of the field
2216 * `default` may contain variable references such as `${text}` which
2217 will fill the value from the metadata value `text`
2218 * **Note**: no extra text or more than a single variable is supported ATM.
2219 * See `field_close_on_enter` to stop enter closing the formspec
2221 ### `field[<name>;<label>;<default>]`
2223 * As above, but without position/size units
2224 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2225 the name of this field.
2226 * Special field for creating simple forms, such as sign text input
2227 * Must be used without a `size[]` element
2228 * A "Proceed" button will be added automatically
2229 * See `field_close_on_enter` to stop enter closing the formspec
2231 ### `field_close_on_enter[<name>;<close_on_enter>]`
2233 * <name> is the name of the field
2234 * if <close_on_enter> is false, pressing enter in the field will submit the
2235 form but not close it.
2236 * defaults to true when not specified (ie: no tag for a field)
2238 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2240 * Same as fields above, but with multi-line input
2241 * If the text overflows, a vertical scrollbar is added.
2242 * If the name is empty, the textarea is read-only and
2243 the background is not shown, which corresponds to a multi-line label.
2245 ### `label[<X>,<Y>;<label>]`
2247 * The label formspec element displays the text set in `label`
2248 at the specified position.
2249 * **Note**: If the new coordinate system is enabled, labels are
2250 positioned from the center of the text, not the top.
2251 * The text is displayed directly without automatic line breaking,
2252 so label should not be used for big text chunks. Newlines can be
2253 used to make labels multiline.
2254 * **Note**: With the new coordinate system, newlines are spaced with
2255 half a coordinate. With the old system, newlines are spaced 2/5 of
2258 ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
2259 * Displays a static formatted text with hyperlinks.
2260 * **Note**: This element is currently unstable and subject to change.
2261 * `x`, `y`, `w` and `h` work as per field
2262 * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
2263 * `text` is the formatted text using `Markup Language` described below.
2265 ### `vertlabel[<X>,<Y>;<label>]`
2266 * Textual label drawn vertically
2267 * `label` is the text on the label
2268 * **Note**: If the new coordinate system is enabled, vertlabels are
2269 positioned from the center of the text, not the left.
2271 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2273 * Clickable button. When clicked, fields will be sent.
2274 * With the old coordinate system, buttons are a set height, but will be vertically
2275 centred on `H`. With the new coordinate system, `H` will modify the height.
2276 * `label` is the text on the button
2278 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2280 * `texture name` is the filename of an image
2281 * **Note**: Height is supported on both the old and new coordinate systems
2284 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2286 * `texture name` is the filename of an image
2287 * `noclip=true` means the image button doesn't need to be within specified
2289 * `drawborder`: draw button border or not
2290 * `pressed texture name` is the filename of an image on pressed state
2292 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2294 * `item name` is the registered name of an item/node
2295 * The item description will be used as the tooltip. This can be overridden with
2298 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2300 * When clicked, fields will be sent and the form will quit.
2301 * Same as `button` in all other respects.
2303 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2305 * When clicked, fields will be sent and the form will quit.
2306 * Same as `image_button` in all other respects.
2308 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2310 * Scrollable item list showing arbitrary text elements
2311 * `name` fieldname sent to server on doubleclick value is current selected
2313 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2315 * if you want a listelement to start with "#" write "##".
2317 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2319 * Scrollable itemlist showing arbitrary text elements
2320 * `name` fieldname sent to server on doubleclick value is current selected
2322 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2323 * if you want a listelement to start with "#" write "##"
2324 * Index to be selected within textlist
2325 * `true`/`false`: draw transparent background
2326 * See also `minetest.explode_textlist_event`
2327 (main menu: `core.explode_textlist_event`).
2329 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2331 * Show a tab**header** at specific position (ignores formsize)
2332 * `X` and `Y`: position of the tabheader
2333 * *Note*: Width and height are automatically chosen with this syntax
2334 * `name` fieldname data is transferred to Lua
2335 * `caption 1`...: name shown on top of tab
2336 * `current_tab`: index of selected tab 1...
2337 * `transparent` (optional): if true, tabs are semi-transparent
2338 * `draw_border` (optional): if true, draw a thin line at tab base
2340 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2342 * Show a tab**header** at specific position (ignores formsize)
2343 * **Important note**: This syntax for tabheaders can only be used with the
2344 new coordinate system.
2345 * `X` and `Y`: position of the tabheader
2346 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2347 * `name` fieldname data is transferred to Lua
2348 * `caption 1`...: name shown on top of tab
2349 * `current_tab`: index of selected tab 1...
2350 * `transparent` (optional): show transparent
2351 * `draw_border` (optional): draw border
2353 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2355 * Show a tab**header** at specific position (ignores formsize)
2356 * **Important note**: This syntax for tabheaders can only be used with the
2357 new coordinate system.
2358 * `X` and `Y`: position of the tabheader
2359 * `W` and `H`: width and height of the tabheader
2360 * `name` fieldname data is transferred to Lua
2361 * `caption 1`...: name shown on top of tab
2362 * `current_tab`: index of selected tab 1...
2363 * `transparent` (optional): show transparent
2364 * `draw_border` (optional): draw border
2366 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2368 * Simple colored box
2369 * `color` is color specified as a `ColorString`.
2370 If the alpha component is left blank, the box will be semitransparent.
2372 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2374 * Show a dropdown field
2375 * **Important note**: There are two different operation modes:
2376 1. handle directly on change (only changed dropdown is submitted)
2377 2. read the value on pressing a button (all dropdown values are available)
2378 * `X` and `Y`: position of the dropdown
2379 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2380 * Fieldname data is transferred to Lua
2381 * Items to be shown in dropdown
2382 * Index of currently selected dropdown item
2384 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2386 * Show a dropdown field
2387 * **Important note**: This syntax for dropdowns can only be used with the
2388 new coordinate system.
2389 * **Important note**: There are two different operation modes:
2390 1. handle directly on change (only changed dropdown is submitted)
2391 2. read the value on pressing a button (all dropdown values are available)
2392 * `X` and `Y`: position of the dropdown
2393 * `W` and `H`: width and height of the dropdown
2394 * Fieldname data is transferred to Lua
2395 * Items to be shown in dropdown
2396 * Index of currently selected dropdown item
2398 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2401 * `name` fieldname data is transferred to Lua
2402 * `label` to be shown left of checkbox
2403 * `selected` (optional): `true`/`false`
2404 * **Note**: If the new coordinate system is enabled, checkboxes are
2405 positioned from the center of the checkbox, not the top.
2407 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2409 * Show a scrollbar using options defined by the previous `scrollbaroptions[]`
2410 * There are two ways to use it:
2411 1. handle the changed event (only changed scrollbar is available)
2412 2. read the value on pressing a button (all scrollbars are available)
2413 * `orientation`: `vertical`/`horizontal`
2414 * Fieldname data is transferred to Lua
2415 * Value of this trackbar is set to (`0`-`1000`) by default
2416 * See also `minetest.explode_scrollbar_event`
2417 (main menu: `core.explode_scrollbar_event`).
2419 ### `scrollbaroptions[opt1;opt2;...]`
2420 * Sets options for all following `scrollbar[]` elements
2422 * Sets scrollbar minimum value, defaults to `0`.
2424 * Sets scrollbar maximum value, defaults to `1000`.
2425 If the max is equal to the min, the scrollbar will be disabled.
2427 * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
2429 * If this is set to a negative number, the value will be reset to `10`.
2431 * Sets scrollbar step value used by page up and page down.
2432 * If this is set to a negative number, the value will be reset to `100`.
2434 * Sets size of the thumb on the scrollbar. Size is calculated in the number of
2435 units the thumb spans out of the range of the scrollbar values.
2436 * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
2437 would span a tenth of the scrollbar space.
2438 * If this is set to zero or less, the value will be reset to `1`.
2439 * `arrows=<show/hide/default>`
2440 * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
2441 when the scrollbar gets too small, but shows them otherwise.
2443 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2445 * Show scrollable table using options defined by the previous `tableoptions[]`
2446 * Displays cells as defined by the previous `tablecolumns[]`
2447 * `name`: fieldname sent to server on row select or doubleclick
2448 * `cell 1`...`cell n`: cell contents given in row-major order
2449 * `selected idx`: index of row to be selected within table (first row = `1`)
2450 * See also `minetest.explode_table_event`
2451 (main menu: `core.explode_table_event`).
2453 ### `tableoptions[<opt 1>;<opt 2>;...]`
2455 * Sets options for `table[]`
2457 * default text color (`ColorString`), defaults to `#FFFFFF`
2458 * `background=#RRGGBB`
2459 * table background color (`ColorString`), defaults to `#000000`
2460 * `border=<true/false>`
2461 * should the table be drawn with a border? (default: `true`)
2462 * `highlight=#RRGGBB`
2463 * highlight background color (`ColorString`), defaults to `#466432`
2464 * `highlight_text=#RRGGBB`
2465 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2466 * `opendepth=<value>`
2467 * all subtrees up to `depth < value` are open (default value = `0`)
2468 * only useful when there is a column of type "tree"
2470 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2472 * Sets columns for `table[]`
2473 * Types: `text`, `image`, `color`, `indent`, `tree`
2474 * `text`: show cell contents as text
2475 * `image`: cell contents are an image index, use column options to define
2477 * `color`: cell contents are a ColorString and define color of following
2479 * `indent`: cell contents are a number and define indentation of following
2481 * `tree`: same as indent, but user can open and close subtrees
2485 * for `text` and `image`: content alignment within cells.
2486 Available values: `left` (default), `center`, `right`, `inline`
2488 * for `text` and `image`: minimum width in em (default: `0`)
2489 * for `indent` and `tree`: indent width in em (default: `1.5`)
2490 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2491 Exception: defaults to 0 for indent columns
2492 * `tooltip=<value>`: tooltip text (default: empty)
2493 * `image` column options:
2494 * `0=<value>` sets image for image index 0
2495 * `1=<value>` sets image for image index 1
2496 * `2=<value>` sets image for image index 2
2497 * and so on; defined indices need not be contiguous empty or
2498 non-numeric cells are treated as `0`.
2499 * `color` column options:
2500 * `span=<value>`: number of following columns to affect
2501 (default: infinite).
2503 ### `style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]`
2505 * Set the style for the named element(s) `name`.
2506 * Note: this **must** be before the element is defined.
2507 * See [Styling Formspecs].
2510 ### `style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]`
2512 * Sets the style for all elements of type(s) `type` which appear after this element.
2513 * See [Styling Formspecs].
2515 Migrating to Real Coordinates
2516 -----------------------------
2518 In the old system, positions included padding and spacing. Padding is a gap between
2519 the formspec window edges and content, and spacing is the gaps between items. For
2520 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2521 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2522 in the new coordinate system from scratch.
2524 To recreate an old layout with padding, you'll need to pass the positions and sizes
2525 through the following formula to re-introduce padding:
2528 pos = (oldpos + 1)*spacing + padding
2534 You'll need to change the `size[]` tag like this:
2537 size = (oldsize-1)*spacing + padding*2 + 1
2540 A few elements had random offsets in the old system. Here is a table which shows these
2541 offsets when migrating:
2543 | Element | Position | Size | Notes
2544 |---------|------------|---------|-------
2545 | box | +0.3, +0.1 | 0, -0.4 |
2546 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2547 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2548 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2553 Formspec elements can be themed using the style elements:
2555 style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]
2556 style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]
2560 property_name=property_value
2562 A name/type can optionally be a comma separated list of names/types, like so:
2564 world_delete,world_create,world_configure
2569 style_type[button;bgcolor=#006699]
2570 style[world_delete;bgcolor=red;textcolor=yellow]
2571 button[4,3.95;2.6,1;world_delete;Delete]
2573 Setting a property to nothing will reset it to the default value. For example:
2575 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2576 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2579 ### Supported Element Types
2581 Some types may inherit styles from parent types.
2583 * animated_image, inherits from image
2585 * button_exit, inherits from button
2592 * pwdfield, inherits from field
2595 * vertlabel, inherits from field
2601 ### Valid Properties
2604 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2606 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2607 * Default to false in formspec_version version 3 or higher
2608 * button, button_exit, image_button, item_image_button
2609 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2610 * bgcolor - color, sets button tint.
2611 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
2612 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
2613 * bgimg - standard background image. Defaults to none.
2614 * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
2615 * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
2616 See background9[] documentation for more details
2617 * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
2618 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
2619 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2620 * textcolor - color, default white.
2622 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2624 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2626 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2628 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2629 * field, pwdfield, textarea
2630 * border - set to false to hide the textbox background and border. Default true.
2631 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2632 * textcolor - color. Default white.
2634 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2635 * Default to false in formspec_version version 3 or higher
2637 * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
2639 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2640 * image_button (additional properties)
2641 * fgimg - standard image. Defaults to none.
2642 * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
2643 * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
2644 * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
2646 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2647 * textcolor - color. Default white.
2652 Markup language used in `hypertext[]` elements uses tags that look like HTML tags.
2653 The markup language is currently unstable and subject to change. Use with caution.
2654 Some tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
2655 Tags can have attributes, in that case, attributes are in the opening tag in
2656 form of a key/value separated with equal signs. Attribute values should not be quoted.
2658 These are the technically basic tags but see below for usual tags. Base tags are:
2660 `<style color=... font=... size=...>...</style>`
2662 Changes the style of the text.
2664 * `color`: Text color. Given color is a `colorspec`.
2665 * `size`: Text size.
2666 * `font`: Text font (`mono` or `normal`).
2668 `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
2673 * `background`: Text background, a `colorspec` or `none`.
2674 * `margin`: Page margins in pixel.
2675 * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
2677 Inheriting styles (affects child elements):
2678 * `color`: Default text color. Given color is a `colorspec`.
2679 * `hovercolor`: Color of <action> tags when mouse is over.
2680 * `size`: Default text size.
2681 * `font`: Default text font (`mono` or `normal`).
2682 * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
2684 This tag needs to be placed only once as it changes the global settings of the
2685 text. Anyway, if several tags are placed, each changed will be made in the order
2688 `<tag name=... color=... hovercolor=... font=... size=...>`
2690 Defines or redefines tag style. This can be used to define new tags.
2691 * `name`: Name of the tag to define or change.
2692 * `color`: Text color. Given color is a `colorspec`.
2693 * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
2694 * `size`: Text size.
2695 * `font`: Text font (`mono` or `normal`).
2697 Following tags are the usual tags for text layout. They are defined by default.
2698 Other tags can be added using `<tag ...>` tag.
2700 `<normal>...</normal>`: Normal size text
2702 `<big>...</big>`: Big text
2704 `<bigger>...</bigger>`: Bigger text
2706 `<center>...</center>`: Centered text
2708 `<left>...</left>`: Left-aligned text
2710 `<right>...</right>`: Right-aligned text
2712 `<justify>...</justify>`: Justified text
2714 `<mono>...</mono>`: Monospaced font
2716 `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
2718 `<action name=...>...</action>`
2720 Make that text a clickable text triggering an action.
2722 * `name`: Name of the action (mandatory).
2724 When clicked, the formspec is send to the server. The value of the text field
2725 sent to `on_player_receive_fields` will be "action:" concatenated to the action
2728 `<img name=... float=... width=... height=...>`
2730 Draws an image which is present in the client media cache.
2732 * `name`: Name of the texture (mandatory).
2733 * `float`: If present, makes the image floating (`left` or `right`).
2734 * `width`: Force image width instead of taking texture width.
2735 * `height`: Force image height instead of taking texture height.
2737 If only width or height given, texture aspect is kept.
2739 `<item name=... float=... width=... height=... rotate=...>`
2741 Draws an item image.
2743 * `name`: Item string of the item to draw (mandatory).
2744 * `float`: If present, makes the image floating (`left` or `right`).
2745 * `width`: Item image width.
2746 * `height`: Item image height.
2747 * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
2748 rotation speeds in percent of standard speed (-1000 to 1000). Works only if
2749 `inventory_items_animations` is set to true.
2750 * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
2751 X, Y and Z being angles around each three axes. Works only if
2752 `inventory_items_animations` is set to true.
2760 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2761 * `"current_player"`: Player to whom the menu is shown
2762 * `"player:<name>"`: Any player
2763 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2764 * `"detached:<name>"`: A detached inventory
2766 Player Inventory lists
2767 ----------------------
2769 * `main`: list containing the default inventory
2770 * `craft`: list containing the craft input
2771 * `craftpreview`: list containing the craft prediction
2772 * `craftresult`: list containing the crafted output
2773 * `hand`: list containing an override for the empty hand
2774 * Is not created automatically, use `InvRef:set_size`
2775 * Is only used to enhance the empty hand's tool capabilities
2783 `#RGB` defines a color in hexadecimal format.
2785 `#RGBA` defines a color in hexadecimal format and alpha channel.
2787 `#RRGGBB` defines a color in hexadecimal format.
2789 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2791 Named colors are also supported and are equivalent to
2792 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2793 To specify the value of the alpha channel, append `#AA` to the end of the color
2794 name (e.g. `colorname#08`). For named colors the hexadecimal string
2795 representing the alpha value must (always) be two hexadecimal digits.
2800 A ColorSpec specifies a 32-bit color. It can be written in any of the following
2803 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
2804 * `colorspec = {a=255, r=0, g=255, b=0}`
2805 * numerical form: The raw integer value of an ARGB8 quad:
2806 * `colorspec = 0xFF00FF00`
2807 * string form: A ColorString (defined above):
2808 * `colorspec = "green"`
2816 Most text can contain escape sequences, that can for example color the text.
2817 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2818 The following functions provide escape sequences:
2820 * `minetest.get_color_escape_sequence(color)`:
2821 * `color` is a ColorString
2822 * The escape sequence sets the text color to `color`
2823 * `minetest.colorize(color, message)`:
2825 `minetest.get_color_escape_sequence(color) ..
2827 minetest.get_color_escape_sequence("#ffffff")`
2828 * `minetest.get_background_escape_sequence(color)`
2829 * `color` is a ColorString
2830 * The escape sequence sets the background of the whole text element to
2831 `color`. Only defined for item descriptions and tooltips.
2832 * `minetest.strip_foreground_colors(str)`
2833 * Removes foreground colors added by `get_color_escape_sequence`.
2834 * `minetest.strip_background_colors(str)`
2835 * Removes background colors added by `get_background_escape_sequence`.
2836 * `minetest.strip_colors(str)`
2837 * Removes all color escape sequences.
2844 A spatial vector is similar to a position, but instead using
2845 absolute world coordinates, it uses *relative* coordinates, relative to
2846 no particular point.
2848 Internally, it is implemented as a table with the 3 fields
2849 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
2851 For the following functions, `v`, `v1`, `v2` are vectors,
2852 `p1`, `p2` are positions:
2854 * `vector.new(a[, b, c])`:
2856 * A copy of `a` if `a` is a vector.
2857 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2858 * `vector.direction(p1, p2)`:
2859 * Returns a vector of length 1 with direction `p1` to `p2`.
2860 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2861 * `vector.distance(p1, p2)`:
2862 * Returns zero or a positive number, the distance between `p1` and `p2`.
2863 * `vector.length(v)`:
2864 * Returns zero or a positive number, the length of vector `v`.
2865 * `vector.normalize(v)`:
2866 * Returns a vector of length 1 with direction of vector `v`.
2867 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2868 * `vector.floor(v)`:
2869 * Returns a vector, each dimension rounded down.
2870 * `vector.round(v)`:
2871 * Returns a vector, each dimension rounded to nearest integer.
2872 * `vector.apply(v, func)`:
2873 * Returns a vector where the function `func` has been applied to each
2875 * `vector.equals(v1, v2)`:
2876 * Returns a boolean, `true` if the vectors are identical.
2877 * `vector.sort(v1, v2)`:
2878 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2879 * `vector.angle(v1, v2)`:
2880 * Returns the angle between `v1` and `v2` in radians.
2881 * `vector.dot(v1, v2)`
2882 * Returns the dot product of `v1` and `v2`
2883 * `vector.cross(v1, v2)`
2884 * Returns the cross product of `v1` and `v2`
2886 For the following functions `x` can be either a vector or a number:
2888 * `vector.add(v, x)`:
2890 * If `x` is a vector: Returns the sum of `v` and `x`.
2891 * If `x` is a number: Adds `x` to each component of `v`.
2892 * `vector.subtract(v, x)`:
2894 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
2895 * If `x` is a number: Subtracts `x` from each component of `v`.
2896 * `vector.multiply(v, x)`:
2897 * Returns a scaled vector or Schur product.
2898 * `vector.divide(v, x)`:
2899 * Returns a scaled vector or Schur quotient.
2907 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2908 human-readable, handles reference loops.
2909 * `obj`: arbitrary variable
2910 * `name`: string, default: `"_"`
2911 * `dumped`: table, default: `{}`
2912 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2913 * `obj`: arbitrary variable
2914 * `dumped`: table, default: `{}`
2915 * `math.hypot(x, y)`
2916 * Get the hypotenuse of a triangle with legs x and y.
2917 Useful for distance calculation.
2918 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2919 * Get the sign of a number.
2920 * tolerance: number, default: `0.0`
2921 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2923 * `math.factorial(x)`: returns the factorial of `x`
2924 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2925 * `separator`: string, default: `","`
2926 * `include_empty`: boolean, default: `false`
2927 * `max_splits`: number, if it's negative, splits aren't limited,
2929 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2930 string or a pattern (regex), default: `false`
2931 * e.g. `"a,b":split","` returns `{"a","b"}`
2932 * `string:trim()`: returns the string without whitespace pre- and suffixes
2933 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2934 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2935 * Adds newlines to the string to keep it within the specified character
2937 * Note that the returned lines may be longer than the limit since it only
2938 splits at word borders.
2939 * `limit`: number, maximal amount of characters in one line
2940 * `as_table`: boolean, if set to true, a table of lines instead of a string
2941 is returned, default: `false`
2942 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2943 * `pos`: table {x=X, y=Y, z=Z}
2944 * Converts the position `pos` to a human-readable, printable string
2945 * `decimal_places`: number, if specified, the x, y and z values of
2946 the position are rounded to the given decimal place.
2947 * `minetest.string_to_pos(string)`: returns a position or `nil`
2948 * Same but in reverse.
2949 * If the string can't be parsed to a position, nothing is returned.
2950 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2951 * Converts a string representing an area box into two positions
2952 * `minetest.formspec_escape(string)`: returns a string
2953 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2955 * `minetest.is_yes(arg)`
2956 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2957 * `minetest.is_nan(arg)`
2958 * returns true when the passed number represents NaN.
2959 * `minetest.get_us_time()`
2960 * returns time with microsecond precision. May not return wall time.
2961 * `table.copy(table)`: returns a table
2962 * returns a deep copy of `table`
2963 * `table.indexof(list, val)`: returns the smallest numerical index containing
2964 the value `val` in the table `list`. Non-numerical indices are ignored.
2965 If `val` could not be found, `-1` is returned. `list` must not have
2967 * `table.insert_all(table, other_table)`:
2968 * Appends all values in `other_table` to `table` - uses `#table + 1` to
2970 * `table.key_value_swap(t)`: returns a table with keys and values swapped
2971 * If multiple keys in `t` map to the same value, the result is undefined.
2972 * `table.shuffle(table, [from], [to], [random_func])`:
2973 * Shuffles elements `from` to `to` in `table` in place
2974 * `from` defaults to `1`
2975 * `to` defaults to `#table`
2976 * `random_func` defaults to `math.random`. This function receives two
2977 integers as arguments and should return a random integer inclusively
2979 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2981 * returns the exact position on the surface of a pointed node
2982 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool
2984 Returns a table with the following fields:
2985 * `diggable`: `true` if node can be dug, `false` otherwise.
2986 * `time`: Time it would take to dig the node.
2987 * `wear`: How much wear would be added to the tool.
2988 `time` and `wear` are meaningless if node's not diggable
2990 * `groups`: Table of the node groups of the node that would be dug
2991 * `tool_capabilities`: Tool capabilities table of the tool
2992 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
2993 Simulates an item that punches an object.
2994 Returns a table with the following fields:
2995 * `hp`: How much damage the punch would cause.
2996 * `wear`: How much wear would be added to the tool.
2998 * `groups`: Damage groups of the object
2999 * `tool_capabilities`: Tool capabilities table of the item
3000 * `time_from_last_punch`: time in seconds since last punch action
3008 Texts can be translated client-side with the help of `minetest.translate` and
3011 Translating a string
3012 --------------------
3014 Two functions are provided to translate strings: `minetest.translate` and
3015 `minetest.get_translator`.
3017 * `minetest.get_translator(textdomain)` is a simple wrapper around
3018 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
3019 equivalent to `minetest.translate(textdomain, str, ...)`.
3020 It is intended to be used in the following way, so that it avoids verbose
3021 repetitions of `minetest.translate`:
3023 local S = minetest.get_translator(textdomain)
3026 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
3028 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
3029 the given `textdomain` for disambiguation. The textdomain must match the
3030 textdomain specified in the translation file in order to get the string
3031 translated. This can be used so that a string is translated differently in
3033 It is advised to use the name of the mod as textdomain whenever possible, to
3034 avoid clashes with other mods.
3035 This function must be given a number of arguments equal to the number of
3036 arguments the translated string expects.
3037 Arguments are literal strings -- they will not be translated, so if you want
3038 them to be, they need to come as outputs of `minetest.translate` as well.
3040 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
3041 by the translation of "Red". We can do the following:
3043 local S = minetest.get_translator()
3044 S("@1 Wool", S("Red"))
3046 This will be displayed as "Red Wool" on old clients and on clients that do
3047 not have localization enabled. However, if we have for instance a translation
3048 file named `wool.fr.tr` containing the following:
3053 this will be displayed as "Laine Rouge" on clients with a French locale.
3055 Operations on translated strings
3056 --------------------------------
3058 The output of `minetest.translate` is a string, with escape sequences adding
3059 additional information to that string so that it can be translated on the
3060 different clients. In particular, you can't expect operations like string.length
3061 to work on them like you would expect them to, or string.gsub to work in the
3062 expected manner. However, string concatenation will still work as expected
3063 (note that you should only use this for things like formspecs; do not translate
3064 sentences by breaking them into parts; arguments should be used instead), and
3065 operations such as `minetest.colorize` which are also concatenation.
3067 Translation file format
3068 -----------------------
3070 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
3071 it corresponds to. It must be put into the `locale` subdirectory of the mod.
3072 The file should be a text file, with the following format:
3074 * Lines beginning with `# textdomain:` (the space is significant) can be used
3075 to specify the text domain of all following translations in the file.
3076 * All other empty lines or lines beginning with `#` are ignored.
3077 * Other lines should be in the format `original=translated`. Both `original`
3078 and `translated` can contain escape sequences beginning with `@` to insert
3079 arguments, literal `@`, `=` or newline (See [Escapes] below).
3080 There must be no extraneous whitespace around the `=` or at the beginning or
3081 the end of the line.
3086 Strings that need to be translated can contain several escapes, preceded by `@`.
3088 * `@@` acts as a literal `@`.
3089 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
3090 string that will be inlined when translated. Due to how translations are
3091 implemented, the original translation string **must** have its arguments in
3092 increasing order, without gaps or repetitions, starting from 1.
3093 * `@=` acts as a literal `=`. It is not required in strings given to
3094 `minetest.translate`, but is in translation files to avoid being confused
3095 with the `=` separating the original from the translation.
3096 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
3097 As with `@=`, this escape is not required in strings given to
3098 `minetest.translate`, but is in translation files.
3099 * `@n` acts as a literal newline as well.
3107 Perlin noise creates a continuously-varying value depending on the input values.
3108 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
3109 The result is used during map generation to create the terrain shape, vary heat
3110 and humidity to distribute biomes, vary the density of decorations or vary the
3113 Structure of perlin noise
3114 -------------------------
3116 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
3117 The smooth wavy noise it generates has a single characteristic scale, almost
3118 like a 'wavelength', so on its own does not create fine detail.
3119 Due to this perlin noise combines several octaves to create variation on
3120 multiple scales. Each additional octave has a smaller 'wavelength' than the
3123 This combination results in noise varying very roughly between -2.0 and 2.0 and
3124 with an average value of 0.0, so `scale` and `offset` are then used to multiply
3125 and offset the noise variation.
3127 The final perlin noise variation is created as follows:
3129 noise = offset + scale * (octave1 +
3130 octave2 * persistence +
3131 octave3 * persistence ^ 2 +
3132 octave4 * persistence ^ 3 +
3138 Noise Parameters are commonly called `NoiseParams`.
3142 After the multiplication by `scale` this is added to the result and is the final
3143 step in creating the noise value.
3144 Can be positive or negative.
3148 Once all octaves have been combined, the result is multiplied by this.
3149 Can be positive or negative.
3153 For octave1, this is roughly the change of input value needed for a very large
3154 variation in the noise value generated by octave1. It is almost like a
3155 'wavelength' for the wavy noise variation.
3156 Each additional octave has a 'wavelength' that is smaller than the previous
3157 octave, to create finer detail. `spread` will therefore roughly be the typical
3158 size of the largest structures in the final noise variation.
3160 `spread` is a vector with values for x, y, z to allow the noise variation to be
3161 stretched or compressed in the desired axes.
3162 Values are positive numbers.
3166 This is a whole number that determines the entire pattern of the noise
3167 variation. Altering it enables different noise patterns to be created.
3168 With other parameters equal, different seeds produce different noise patterns
3169 and identical seeds produce identical noise patterns.
3171 For this parameter you can randomly choose any whole number. Usually it is
3172 preferable for this to be different from other seeds, but sometimes it is useful
3173 to be able to create identical noise patterns.
3175 When used in mapgen this is actually a 'seed offset', it is added to the
3176 'world seed' to create the seed used by the noise, to ensure the noise has a
3177 different pattern in different worlds.
3181 The number of simple noise generators that are combined.
3182 A whole number, 1 or more.
3183 Each additional octave adds finer detail to the noise but also increases the
3184 noise calculation load.
3185 3 is a typical minimum for a high quality, complex and natural-looking noise
3186 variation. 1 octave has a slight 'gridlike' appearence.
3188 Choose the number of octaves according to the `spread` and `lacunarity`, and the
3189 size of the finest detail you require. For example:
3190 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
3191 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
3192 512, 256, 128, 64, 32, 16 nodes.
3193 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
3197 Each additional octave has an amplitude that is the amplitude of the previous
3198 octave multiplied by `persistence`, to reduce the amplitude of finer details,
3199 as is often helpful and natural to do so.
3200 Since this controls the balance of fine detail to large-scale detail
3201 `persistence` can be thought of as the 'roughness' of the noise.
3203 A positive or negative non-zero number, often between 0.3 and 1.0.
3204 A common medium value is 0.5, such that each octave has half the amplitude of
3205 the previous octave.
3206 This may need to be tuned when altering `lacunarity`; when doing so consider
3207 that a common medium value is 1 / lacunarity.
3211 Each additional octave has a 'wavelength' that is the 'wavelength' of the
3212 previous octave multiplied by 1 / lacunarity, to create finer detail.
3213 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
3215 A positive number no smaller than 1.0.
3216 Values below 2.0 create higher quality noise at the expense of requiring more
3217 octaves to cover a paticular range of 'wavelengths'.
3221 Leave this field unset for no special handling.
3222 Currently supported are `defaults`, `eased` and `absvalue`:
3226 Specify this if you would like to keep auto-selection of eased/not-eased while
3227 specifying some other flags.
3231 Maps noise gradient values onto a quintic S-curve before performing
3232 interpolation. This results in smooth, rolling noise.
3233 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3235 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3237 Easing a 3D noise significantly increases the noise calculation load, so use
3242 The absolute value of each octave's noise variation is used when combining the
3243 octaves. The final perlin noise variation is created as follows:
3245 noise = offset + scale * (abs(octave1) +
3246 abs(octave2) * persistence +
3247 abs(octave3) * persistence ^ 2 +
3248 abs(octave4) * persistence ^ 3 +
3253 For 2D or 3D perlin noise or perlin noise maps:
3258 spread = {x = 500, y = 500, z = 500},
3263 flags = "defaults, absvalue",
3266 For 2D noise the Z component of `spread` is still defined but is ignored.
3267 A single noise parameter table can be used for 2D or 3D noise.
3278 These tell in what manner the ore is generated.
3280 All default ores are of the uniformly-distributed scatter type.
3284 Randomly chooses a location and generates a cluster of ore.
3286 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3287 at that point is greater than the `noise_threshold`, giving the ability to
3288 create a non-equal distribution of ore.
3292 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3293 described by `noise_params` and `noise_threshold`. This is essentially an
3294 improved version of the so-called "stratus" ore seen in some unofficial mods.
3296 This sheet consists of vertical columns of uniform randomly distributed height,
3297 varying between the inclusive range `column_height_min` and `column_height_max`.
3298 If `column_height_min` is not specified, this parameter defaults to 1.
3299 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3300 for reverse compatibility. New code should prefer `column_height_max`.
3302 The `column_midpoint_factor` parameter controls the position of the column at
3303 which ore emanates from.
3304 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3305 equally starting from each direction.
3306 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3307 this parameter is not specified, the default is 0.5.
3309 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3314 Creates a sheet of ore in a cloud-like puff shape.
3316 As with the `sheet` ore type, the size and shape of puffs are described by
3317 `noise_params` and `noise_threshold` and are placed at random vertical
3318 positions within the currently generated chunk.
3320 The vertical top and bottom displacement of each puff are determined by the
3321 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3325 Creates a deformed sphere of ore according to 3d perlin noise described by
3326 `noise_params`. The maximum size of the blob is `clust_size`, and
3327 `clust_scarcity` has the same meaning as with the `scatter` type.
3331 Creates veins of ore varying in density by according to the intersection of two
3332 instances of 3d perlin noise with different seeds, both described by
3335 `random_factor` varies the influence random chance has on placement of an ore
3336 inside the vein, which is `1` by default. Note that modifying this parameter
3337 may require adjusting `noise_threshold`.
3339 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
3342 This ore type is difficult to control since it is sensitive to small changes.
3343 The following is a decent set of parameters to work from:
3348 spread = {x=200, y=200, z=200},
3355 noise_threshold = 1.6
3357 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
3358 computationally expensive than any other ore.
3362 Creates a single undulating ore stratum that is continuous across mapchunk
3363 borders and horizontally spans the world.
3365 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
3366 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
3367 defines the stratum's vertical thickness (in units of nodes). Due to being
3368 continuous across mapchunk borders the stratum's vertical thickness is
3371 If the noise parameter `noise_params` is omitted the ore will occur from y_min
3372 to y_max in a simple horizontal stratum.
3374 A parameter `stratum_thickness` can be provided instead of the noise parameter
3375 `np_stratum_thickness`, to create a constant thickness.
3377 Leaving out one or both noise parameters makes the ore generation less
3378 intensive, useful when adding multiple strata.
3380 `y_min` and `y_max` define the limits of the ore generation and for performance
3381 reasons should be set as close together as possible but without clipping the
3382 stratum's Y variation.
3384 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
3385 solid-ore stratum would require a `clust_scarcity` of 1.
3387 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
3388 `random_factor` are ignored by this ore type.
3393 See section [Flag Specifier Format].
3395 Currently supported flags:
3396 `puff_cliffs`, `puff_additive_composition`.
3400 If set, puff ore generation will not taper down large differences in
3401 displacement when approaching the edge of a puff. This flag has no effect for
3402 ore types other than `puff`.
3404 ### `puff_additive_composition`
3406 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
3407 in a negative displacement, the sub-column at that point is not generated. With
3408 this attribute set, puff ore generation will instead generate the absolute
3409 difference in noise displacement values. This flag has no effect for ore types
3418 The varying types of decorations that can be placed.
3423 Creates a 1 times `H` times 1 column of a specified node (or a random node from
3424 a list, if a decoration list is specified). Can specify a certain node it must
3425 spawn next to, such as water or lava, for example. Can also generate a
3426 decoration of random height between a specified lower and upper bound.
3427 This type of decoration is intended for placement of grass, flowers, cacti,
3428 papyri, waterlilies and so on.
3433 Copies a box of `MapNodes` from a specified schematic file (or raw description).
3434 Can specify a probability of a node randomly appearing when placed.
3435 This decoration type is intended to be used for multi-node sized discrete
3436 structures, such as trees, cave spikes, rocks, and so on.
3445 --------------------
3447 A schematic specifier identifies a schematic by either a filename to a
3448 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
3449 in the form of a table. This table specifies the following fields:
3451 * The `size` field is a 3D vector containing the dimensions of the provided
3452 schematic. (required field)
3453 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
3454 sets the probability of a particular horizontal slice of the schematic being
3455 placed. (optional field)
3456 `ypos` = 0 for the lowest horizontal slice of a schematic.
3457 The default of `prob` is 255.
3458 * The `data` field is a flat table of MapNode tables making up the schematic,
3459 in the order of `[z [y [x]]]`. (required field)
3460 Each MapNode table contains:
3461 * `name`: the name of the map node to place (required)
3462 * `prob` (alias `param1`): the probability of this node being placed
3464 * `param2`: the raw param2 value of the node being placed onto the map
3466 * `force_place`: boolean representing if the node should forcibly overwrite
3467 any previous contents (default: false)
3469 About probability values:
3471 * A probability value of `0` or `1` means that node will never appear
3473 * A probability value of `254` or `255` means the node will always appear
3475 * If the probability value `p` is greater than `1`, then there is a
3476 `(p / 256 * 100)` percent chance that node will appear when the schematic is
3479 Schematic attributes
3480 --------------------
3482 See section [Flag Specifier Format].
3484 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
3487 * `place_center_x`: Placement of this decoration is centered along the X axis.
3488 * `place_center_y`: Placement of this decoration is centered along the Y axis.
3489 * `place_center_z`: Placement of this decoration is centered along the Z axis.
3490 * `force_placement`: Schematic nodes other than "ignore" will replace existing
3496 Lua Voxel Manipulator
3497 =====================
3502 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
3503 facility. The purpose of this object is for fast, low-level, bulk access to
3504 reading and writing Map content. As such, setting map nodes through VoxelManip
3505 will lack many of the higher level features and concepts you may be used to
3506 with other methods of setting nodes. For example, nodes will not have their
3507 construction and destruction callbacks run, and no rollback information is
3510 It is important to note that VoxelManip is designed for speed, and *not* ease
3511 of use or flexibility. If your mod requires a map manipulation facility that
3512 will handle 100% of all edge cases, or the use of high level node placement
3513 features, perhaps `minetest.set_node()` is better suited for the job.
3515 In addition, VoxelManip might not be faster, or could even be slower, for your
3516 specific use case. VoxelManip is most effective when setting large areas of map
3517 at once - for example, if only setting a 3x3x3 node area, a
3518 `minetest.set_node()` loop may be more optimal. Always profile code using both
3519 methods of map manipulation to determine which is most appropriate for your
3522 A recent simple test of setting cubic areas showed that `minetest.set_node()`
3523 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
3528 A VoxelManip object can be created any time using either:
3529 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3531 If the optional position parameters are present for either of these routines,
3532 the specified region will be pre-loaded into the VoxelManip object on creation.
3533 Otherwise, the area of map you wish to manipulate must first be loaded into the
3534 VoxelManip object using `VoxelManip:read_from_map()`.
3536 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
3537 formed by these positions indicate the minimum and maximum (respectively)
3538 positions of the area actually loaded in the VoxelManip, which may be larger
3539 than the area requested. For convenience, the loaded area coordinates can also
3540 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3542 Now that the VoxelManip object is populated with map data, your mod can fetch a
3543 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
3544 which retrieves an individual node in a MapNode formatted table at the position
3545 requested is the simplest method to use, but also the slowest.
3547 Nodes in a VoxelManip object may also be read in bulk to a flat array table
3550 * `VoxelManip:get_data()` for node content (in Content ID form, see section
3552 * `VoxelManip:get_light_data()` for node light levels, and
3553 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3555 See section [Flat array format] for more details.
3557 It is very important to understand that the tables returned by any of the above
3558 three functions represent a snapshot of the VoxelManip's internal state at the
3559 time of the call. This copy of the data will not magically update itself if
3560 another function modifies the internal VoxelManip state.
3561 Any functions that modify a VoxelManip's contents work on the VoxelManip's
3562 internal state unless otherwise explicitly stated.
3564 Once the bulk data has been edited to your liking, the internal VoxelManip
3565 state can be set using:
3567 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3569 * `VoxelManip:set_light_data()` for node light levels, and
3570 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3572 The parameter to each of the above three functions can use any table at all in
3573 the same flat array format as produced by `get_data()` etc. and is not required
3574 to be a table retrieved from `get_data()`.
3576 Once the internal VoxelManip state has been modified to your liking, the
3577 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
3579 ### Flat array format
3582 `Nx = p2.X - p1.X + 1`,
3583 `Ny = p2.Y - p1.Y + 1`, and
3584 `Nz = p2.Z - p1.Z + 1`.
3586 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
3587 including the value of the expression `Nx * Ny * Nz`.
3589 Positions offset from p1 are present in the array with the format of:
3592 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3593 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3595 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3596 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3598 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3600 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3603 and the array index for a position p contained completely in p1..p2 is:
3605 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3607 Note that this is the same "flat 3D array" format as
3608 `PerlinNoiseMap:get3dMap_flat()`.
3609 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3610 of the index for a single point in a flat VoxelManip array.
3614 A Content ID is a unique integer identifier for a specific node type.
3615 These IDs are used by VoxelManip in place of the node name string for
3616 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3617 `minetest.get_content_id()` to look up the Content ID for the specified node
3618 name, and `minetest.get_name_from_content_id()` to look up the node name string
3619 for a given Content ID.
3620 After registration of a node, its Content ID will remain the same throughout
3621 execution of the mod.
3622 Note that the node being queried needs to have already been been registered.
3624 The following builtin node types have their Content IDs defined as constants:
3626 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3627 * `minetest.CONTENT_AIR`: ID for "air" nodes
3628 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3630 ### Mapgen VoxelManip objects
3632 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3633 VoxelManip object used by the core's Map Generator (commonly abbreviated
3634 Mapgen). Most of the rules previously described still apply but with a few
3637 * The Mapgen VoxelManip object is retrieved using:
3638 `minetest.get_mapgen_object("voxelmanip")`
3639 * This VoxelManip object already has the region of map just generated loaded
3640 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3641 a Mapgen VoxelManip.
3642 * The `on_generated()` callbacks of some mods may place individual nodes in the
3643 generated area using non-VoxelManip map modification methods. Because the
3644 same Mapgen VoxelManip object is passed through each `on_generated()`
3645 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3646 consistency with the current map state. For this reason, calling any of the
3647 following functions:
3648 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3649 will also update the Mapgen VoxelManip object's internal state active on the
3651 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3652 necessary to update lighting information using either:
3653 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3655 ### Other API functions operating on a VoxelManip
3657 If any VoxelManip contents were set to a liquid node,
3658 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3659 flowing. It is recommended to call this function only after having written all
3660 buffered data back to the VoxelManip object, save for special situations where
3661 the modder desires to only have certain liquid nodes begin flowing.
3663 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3664 will generate all registered decorations and ores throughout the full area
3665 inside of the specified VoxelManip object.
3667 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3668 `minetest.place_schematic()`, except instead of placing the specified schematic
3669 directly on the map at the specified position, it will place the schematic
3670 inside the VoxelManip.
3674 * Attempting to read data from a VoxelManip object before map is read will
3675 result in a zero-length array table for `VoxelManip:get_data()`, and an
3676 "ignore" node at any position for `VoxelManip:get_node_at()`.
3677 * If either a region of map has not yet been generated or is out-of-bounds of
3678 the map, that region is filled with "ignore" nodes.
3679 * Other mods, or the core itself, could possibly modify the area of map
3680 currently loaded into a VoxelManip object. With the exception of Mapgen
3681 VoxelManips (see above section), the internal buffers are not updated. For
3682 this reason, it is strongly encouraged to complete the usage of a particular
3683 VoxelManip object in the same callback it had been created.
3684 * If a VoxelManip object will be used often, such as in an `on_generated()`
3685 callback, consider passing a file-scoped table as the optional parameter to
3686 `VoxelManip:get_data()`, which serves as a static buffer the function can use
3687 to write map data to instead of returning a new table each call. This greatly
3688 enhances performance by avoiding unnecessary memory allocations.
3693 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
3694 containing the region formed by `p1` and `p2`.
3695 * returns actual emerged `pmin`, actual emerged `pmax`
3696 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
3698 * **important**: data must be set using `VoxelManip:set_data()` before
3700 * if `light` is true, then lighting is automatically recalculated.
3701 The default value is true.
3702 If `light` is false, no light calculations happen, and you should correct
3703 all modified blocks with `minetest.fix_light()` as soon as possible.
3704 Keep in mind that modifying the map where light is incorrect can cause
3706 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3707 the `VoxelManip` at that position
3708 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
3710 * `get_data([buffer])`: Retrieves the node content data loaded into the
3711 `VoxelManip` object.
3712 * returns raw node data in the form of an array of node content IDs
3713 * if the param `buffer` is present, this table will be used to store the
3715 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3716 * `update_map()`: Does nothing, kept for compatibility.
3717 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
3719 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3720 * To be used only by a `VoxelManip` object from
3721 `minetest.get_mapgen_object`.
3722 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3724 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3725 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3727 * Each value is the bitwise combination of day and night light values
3729 * `light = day + (night * 16)`
3730 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3731 in the `VoxelManip`.
3732 * expects lighting data in the same format that `get_light_data()` returns
3733 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
3734 `VoxelManip` object.
3735 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3737 * If the param `buffer` is present, this table will be used to store the
3739 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
3741 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
3743 * To be used only by a `VoxelManip` object from
3744 `minetest.get_mapgen_object`.
3745 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3746 area if left out or nil. For almost all uses these should be left out
3747 or nil to use the default.
3748 * `propagate_shadow` is an optional boolean deciding whether shadows in a
3749 generated mapchunk above are propagated down into the mapchunk, defaults
3750 to `true` if left out.
3751 * `update_liquids()`: Update liquid flow
3752 * `was_modified()`: Returns `true` or `false` if the data in the voxel
3753 manipulator had been modified since the last read from map, due to a call to
3754 `minetest.set_data()` on the loaded area elsewhere.
3755 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3760 A helper class for voxel areas.
3761 It can be created via `VoxelArea:new{MinEdge = pmin, MaxEdge = pmax}`.
3762 The coordinates are *inclusive*, like most other things in Minetest.
3766 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3767 `MinEdge` and `MaxEdge`.
3768 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
3770 * `index(x, y, z)`: returns the index of an absolute position in a flat array
3772 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
3773 * The position (x, y, z) is not checked for being inside the area volume,
3774 being outside can cause an incorrect index result.
3775 * Useful for things like `VoxelManip`, raw Schematic specifiers,
3776 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
3777 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
3778 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
3779 is not checked for being inside the area volume.
3780 * `position(i)`: returns the absolute position vector corresponding to index
3782 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
3783 `MinEdge` and `MaxEdge`.
3784 * `containsp(p)`: same as above, except takes a vector
3785 * `containsi(i)`: same as above, except takes an index `i`
3786 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
3788 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
3790 * `iterp(minp, maxp)`: same as above, except takes a vector
3792 ### Y stride and z stride of a flat array
3794 For a particular position in a voxel area, whose flat array index is known,
3795 it is often useful to know the index of a neighboring or nearby position.
3796 The table below shows the changes of index required for 1 node movements along
3797 the axes in a voxel area:
3799 Movement Change of index
3809 local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
3811 The values of `ystride` and `zstride` can be obtained using `area.ystride` and
3820 A mapgen object is a construct used in map generation. Mapgen objects can be
3821 used by an `on_generate` callback to speed up operations by avoiding
3822 unnecessary recalculations, these can be retrieved using the
3823 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
3824 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
3825 callback, `nil` is returned.
3827 The following Mapgen objects are currently available:
3831 This returns three values; the `VoxelManip` object to be used, minimum and
3832 maximum emerged position, in that order. All mapgens support this object.
3836 Returns an array containing the y coordinates of the ground levels of nodes in
3837 the most recently generated chunk by the current mapgen.
3841 Returns an array containing the biome IDs of nodes in the most recently
3842 generated chunk by the current mapgen.
3846 Returns an array containing the temperature values of nodes in the most
3847 recently generated chunk by the current mapgen.
3851 Returns an array containing the humidity values of nodes in the most recently
3852 generated chunk by the current mapgen.
3856 Returns a table mapping requested generation notification types to arrays of
3857 positions at which the corresponding generated structures are located within
3858 the current chunk. To set the capture of positions of interest to be recorded
3859 on generate, use `minetest.set_gen_notify()`.
3860 For decorations, the returned positions are the ground surface 'place_on'
3861 nodes, not the decorations themselves. A 'simple' type decoration is often 1
3862 node above the returned position and possibly displaced by 'place_offset_y'.
3864 Possible fields of the table returned are:
3870 * `large_cave_begin`
3874 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3875 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
3883 Functions receive a "luaentity" as `self`:
3885 * It has the member `.name`, which is the registered name `("mod:thing")`
3886 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3887 * The original prototype stuff is visible directly via a metatable
3891 * `on_activate(self, staticdata, dtime_s)`
3892 * Called when the object is instantiated.
3893 * `dtime_s` is the time passed since the object was unloaded, which can be
3894 used for updating the entity state.
3895 * `on_step(self, dtime)`
3896 * Called on every server tick, after movement and collision processing.
3897 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3899 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
3900 * Called when somebody punches the object.
3901 * Note that you probably want to handle most punches using the automatic
3903 * `puncher`: an `ObjectRef` (can be `nil`)
3904 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3906 * `tool_capabilities`: capability table of used tool (can be `nil`)
3907 * `dir`: unit vector of direction of punch. Always defined. Points from the
3908 puncher to the punched.
3909 * `damage`: damage that will be done to entity.
3910 * Can return `true` to prevent the default damage mechanism.
3911 * `on_death(self, killer)`
3912 * Called when the object dies.
3913 * `killer`: an `ObjectRef` (can be `nil`)
3914 * `on_rightclick(self, clicker)`
3915 * `on_attach_child(self, child)`
3916 * `child`: an `ObjectRef` of the child that attaches
3917 * `on_detach_child(self, child)`
3918 * `child`: an `ObjectRef` of the child that detaches
3919 * `on_detach(self, parent)`
3920 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
3921 * This happens before the parent object is removed from the world
3922 * `get_staticdata(self)`
3923 * Should return a string that will be passed to `on_activate` when the
3924 object is instantiated the next time.
3936 axiom, --string initial tree axiom
3937 rules_a, --string rules set A
3938 rules_b, --string rules set B
3939 rules_c, --string rules set C
3940 rules_d, --string rules set D
3941 trunk, --string trunk node name
3942 leaves, --string leaves node name
3943 leaves2, --string secondary leaves node name
3944 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3945 angle, --num angle in deg
3946 iterations, --num max # of iterations, usually 2 -5
3947 random_level, --num factor to lower nr of iterations, usually 0 - 3
3948 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3949 -- 2x2 nodes or 3x3 in cross shape
3950 thin_branches, --boolean true -> use thin (1 node) branches
3951 fruit, --string fruit node name
3952 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3953 seed, --num random seed, if no seed is provided, the engine
3957 Key for special L-System symbols used in axioms
3958 -----------------------------------------------
3960 * `G`: move forward one unit with the pen up
3961 * `F`: move forward one unit with the pen down drawing trunks and branches
3962 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3963 * `T`: move forward one unit with the pen down drawing trunks only
3964 * `R`: move forward one unit with the pen down placing fruit
3965 * `A`: replace with rules set A
3966 * `B`: replace with rules set B
3967 * `C`: replace with rules set C
3968 * `D`: replace with rules set D
3969 * `a`: replace with rules set A, chance 90%
3970 * `b`: replace with rules set B, chance 80%
3971 * `c`: replace with rules set C, chance 70%
3972 * `d`: replace with rules set D, chance 60%
3973 * `+`: yaw the turtle right by `angle` parameter
3974 * `-`: yaw the turtle left by `angle` parameter
3975 * `&`: pitch the turtle down by `angle` parameter
3976 * `^`: pitch the turtle up by `angle` parameter
3977 * `/`: roll the turtle to the right by `angle` parameter
3978 * `*`: roll the turtle to the left by `angle` parameter
3979 * `[`: save in stack current state info
3980 * `]`: recover from stack state info
3985 Spawn a small apple tree:
3987 pos = {x=230,y=20,z=4}
3990 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3991 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3992 trunk="default:tree",
3993 leaves="default:leaves",
3997 trunk_type="single",
4000 fruit="default:apple"
4002 minetest.spawn_tree(pos,apple_tree)
4007 'minetest' namespace reference
4008 ==============================
4013 * `minetest.get_current_modname()`: returns the currently loading mod's name,
4015 * `minetest.get_modpath(modname)`: returns e.g.
4016 `"/home/user/.minetest/usermods/modname"`.
4017 * Useful for loading additional `.lua` modules or static data from mod
4018 * `minetest.get_modnames()`: returns a list of installed mods
4019 * Return a list of installed mods, sorted alphabetically
4020 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
4021 * Useful for storing custom data
4022 * `minetest.is_singleplayer()`
4023 * `minetest.features`: Table containing API feature flags
4026 glasslike_framed = true, -- 0.4.7
4027 nodebox_as_selectionbox = true, -- 0.4.7
4028 get_all_craft_recipes_works = true, -- 0.4.7
4029 -- The transparency channel of textures can optionally be used on
4031 use_texture_alpha = true,
4032 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
4033 no_legacy_abms = true,
4034 -- Texture grouping is possible using parentheses (0.4.11)
4035 texture_names_parens = true,
4036 -- Unique Area ID for AreaStore:insert_area (0.4.14)
4037 area_store_custom_ids = true,
4038 -- add_entity supports passing initial staticdata to on_activate
4040 add_entity_with_staticdata = true,
4041 -- Chat messages are no longer predicted (0.4.16)
4042 no_chat_message_prediction = true,
4043 -- The transparency channel of textures can optionally be used on
4044 -- objects (ie: players and lua entities) (5.0.0)
4045 object_use_texture_alpha = true,
4046 -- Object selectionbox is settable independently from collisionbox
4048 object_independent_selectionbox = true,
4049 -- Specifies whether binary data can be uploaded or downloaded using
4050 -- the HTTP API (5.1.0)
4051 httpfetch_binary_data = true,
4052 -- Whether formspec_version[<version>] may be used (5.1.0)
4053 formspec_version_element = true,
4054 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
4055 area_store_persistent_ids = true,
4056 -- Whether minetest.find_path is functional (5.2.0)
4057 pathfinder_works = true,
4060 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
4061 * `arg`: string or table in format `{foo=true, bar=true}`
4062 * `missing_features`: `{foo=true, bar=true}`
4063 * `minetest.get_player_information(player_name)`: Table containing information
4064 about a player. Example return value:
4067 address = "127.0.0.1", -- IP address of client
4068 ip_version = 4, -- IPv4 / IPv6
4069 min_rtt = 0.01, -- minimum round trip time
4070 max_rtt = 0.2, -- maximum round trip time
4071 avg_rtt = 0.02, -- average round trip time
4072 min_jitter = 0.01, -- minimum packet time jitter
4073 max_jitter = 0.5, -- maximum packet time jitter
4074 avg_jitter = 0.03, -- average packet time jitter
4075 connection_uptime = 200, -- seconds since client connected
4076 protocol_version = 32, -- protocol version used by client
4077 formspec_version = 2, -- supported formspec version
4078 -- following information is available on debug build only!!!
4079 -- DO NOT USE IN MODS
4080 --ser_vers = 26, -- serialization version used by client
4081 --major = 0, -- major version number
4082 --minor = 4, -- minor version number
4083 --patch = 10, -- patch version number
4084 --vers_string = "0.4.9-git", -- full version string
4085 --state = "Active" -- current client state
4088 * `minetest.mkdir(path)`: returns success.
4089 * Creates a directory specified by `path`, creating parent directories
4090 if they don't exist.
4091 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
4093 * nil: return all entries,
4094 * true: return only subdirectory names, or
4095 * false: return only file names.
4096 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
4097 * Replaces contents of file at path with new contents in a safe (atomic)
4098 way. Use this instead of below code when writing e.g. database files:
4099 `local f = io.open(path, "wb"); f:write(content); f:close()`
4100 * `minetest.get_version()`: returns a table containing components of the
4101 engine version. Components:
4102 * `project`: Name of the project, eg, "Minetest"
4103 * `string`: Simple version, eg, "1.2.3-dev"
4104 * `hash`: Full git version (only set if available),
4105 eg, "1.2.3-dev-01234567-dirty".
4106 Use this for informational purposes only. The information in the returned
4107 table does not represent the capabilities of the engine, nor is it
4108 reliable or verifiable. Compatible forks will have a different name and
4109 version entirely. To check for the presence of engine features, test
4110 whether the functions exported by the wanted features exist. For example:
4111 `if minetest.check_for_falling then ... end`.
4112 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
4113 * `data`: string of data to hash
4114 * `raw`: return raw bytes instead of hex digits, default: false
4119 * `minetest.debug(...)`
4120 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
4121 * `minetest.log([level,] text)`
4122 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
4123 `"info"`, or `"verbose"`. Default is `"none"`.
4125 Registration functions
4126 ----------------------
4128 Call these functions only at load time!
4132 * `minetest.register_node(name, node definition)`
4133 * `minetest.register_craftitem(name, item definition)`
4134 * `minetest.register_tool(name, item definition)`
4135 * `minetest.override_item(name, redefinition)`
4136 * Overrides fields of an item registered with register_node/tool/craftitem.
4137 * Note: Item must already be defined, (opt)depend on the mod defining it.
4138 * Example: `minetest.override_item("default:mese",
4139 {light_source=minetest.LIGHT_MAX})`
4140 * `minetest.unregister_item(name)`
4141 * Unregisters the item from the engine, and deletes the entry with key
4142 `name` from `minetest.registered_items` and from the associated item table
4143 according to its nature: `minetest.registered_nodes`, etc.
4144 * `minetest.register_entity(name, entity definition)`
4145 * `minetest.register_abm(abm definition)`
4146 * `minetest.register_lbm(lbm definition)`
4147 * `minetest.register_alias(alias, original_name)`
4148 * Also use this to set the 'mapgen aliases' needed in a game for the core
4149 mapgens. See [Mapgen aliases] section above.
4150 * `minetest.register_alias_force(alias, original_name)`
4151 * `minetest.register_ore(ore definition)`
4152 * Returns an integer object handle uniquely identifying the registered
4154 * The order of ore registrations determines the order of ore generation.
4155 * `minetest.register_biome(biome definition)`
4156 * Returns an integer object handle uniquely identifying the registered
4157 biome on success. To get the biome ID, use `minetest.get_biome_id`.
4158 * `minetest.unregister_biome(name)`
4159 * Unregisters the biome from the engine, and deletes the entry with key
4160 `name` from `minetest.registered_biomes`.
4161 * Warning: This alters the biome to biome ID correspondences, so any
4162 decorations or ores using the 'biomes' field must afterwards be cleared
4164 * `minetest.register_decoration(decoration definition)`
4165 * Returns an integer object handle uniquely identifying the registered
4166 decoration on success. To get the decoration ID, use
4167 `minetest.get_decoration_id`.
4168 * The order of decoration registrations determines the order of decoration
4170 * `minetest.register_schematic(schematic definition)`
4171 * Returns an integer object handle uniquely identifying the registered
4172 schematic on success.
4173 * If the schematic is loaded from a file, the `name` field is set to the
4175 * If the function is called when loading the mod, and `name` is a relative
4176 path, then the current mod path will be prepended to the schematic
4178 * `minetest.clear_registered_biomes()`
4179 * Clears all biomes currently registered.
4180 * Warning: Clearing and re-registering biomes alters the biome to biome ID
4181 correspondences, so any decorations or ores using the 'biomes' field must
4182 afterwards be cleared and re-registered.
4183 * `minetest.clear_registered_decorations()`
4184 * Clears all decorations currently registered.
4185 * `minetest.clear_registered_ores()`
4186 * Clears all ores currently registered.
4187 * `minetest.clear_registered_schematics()`
4188 * Clears all schematics currently registered.
4192 * `minetest.register_craft(recipe)`
4193 * Check recipe table syntax for different types below.
4194 * `minetest.clear_craft(recipe)`
4195 * Will erase existing craft based either on output item or on input recipe.
4196 * Specify either output or input only. If you specify both, input will be
4197 ignored. For input use the same recipe table syntax as for
4198 `minetest.register_craft(recipe)`. For output specify only the item,
4200 * Returns false if no erase candidate could be found, otherwise returns true.
4201 * **Warning**! The type field ("shaped", "cooking" or any other) will be
4202 ignored if the recipe contains output. Erasing is then done independently
4203 from the crafting method.
4204 * `minetest.register_chatcommand(cmd, chatcommand definition)`
4205 * `minetest.override_chatcommand(name, redefinition)`
4206 * Overrides fields of a chatcommand registered with `register_chatcommand`.
4207 * `minetest.unregister_chatcommand(name)`
4208 * Unregisters a chatcommands registered with `register_chatcommand`.
4209 * `minetest.register_privilege(name, definition)`
4210 * `definition` can be a description or a definition table (see [Privilege
4212 * If it is a description, the priv will be granted to singleplayer and admin
4214 * To allow players with `basic_privs` to grant, see the `basic_privs`
4215 minetest.conf setting.
4216 * `minetest.register_authentication_handler(authentication handler definition)`
4217 * Registers an auth handler that overrides the builtin one.
4218 * This function can be called by a single mod once only.
4220 Global callback registration functions
4221 --------------------------------------
4223 Call these functions only at load time!
4225 * `minetest.register_globalstep(function(dtime))`
4226 * Called every server step, usually interval of 0.1s
4227 * `minetest.register_on_mods_loaded(function())`
4228 * Called after mods have finished loading and before the media is cached or the
4230 * `minetest.register_on_shutdown(function())`
4231 * Called before server shutdown
4232 * **Warning**: If the server terminates abnormally (i.e. crashes), the
4233 registered callbacks **will likely not be run**. Data should be saved at
4234 semi-frequent intervals as well as on server shutdown.
4235 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
4236 * Called when a node has been placed
4237 * If return `true` no item is taken from `itemstack`
4238 * `placer` may be any valid ObjectRef or nil.
4239 * **Not recommended**; use `on_construct` or `after_place_node` in node
4240 definition whenever possible.
4241 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
4242 * Called when a node has been dug.
4243 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
4244 definition whenever possible.
4245 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
4246 * Called when a node is punched
4247 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
4248 * Called after generating a piece of world. Modifying nodes inside the area
4249 is a bit faster than usually.
4250 * `minetest.register_on_newplayer(function(ObjectRef))`
4251 * Called after a new player has been created
4252 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
4253 * Called when a player is punched
4254 * Note: This callback is invoked even if the punched player is dead.
4255 * `player`: ObjectRef - Player that was punched
4256 * `hitter`: ObjectRef - Player that hit
4257 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4259 * `tool_capabilities`: Capability table of used tool (can be nil)
4260 * `dir`: Unit vector of direction of punch. Always defined. Points from
4261 the puncher to the punched.
4262 * `damage`: Number that represents the damage calculated by the engine
4263 * should return `true` to prevent the default damage mechanism
4264 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
4265 * Called when the player gets damaged or healed
4266 * `player`: ObjectRef of the player
4267 * `hp_change`: the amount of change. Negative when it is damage.
4268 * `reason`: a PlayerHPChangeReason table.
4269 * The `type` field will have one of the following values:
4270 * `set_hp`: A mod or the engine called `set_hp` without
4271 giving a type - use this for custom damage types.
4272 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
4274 * `node_damage`: `damage_per_second` from a neighbouring node.
4275 `reason.node` will hold the node name or nil.
4278 * Any of the above types may have additional fields from mods.
4279 * `reason.from` will be `mod` or `engine`.
4280 * `modifier`: when true, the function should return the actual `hp_change`.
4281 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
4282 Modifiers can return true as a second argument to stop the execution of further functions.
4283 Non-modifiers receive the final HP change calculated by the modifiers.
4284 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
4285 * Called when a player dies
4286 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
4287 * `minetest.register_on_respawnplayer(function(ObjectRef))`
4288 * Called when player is to be respawned
4289 * Called _before_ repositioning of player occurs
4290 * return true in func to disable regular player placement
4291 * `minetest.register_on_prejoinplayer(function(name, ip))`
4292 * Called before a player joins the game
4293 * If it returns a string, the player is disconnected with that string as
4295 * `minetest.register_on_joinplayer(function(ObjectRef))`
4296 * Called when a player joins the game
4297 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
4298 * Called when a player leaves the game
4299 * `timed_out`: True for timeout, false for other reasons.
4300 * `minetest.register_on_auth_fail(function(name, ip))`
4301 * Called when a client attempts to log into an account but supplies the
4303 * `ip`: The IP address of the client.
4304 * `name`: The account the client attempted to log into.
4305 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
4306 * Called when a player cheats
4307 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
4309 * `interacted_too_far`
4310 * `interacted_while_dead`
4311 * `finished_unknown_dig`
4314 * `minetest.register_on_chat_message(function(name, message))`
4315 * Called always when a player says something
4316 * Return `true` to mark the message as handled, which means that it will
4317 not be sent to other players.
4318 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
4319 * Called when the server received input from `player` in a formspec with
4320 the given `formname`. Specifically, this is called on any of the
4322 * a button was pressed,
4323 * Enter was pressed while the focus was on a text field
4324 * a checkbox was toggled,
4325 * something was selecteed in a drop-down list,
4326 * a different tab was selected,
4327 * selection was changed in a textlist or table,
4328 * an entry was double-clicked in a textlist or table,
4329 * a scrollbar was moved, or
4330 * the form was actively closed by the player.
4331 * Fields are sent for formspec elements which define a field. `fields`
4332 is a table containing each formspecs element value (as string), with
4333 the `name` parameter as index for each. The value depends on the
4334 formspec element type:
4335 * `animated_image`: Returns the index of the current frame.
4336 * `button` and variants: If pressed, contains the user-facing button
4337 text as value. If not pressed, is `nil`
4338 * `field`, `textarea` and variants: Text in the field
4339 * `dropdown`: Text of selected item
4340 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
4341 * `checkbox`: `"true"` if checked, `"false"` if unchecked
4342 * `textlist`: See `minetest.explode_textlist_event`
4343 * `table`: See `minetest.explode_table_event`
4344 * `scrollbar`: See `minetest.explode_scrollbar_event`
4345 * Special case: `["quit"]="true"` is sent when the user actively
4346 closed the form by mouse click, keypress or through a button_exit[]
4348 * Special case: `["key_enter"]="true"` is sent when the user pressed
4349 the Enter key and the focus was either nowhere (causing the formspec
4350 to be closed) or on a button. If the focus was on a text field,
4351 additionally, the index `key_enter_field` contains the name of the
4352 text field. See also: `field_close_on_enter`.
4353 * Newest functions are called first
4354 * If function returns `true`, remaining functions are not called
4355 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
4356 * Called when `player` crafts something
4357 * `itemstack` is the output
4358 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
4360 * `craft_inv` is the inventory with the crafting grid
4361 * Return either an `ItemStack`, to replace the output, or `nil`, to not
4363 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
4364 * The same as before, except that it is called before the player crafts, to
4365 make craft prediction, and it should not change anything.
4366 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
4367 * Determinates how much of a stack may be taken, put or moved to a
4369 * `player` (type `ObjectRef`) is the player who modified the inventory
4370 `inventory` (type `InvRef`).
4371 * List of possible `action` (string) values and their
4372 `inventory_info` (table) contents:
4373 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
4374 * `put`: `{listname=string, index=number, stack=ItemStack}`
4375 * `take`: Same as `put`
4376 * Return a numeric value to limit the amount of items to be taken, put or
4377 moved. A value of `-1` for `take` will make the source stack infinite.
4378 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
4379 * Called after a take, put or move event from/to/in a player inventory
4380 * Function arguments: see `minetest.register_allow_player_inventory_action`
4381 * Does not accept or handle any return value.
4382 * `minetest.register_on_protection_violation(function(pos, name))`
4383 * Called by `builtin` and mods when a player violates protection at a
4384 position (eg, digs a node or punches a protected entity).
4385 * The registered functions can be called using
4386 `minetest.record_protection_violation`.
4387 * The provided function should check that the position is protected by the
4388 mod calling this function before it prints a message, if it does, to
4389 allow for multiple protection mods.
4390 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
4391 * Called when an item is eaten, by `minetest.item_eat`
4392 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
4393 * `minetest.register_on_priv_grant(function(name, granter, priv))`
4394 * Called when `granter` grants the priv `priv` to `name`.
4395 * Note that the callback will be called twice if it's done by a player,
4396 once with granter being the player name, and again with granter being nil.
4397 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
4398 * Called when `revoker` revokes the priv `priv` from `name`.
4399 * Note that the callback will be called twice if it's done by a player,
4400 once with revoker being the player name, and again with revoker being nil.
4401 * `minetest.register_can_bypass_userlimit(function(name, ip))`
4402 * Called when `name` user connects with `ip`.
4403 * Return `true` to by pass the player limit
4404 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
4405 * Called when an incoming mod channel message is received
4406 * You should have joined some channels to receive events.
4407 * If message comes from a server mod, `sender` field is an empty string.
4412 * `minetest.settings`: Settings object containing all of the settings from the
4413 main config file (`minetest.conf`).
4414 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
4415 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
4420 * `minetest.string_to_privs(str[, delim])`:
4421 * Converts string representation of privs into table form
4422 * `delim`: String separating the privs. Defaults to `","`.
4423 * Returns `{ priv1 = true, ... }`
4424 * `minetest.privs_to_string(privs[, delim])`:
4425 * Returns the string representation of `privs`
4426 * `delim`: String to delimit privs. Defaults to `","`.
4427 * `minetest.get_player_privs(name) -> {priv1=true,...}`
4428 * `minetest.check_player_privs(player_or_name, ...)`:
4429 returns `bool, missing_privs`
4430 * A quickhand for checking privileges.
4431 * `player_or_name`: Either a Player object or the name of a player.
4432 * `...` is either a list of strings, e.g. `"priva", "privb"` or
4433 a table, e.g. `{ priva = true, privb = true }`.
4435 * `minetest.check_password_entry(name, entry, password)`
4436 * Returns true if the "password entry" for a player with name matches given
4437 password, false otherwise.
4438 * The "password entry" is the password representation generated by the
4439 engine as returned as part of a `get_auth()` call on the auth handler.
4440 * Only use this function for making it possible to log in via password from
4441 external protocols such as IRC, other uses are frowned upon.
4442 * `minetest.get_password_hash(name, raw_password)`
4443 * Convert a name-password pair to a password hash that Minetest can use.
4444 * The returned value alone is not a good basis for password checks based
4445 on comparing the password hash in the database with the password hash
4446 from the function, with an externally provided password, as the hash
4447 in the db might use the new SRP verifier format.
4448 * For this purpose, use `minetest.check_password_entry` instead.
4449 * `minetest.get_player_ip(name)`: returns an IP address string for the player
4451 * The player needs to be online for this to be successful.
4453 * `minetest.get_auth_handler()`: Return the currently active auth handler
4454 * See the [Authentication handler definition]
4455 * Use this to e.g. get the authentication data for a player:
4456 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
4457 * `minetest.notify_authentication_modified(name)`
4458 * Must be called by the authentication handler for privilege changes.
4459 * `name`: string; if omitted, all auth data should be considered modified
4460 * `minetest.set_player_password(name, password_hash)`: Set password hash of
4462 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
4464 * `minetest.auth_reload()`
4465 * See `reload()` in authentication handler definition
4467 `minetest.set_player_password`, `minetest.set_player_privs`,
4468 `minetest.get_player_privs` and `minetest.auth_reload` call the authentication
4474 * `minetest.chat_send_all(text)`
4475 * `minetest.chat_send_player(name, text)`
4476 * `minetest.format_chat_message(name, message)`
4477 * Used by the server to format a chat message, based on the setting `chat_message_format`.
4478 Refer to the documentation of the setting for a list of valid placeholders.
4479 * Takes player name and message, and returns the formatted string to be sent to players.
4480 * Can be redefined by mods if required, for things like colored names or messages.
4481 * **Only** the first occurrence of each placeholder will be replaced.
4486 * `minetest.set_node(pos, node)`
4487 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
4488 * Set node at position `pos`
4489 * `node`: table `{name=string, param1=number, param2=number}`
4490 * If param1 or param2 is omitted, it's set to `0`.
4491 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
4492 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
4493 * Set node on all positions set in the first argument.
4494 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
4495 * For node specification or position syntax see `minetest.set_node` call
4496 * Faster than set_node due to single call, but still considerably slower
4497 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
4498 Unlike LVMs, this will call node callbacks. It also allows setting nodes
4499 in spread out positions which would cause LVMs to waste memory.
4500 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
4502 * `minetest.swap_node(pos, node)`
4503 * Set node at position, but don't remove metadata
4504 * `minetest.remove_node(pos)`
4505 * By default it does the same as `minetest.set_node(pos, {name="air"})`
4506 * `minetest.get_node(pos)`
4507 * Returns the node at the given position as table in the format
4508 `{name="node_name", param1=0, param2=0}`,
4509 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
4510 * `minetest.get_node_or_nil(pos)`
4511 * Same as `get_node` but returns `nil` for unloaded areas.
4512 * `minetest.get_node_light(pos, timeofday)`
4513 * Gets the light value at the given position. Note that the light value
4514 "inside" the node at the given position is returned, so you usually want
4515 to get the light value of a neighbor.
4516 * `pos`: The position where to measure the light.
4517 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
4518 * Returns a number between `0` and `15` or `nil`
4519 * `minetest.place_node(pos, node)`
4520 * Place node with the same effects that a player would cause
4521 * `minetest.dig_node(pos)`
4522 * Dig node with the same effects that a player would cause
4523 * Returns `true` if successful, `false` on failure (e.g. protected location)
4524 * `minetest.punch_node(pos)`
4525 * Punch node with the same effects that a player would cause
4526 * `minetest.spawn_falling_node(pos)`
4527 * Change node into falling node
4528 * Returns `true` if successful, `false` on failure
4530 * `minetest.find_nodes_with_meta(pos1, pos2)`
4531 * Get a table of positions of nodes that have metadata within a region
4533 * `minetest.get_meta(pos)`
4534 * Get a `NodeMetaRef` at that position
4535 * `minetest.get_node_timer(pos)`
4536 * Get `NodeTimerRef`
4538 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
4540 * Returns `ObjectRef`, or `nil` if failed
4541 * `minetest.add_item(pos, item)`: Spawn item
4542 * Returns `ObjectRef`, or `nil` if failed
4543 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
4544 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
4546 * `radius`: using an euclidean metric
4547 * `minetest.set_timeofday(val)`
4548 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
4549 * `minetest.get_timeofday()`
4550 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
4552 * `minetest.get_day_count()`: returns number days elapsed since world was
4554 * accounts for time changes.
4555 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
4557 * `radius`: using a maximum metric
4558 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4559 * `search_center` is an optional boolean (default: `false`)
4560 If true `pos` is also checked for the nodes
4561 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
4563 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4564 * First return value: Table with all node positions
4565 * Second return value: Table with the count of each node with the node name
4567 * Area volume is limited to 4,096,000 nodes
4568 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
4570 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4571 * Return value: Table with all node positions with a node air above
4572 * Area volume is limited to 4,096,000 nodes
4573 * `minetest.get_perlin(noiseparams)`
4574 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
4575 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
4576 * `minetest.get_voxel_manip([pos1, pos2])`
4577 * Return voxel manipulator object.
4578 * Loads the manipulator from the map if positions are passed.
4579 * `minetest.set_gen_notify(flags, {deco_ids})`
4580 * Set the types of on-generate notifications that should be collected.
4581 * `flags` is a flag field with the available flags:
4589 * The second parameter is a list of IDs of decorations which notification
4591 * `minetest.get_gen_notify()`
4592 * Returns a flagstring and a table with the `deco_id`s.
4593 * `minetest.get_decoration_id(decoration_name)`
4594 * Returns the decoration ID number for the provided decoration name string,
4595 or `nil` on failure.
4596 * `minetest.get_mapgen_object(objectname)`
4597 * Return requested mapgen object if available (see [Mapgen objects])
4598 * `minetest.get_heat(pos)`
4599 * Returns the heat at the position, or `nil` on failure.
4600 * `minetest.get_humidity(pos)`
4601 * Returns the humidity at the position, or `nil` on failure.
4602 * `minetest.get_biome_data(pos)`
4603 * Returns a table containing:
4604 * `biome` the biome id of the biome at that position
4605 * `heat` the heat at the position
4606 * `humidity` the humidity at the position
4607 * Or returns `nil` on failure.
4608 * `minetest.get_biome_id(biome_name)`
4609 * Returns the biome id, as used in the biomemap Mapgen object and returned
4610 by `minetest.get_biome_data(pos)`, for a given biome_name string.
4611 * `minetest.get_biome_name(biome_id)`
4612 * Returns the biome name string for the provided biome id, or `nil` on
4614 * If no biomes have been registered, such as in mgv6, returns `default`.
4615 * `minetest.get_mapgen_params()`
4616 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
4617 * Returns a table containing:
4623 * `minetest.set_mapgen_params(MapgenParams)`
4624 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
4626 * Set map generation parameters.
4627 * Function cannot be called after the registration period; only
4628 initialization and `on_mapgen_init`.
4629 * Takes a table as an argument with the fields:
4635 * Leave field unset to leave that parameter unchanged.
4636 * `flags` contains a comma-delimited string of flags to set, or if the
4637 prefix `"no"` is attached, clears instead.
4638 * `flags` is in the same format and has the same options as `mg_flags` in
4640 * `minetest.get_mapgen_setting(name)`
4641 * Gets the *active* mapgen setting (or nil if none exists) in string
4642 format with the following order of precedence:
4643 1) Settings loaded from map_meta.txt or overrides set during mod
4645 2) Settings set by mods without a metafile override
4646 3) Settings explicitly set in the user config file, minetest.conf
4647 4) Settings set as the user config default
4648 * `minetest.get_mapgen_setting_noiseparams(name)`
4649 * Same as above, but returns the value as a NoiseParams table if the
4650 setting `name` exists and is a valid NoiseParams.
4651 * `minetest.set_mapgen_setting(name, value, [override_meta])`
4652 * Sets a mapgen param to `value`, and will take effect if the corresponding
4653 mapgen setting is not already present in map_meta.txt.
4654 * `override_meta` is an optional boolean (default: `false`). If this is set
4655 to true, the setting will become the active setting regardless of the map
4657 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
4658 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
4659 * Same as above, except value is a NoiseParams table.
4660 * `minetest.set_noiseparams(name, noiseparams, set_default)`
4661 * Sets the noiseparams setting of `name` to the noiseparams table specified
4663 * `set_default` is an optional boolean (default: `true`) that specifies
4664 whether the setting should be applied to the default config or current
4666 * `minetest.get_noiseparams(name)`
4667 * Returns a table of the noiseparams for name.
4668 * `minetest.generate_ores(vm, pos1, pos2)`
4669 * Generate all registered ores within the VoxelManip `vm` and in the area
4670 from `pos1` to `pos2`.
4671 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4672 * `minetest.generate_decorations(vm, pos1, pos2)`
4673 * Generate all registered decorations within the VoxelManip `vm` and in the
4674 area from `pos1` to `pos2`.
4675 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4676 * `minetest.clear_objects([options])`
4677 * Clear all objects in the environment
4678 * Takes an optional table as an argument with the field `mode`.
4679 * mode = `"full"` : Load and go through every mapblock, clearing
4681 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
4682 clear objects in unloaded mapblocks only when the
4683 mapblocks are next activated.
4684 * `minetest.load_area(pos1[, pos2])`
4685 * Load the mapblocks containing the area from `pos1` to `pos2`.
4686 `pos2` defaults to `pos1` if not specified.
4687 * This function does not trigger map generation.
4688 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
4689 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
4690 asynchronously fetched from memory, loaded from disk, or if inexistent,
4692 * If `callback` is a valid Lua function, this will be called for each block
4694 * The function signature of callback is:
4695 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
4696 * `blockpos` is the *block* coordinates of the block that had been
4698 * `action` could be one of the following constant values:
4699 * `minetest.EMERGE_CANCELLED`
4700 * `minetest.EMERGE_ERRORED`
4701 * `minetest.EMERGE_FROM_MEMORY`
4702 * `minetest.EMERGE_FROM_DISK`
4703 * `minetest.EMERGE_GENERATED`
4704 * `calls_remaining` is the number of callbacks to be expected after
4706 * `param` is the user-defined parameter passed to emerge_area (or
4707 nil if the parameter was absent).
4708 * `minetest.delete_area(pos1, pos2)`
4709 * delete all mapblocks in the area from pos1 to pos2, inclusive
4710 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
4711 * Checks if there is anything other than air between pos1 and pos2.
4712 * Returns false if something is blocking the sight.
4713 * Returns the position of the blocking node when `false`
4714 * `pos1`: First position
4715 * `pos2`: Second position
4716 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
4717 * Creates a `Raycast` object.
4718 * `pos1`: start of the ray
4719 * `pos2`: end of the ray
4720 * `objects`: if false, only nodes will be returned. Default is `true`.
4721 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
4722 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
4723 * returns table containing path that can be walked on
4724 * returns a table of 3D points representing a path from `pos1` to `pos2` or
4726 * Reasons for failure:
4727 * No path exists at all
4728 * No path exists within `searchdistance` (see below)
4729 * Start or end pos is buried in land
4730 * `pos1`: start position
4731 * `pos2`: end position
4732 * `searchdistance`: maximum distance from the search positions to search in.
4733 In detail: Path must be completely inside a cuboid. The minimum
4734 `searchdistance` of 1 will confine search between `pos1` and `pos2`.
4735 Larger values will increase the size of this cuboid in all directions
4736 * `max_jump`: maximum height difference to consider walkable
4737 * `max_drop`: maximum height difference to consider droppable
4738 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
4739 Difference between `"A*"` and `"A*_noprefetch"` is that
4740 `"A*"` will pre-calculate the cost-data, the other will calculate it
4742 * `minetest.spawn_tree (pos, {treedef})`
4743 * spawns L-system tree at given `pos` with definition in `treedef` table
4744 * `minetest.transforming_liquid_add(pos)`
4745 * add node to liquid update queue
4746 * `minetest.get_node_max_level(pos)`
4747 * get max available level for leveled node
4748 * `minetest.get_node_level(pos)`
4749 * get level of leveled node (water, snow)
4750 * `minetest.set_node_level(pos, level)`
4751 * set level of leveled node, default `level` equals `1`
4752 * if `totallevel > maxlevel`, returns rest (`total-max`).
4753 * `minetest.add_node_level(pos, level)`
4754 * increase level of leveled node by level, default `level` equals `1`
4755 * if `totallevel > maxlevel`, returns rest (`total-max`)
4756 * can be negative for decreasing
4757 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
4758 * resets the light in a cuboid-shaped part of
4759 the map and removes lighting bugs.
4760 * Loads the area if it is not loaded.
4761 * `pos1` is the corner of the cuboid with the least coordinates
4762 (in node coordinates), inclusive.
4763 * `pos2` is the opposite corner of the cuboid, inclusive.
4764 * The actual updated cuboid might be larger than the specified one,
4765 because only whole map blocks can be updated.
4766 The actual updated area consists of those map blocks that intersect
4767 with the given cuboid.
4768 * However, the neighborhood of the updated area might change
4769 as well, as light can spread out of the cuboid, also light
4771 * returns `false` if the area is not fully generated,
4773 * `minetest.check_single_for_falling(pos)`
4774 * causes an unsupported `group:falling_node` node to fall and causes an
4775 unattached `group:attached_node` node to fall.
4776 * does not spread these updates to neighbours.
4777 * `minetest.check_for_falling(pos)`
4778 * causes an unsupported `group:falling_node` node to fall and causes an
4779 unattached `group:attached_node` node to fall.
4780 * spread these updates to neighbours and can cause a cascade
4782 * `minetest.get_spawn_level(x, z)`
4783 * Returns a player spawn y co-ordinate for the provided (x, z)
4784 co-ordinates, or `nil` for an unsuitable spawn point.
4785 * For most mapgens a 'suitable spawn point' is one with y between
4786 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
4787 so `nil` will be returned for many (x, z) co-ordinates.
4788 * The spawn level returned is for a player spawn in unmodified terrain.
4789 * The spawn level is intentionally above terrain level to cope with
4790 full-node biome 'dust' nodes.
4795 You can find mod channels communication scheme in `doc/mod_channels.png`.
4797 * `minetest.mod_channel_join(channel_name)`
4798 * Server joins channel `channel_name`, and creates it if necessary. You
4799 should listen for incoming messages with
4800 `minetest.register_on_modchannel_message`
4805 `minetest.get_inventory(location)`: returns an `InvRef`
4808 * `{type="player", name="celeron55"}`
4809 * `{type="node", pos={x=, y=, z=}}`
4810 * `{type="detached", name="creative"}`
4811 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
4813 * `callbacks`: See [Detached inventory callbacks]
4814 * `player_name`: Make detached inventory available to one player
4815 exclusively, by default they will be sent to every player (even if not
4817 Note that this parameter is mostly just a workaround and will be removed
4819 * Creates a detached inventory. If it already exists, it is cleared.
4820 * `minetest.remove_detached_inventory(name)`
4821 * Returns a `boolean` indicating whether the removal succeeded.
4822 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
4823 returns left over ItemStack.
4824 * See `minetest.item_eat` and `minetest.register_on_item_eat`
4829 * `minetest.show_formspec(playername, formname, formspec)`
4830 * `playername`: name of player to show formspec
4831 * `formname`: name passed to `on_player_receive_fields` callbacks.
4832 It should follow the `"modname:<whatever>"` naming convention
4833 * `formspec`: formspec to display
4834 * `minetest.close_formspec(playername, formname)`
4835 * `playername`: name of player to close formspec
4836 * `formname`: has to exactly match the one given in `show_formspec`, or the
4837 formspec will not close.
4838 * calling `show_formspec(playername, formname, "")` is equal to this
4840 * to close a formspec regardless of the formname, call
4841 `minetest.close_formspec(playername, "")`.
4842 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
4843 * `minetest.formspec_escape(string)`: returns a string
4844 * escapes the characters "[", "]", "\", "," and ";", which can not be used
4846 * `minetest.explode_table_event(string)`: returns a table
4847 * returns e.g. `{type="CHG", row=1, column=2}`
4849 * `"INV"`: no row selected
4851 * `"DCL"`: double-click
4852 * `minetest.explode_textlist_event(string)`: returns a table
4853 * returns e.g. `{type="CHG", index=1}`
4855 * `"INV"`: no row selected
4857 * `"DCL"`: double-click
4858 * `minetest.explode_scrollbar_event(string)`: returns a table
4859 * returns e.g. `{type="CHG", value=500}`
4861 * `"INV"`: something failed
4862 * `"CHG"`: has been changed
4863 * `"VAL"`: not changed
4868 * `minetest.inventorycube(img1, img2, img3)`
4869 * Returns a string for making an image of a cube (useful as an item image)
4870 * `minetest.get_pointed_thing_position(pointed_thing, above)`
4871 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
4872 does not refer to a node or entity.
4873 * If the optional `above` parameter is true and the `pointed_thing` refers
4874 to a node, then it will return the `above` position of the `pointed_thing`.
4875 * `minetest.dir_to_facedir(dir, is6d)`
4876 * Convert a vector to a facedir value, used in `param2` for
4877 `paramtype2="facedir"`.
4878 * passing something non-`nil`/`false` for the optional second parameter
4879 causes it to take the y component into account.
4880 * `minetest.facedir_to_dir(facedir)`
4881 * Convert a facedir back into a vector aimed directly out the "back" of a
4883 * `minetest.dir_to_wallmounted(dir)`
4884 * Convert a vector to a wallmounted value, used for
4885 `paramtype2="wallmounted"`.
4886 * `minetest.wallmounted_to_dir(wallmounted)`
4887 * Convert a wallmounted value back into a vector aimed directly out the
4889 * `minetest.dir_to_yaw(dir)`
4890 * Convert a vector into a yaw (angle)
4891 * `minetest.yaw_to_dir(yaw)`
4892 * Convert yaw (angle) to a vector
4893 * `minetest.is_colored_paramtype(ptype)`
4894 * Returns a boolean. Returns `true` if the given `paramtype2` contains
4895 color information (`color`, `colorwallmounted` or `colorfacedir`).
4896 * `minetest.strip_param2_color(param2, paramtype2)`
4897 * Removes everything but the color information from the
4898 given `param2` value.
4899 * Returns `nil` if the given `paramtype2` does not contain color
4901 * `minetest.get_node_drops(node, toolname)`
4902 * Returns list of itemstrings that are dropped by `node` when dug
4904 * `node`: node as table or node name
4905 * `toolname`: name of the tool item (can be `nil`)
4906 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
4907 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4908 * `input.width` = for example `3`
4909 * `input.items` = for example
4910 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4911 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
4912 * `output.time` = a number, if unsuccessful: `0`
4913 * `output.replacements` = List of replacement `ItemStack`s that couldn't be
4914 placed in `decremented_input.items`. Replacements can be placed in
4915 `decremented_input` if the stack of the replaced item has a count of 1.
4916 * `decremented_input` = like `input`
4917 * `minetest.get_craft_recipe(output)`: returns input
4918 * returns last registered recipe for output item (node)
4919 * `output` is a node or item type such as `"default:torch"`
4920 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4921 * `input.width` = for example `3`
4922 * `input.items` = for example
4923 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4924 * `input.items` = `nil` if no recipe found
4925 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
4926 * returns indexed table with all registered recipes for query item (node)
4927 or `nil` if no recipe was found.
4928 * recipe entry table:
4929 * `method`: 'normal' or 'cooking' or 'fuel'
4930 * `width`: 0-3, 0 means shapeless recipe
4931 * `items`: indexed [1-9] table with recipe items
4932 * `output`: string with item name and quantity
4933 * Example query for `"default:gold_ingot"` will return table:
4936 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
4937 items = {1 = "default:gold_lump"}},
4938 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
4939 items = {1 = "default:goldblock"}}
4941 * `minetest.handle_node_drops(pos, drops, digger)`
4942 * `drops`: list of itemstrings
4943 * Handles drops from nodes after digging: Default action is to put them
4944 into digger's inventory.
4945 * Can be overridden to get different functionality (e.g. dropping items on
4947 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
4949 * Creates an item string which contains palette index information
4950 for hardware colorization. You can use the returned string
4951 as an output in a craft recipe.
4952 * `item`: the item stack which becomes colored. Can be in string,
4953 table and native form.
4954 * `palette_index`: this index is added to the item stack
4955 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
4956 * Creates an item string which contains static color information
4957 for hardware colorization. Use this method if you wish to colorize
4958 an item that does not own a palette. You can use the returned string
4959 as an output in a craft recipe.
4960 * `item`: the item stack which becomes colored. Can be in string,
4961 table and native form.
4962 * `colorstring`: the new color of the item stack
4967 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
4968 returns `{{actor, pos, time, oldnode, newnode}, ...}`
4969 * Find who has done something to a node, or near a node
4970 * `actor`: `"player:<name>"`, also `"liquid"`.
4971 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
4972 `boolean, log_messages`.
4973 * Revert latest actions of someone
4974 * `actor`: `"player:<name>"`, also `"liquid"`.
4976 Defaults for the `on_place` and `on_drop` item definition functions
4977 -------------------------------------------------------------------
4979 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
4980 * Place item as a node
4981 * `param2` overrides `facedir` and wallmounted `param2`
4982 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
4983 for the newly placed node to prevent a callback and placement loop
4984 * returns `itemstack, position`
4985 * `position`: the location the node was placed to. `nil` if nothing was placed.
4986 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
4988 * returns the leftover itemstack
4989 * **Note**: This function is deprecated and will never be called.
4990 * `minetest.item_place(itemstack, placer, pointed_thing[, param2])`
4991 * Wrapper that calls `minetest.item_place_node` if appropriate
4992 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
4993 * **Note**: is not called when wielded item overrides `on_place`
4994 * `param2` overrides facedir and wallmounted `param2`
4995 * returns `itemstack, position`
4996 * `position`: the location the node was placed to. `nil` if nothing was placed.
4997 * `minetest.item_drop(itemstack, dropper, pos)`
4999 * returns the leftover itemstack
5000 * `minetest.item_eat(hp_change[, replace_with_item])`
5001 * Returns `function(itemstack, user, pointed_thing)` as a
5002 function wrapper for `minetest.do_item_eat`.
5003 * `replace_with_item` is the itemstring which is added to the inventory.
5004 If the player is eating a stack, then replace_with_item goes to a
5007 Defaults for the `on_punch` and `on_dig` node definition callbacks
5008 ------------------------------------------------------------------
5010 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
5011 * Calls functions registered by `minetest.register_on_punchnode()`
5012 * `minetest.node_dig(pos, node, digger)`
5013 * Checks if node can be dug, puts item into inventory, removes node
5014 * Calls functions registered by `minetest.registered_on_dignodes()`
5019 * `minetest.sound_play(spec, parameters, [ephemeral])`: returns a handle
5020 * `spec` is a `SimpleSoundSpec`
5021 * `parameters` is a sound parameter table
5022 * `ephemeral` is a boolean (default: false)
5023 Ephemeral sounds will not return a handle and can't be stopped or faded.
5024 It is recommend to use this for short sounds that happen in response to
5025 player actions (e.g. door closing).
5026 * `minetest.sound_stop(handle)`
5027 * `handle` is a handle returned by `minetest.sound_play`
5028 * `minetest.sound_fade(handle, step, gain)`
5029 * `handle` is a handle returned by `minetest.sound_play`
5030 * `step` determines how fast a sound will fade.
5031 Negative step will lower the sound volume, positive step will increase
5033 * `gain` the target gain for the fade.
5038 * `minetest.after(time, func, ...)`
5039 * Call the function `func` after `time` seconds, may be fractional
5040 * Optional: Variable number of arguments that are passed to `func`
5045 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
5046 server shutdown. Will display `message` to clients.
5047 * `reconnect` == true displays a reconnect button
5048 * `delay` adds an optional delay (in seconds) before shutdown.
5049 Negative delay cancels the current active shutdown.
5050 Zero delay triggers an immediate shutdown.
5051 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
5052 * `minetest.get_server_status(name, joined)`
5053 * Returns the server status string when a player joins or when the command
5054 `/status` is called. Returns `nil` or an empty string when the message is
5056 * `joined`: Boolean value, indicates whether the function was called when
5058 * This function may be overwritten by mods to customize the status message.
5059 * `minetest.get_server_uptime()`: returns the server uptime in seconds
5060 * `minetest.remove_player(name)`: remove player from database (if they are not
5062 * As auth data is not removed, minetest.player_exists will continue to
5063 return true. Call the below method as well if you want to remove auth
5065 * Returns a code (0: successful, 1: no such player, 2: player is connected)
5066 * `minetest.remove_player_auth(name)`: remove player authentication data
5067 * Returns boolean indicating success (false if player nonexistant)
5072 * `minetest.get_ban_list()`: returns a list of all bans formatted as string
5073 * `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
5074 IP address or name formatted as string
5075 * `minetest.ban_player(name)`: ban the IP of a currently connected player
5076 * Returns boolean indicating success
5077 * `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
5079 * `minetest.kick_player(name, [reason])`: disconnect a player with an optional
5081 * Returns boolean indicating success (false if player nonexistant)
5086 * `minetest.add_particle(particle definition)`
5087 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
5088 expirationtime, size, collisiondetection, texture, playername)`
5090 * `minetest.add_particlespawner(particlespawner definition)`
5091 * Add a `ParticleSpawner`, an object that spawns an amount of particles
5092 over `time` seconds.
5093 * Returns an `id`, and -1 if adding didn't succeed
5094 * Deprecated: `minetest.add_particlespawner(amount, time,
5098 minexptime, maxexptime,
5100 collisiondetection, texture, playername)`
5102 * `minetest.delete_particlespawner(id, player)`
5103 * Delete `ParticleSpawner` with `id` (return value from
5104 `minetest.add_particlespawner`).
5105 * If playername is specified, only deletes on the player's client,
5106 otherwise on all clients.
5111 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
5112 * Create a schematic from the volume of map specified by the box formed by
5114 * Apply the specified probability and per-node force-place to the specified
5115 nodes according to the `probability_list`.
5116 * `probability_list` is an array of tables containing two fields, `pos`
5118 * `pos` is the 3D vector specifying the absolute coordinates of the
5119 node being modified,
5120 * `prob` is an integer value from `0` to `255` that encodes
5121 probability and per-node force-place. Probability has levels
5122 0-127, then 128 may be added to encode per-node force-place.
5123 For probability stated as 0-255, divide by 2 and round down to
5124 get values 0-127, then add 128 to apply per-node force-place.
5125 * If there are two or more entries with the same pos value, the
5127 * If `pos` is not inside the box formed by `p1` and `p2`, it is
5129 * If `probability_list` equals `nil`, no probabilities are applied.
5130 * Apply the specified probability to the specified horizontal slices
5131 according to the `slice_prob_list`.
5132 * `slice_prob_list` is an array of tables containing two fields, `ypos`
5134 * `ypos` indicates the y position of the slice with a probability
5135 applied, the lowest slice being `ypos = 0`.
5136 * If slice probability list equals `nil`, no slice probabilities
5138 * Saves schematic in the Minetest Schematic format to filename.
5140 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
5141 * Place the schematic specified by schematic (see [Schematic specifier]) at
5143 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
5144 * If the `rotation` parameter is omitted, the schematic is not rotated.
5145 * `replacements` = `{["old_name"] = "convert_to", ...}`
5146 * `force_placement` is a boolean indicating whether nodes other than `air`
5147 and `ignore` are replaced by the schematic.
5148 * Returns nil if the schematic could not be loaded.
5149 * **Warning**: Once you have loaded a schematic from a file, it will be
5150 cached. Future calls will always use the cached version and the
5151 replacement list defined for it, regardless of whether the file or the
5152 replacement list parameter have changed. The only way to load the file
5153 anew is to restart the server.
5154 * `flags` is a flag field with the available flags:
5159 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
5160 * This function is analogous to minetest.place_schematic, but places a
5161 schematic onto the specified VoxelManip object `vmanip` instead of the
5163 * Returns false if any part of the schematic was cut-off due to the
5164 VoxelManip not containing the full area required, and true if the whole
5165 schematic was able to fit.
5166 * Returns nil if the schematic could not be loaded.
5167 * After execution, any external copies of the VoxelManip contents are
5169 * `flags` is a flag field with the available flags:
5174 * `minetest.serialize_schematic(schematic, format, options)`
5175 * Return the serialized schematic specified by schematic
5176 (see [Schematic specifier])
5177 * in the `format` of either "mts" or "lua".
5178 * "mts" - a string containing the binary MTS data used in the MTS file
5180 * "lua" - a string containing Lua code representing the schematic in table
5182 * `options` is a table containing the following optional parameters:
5183 * If `lua_use_comments` is true and `format` is "lua", the Lua code
5184 generated will have (X, Z) position comments for every X row
5185 generated in the schematic data for easier reading.
5186 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
5187 the Lua code generated will use that number of spaces as indentation
5188 instead of a tab character.
5190 * `minetest.read_schematic(schematic, options)`
5191 * Returns a Lua table representing the schematic (see: [Schematic specifier])
5192 * `schematic` is the schematic to read (see: [Schematic specifier])
5193 * `options` is a table containing the following optional parameters:
5194 * `write_yslice_prob`: string value:
5195 * `none`: no `write_yslice_prob` table is inserted,
5196 * `low`: only probabilities that are not 254 or 255 are written in
5197 the `write_ylisce_prob` table,
5198 * `all`: write all probabilities to the `write_yslice_prob` table.
5199 * The default for this option is `all`.
5200 * Any invalid value will be interpreted as `all`.
5205 * `minetest.request_http_api()`:
5206 * returns `HTTPApiTable` containing http functions if the calling mod has
5207 been granted access by being listed in the `secure.http_mods` or
5208 `secure.trusted_mods` setting, otherwise returns `nil`.
5209 * The returned table contains the functions `fetch`, `fetch_async` and
5210 `fetch_async_get` described below.
5211 * Only works at init time and must be called from the mod's main scope
5212 (not from a function).
5213 * Function only exists if minetest server was built with cURL support.
5214 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
5216 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
5217 * Performs given request asynchronously and calls callback upon completion
5218 * callback: `function(HTTPRequestResult res)`
5219 * Use this HTTP function if you are unsure, the others are for advanced use
5220 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
5221 * Performs given request asynchronously and returns handle for
5222 `HTTPApiTable.fetch_async_get`
5223 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
5224 * Return response data for given asynchronous HTTP request
5229 * `minetest.get_mod_storage()`:
5230 * returns reference to mod private `StorageRef`
5231 * must be called during mod load time
5236 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
5237 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
5238 * `minetest.player_exists(name)`: boolean, whether player exists
5239 (regardless of online status)
5240 * `minetest.hud_replace_builtin(name, hud_definition)`
5241 * Replaces definition of a builtin hud element
5242 * `name`: `"breath"` or `"health"`
5243 * `hud_definition`: definition to replace builtin definition
5244 * `minetest.send_join_message(player_name)`
5245 * This function can be overridden by mods to change the join message.
5246 * `minetest.send_leave_message(player_name, timed_out)`
5247 * This function can be overridden by mods to change the leave message.
5248 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
5249 * `pos`: table {x=number, y=number, z=number},
5250 * Gives a unique hash number for a node position (16+16+16=48bit)
5251 * `minetest.get_position_from_hash(hash)`: returns a position
5252 * Inverse transform of `minetest.hash_node_position`
5253 * `minetest.get_item_group(name, group)`: returns a rating
5254 * Get rating of a group of an item. (`0` means: not in group)
5255 * `minetest.get_node_group(name, group)`: returns a rating
5256 * Deprecated: An alias for the former.
5257 * `minetest.raillike_group(name)`: returns a rating
5258 * Returns rating of the connect_to_raillike group corresponding to name
5259 * If name is not yet the name of a connect_to_raillike group, a new group
5260 id is created, with that name.
5261 * `minetest.get_content_id(name)`: returns an integer
5262 * Gets the internal content ID of `name`
5263 * `minetest.get_name_from_content_id(content_id)`: returns a string
5264 * Gets the name of the content with that content ID
5265 * `minetest.parse_json(string[, nullvalue])`: returns something
5266 * Convert a string containing JSON data into the Lua equivalent
5267 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
5268 * On success returns a table, a string, a number, a boolean or `nullvalue`
5269 * On failure outputs an error message and returns `nil`
5270 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
5271 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
5273 * Convert a Lua table into a JSON string
5274 * styled: Outputs in a human-readable format if this is set, defaults to
5276 * Unserializable things like functions and userdata will cause an error.
5277 * **Warning**: JSON is more strict than the Lua table format.
5278 1. You can only use strings and positive integers of at least one as
5280 2. You can not mix string and integer keys.
5281 This is due to the fact that JSON has two distinct array and object
5283 * Example: `write_json({10, {a = false}})`,
5284 returns `"[10, {\"a\": false}]"`
5285 * `minetest.serialize(table)`: returns a string
5286 * Convert a table containing tables, strings, numbers, booleans and `nil`s
5287 into string form readable by `minetest.deserialize`
5288 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
5289 * `minetest.deserialize(string[, safe])`: returns a table
5290 * Convert a string returned by `minetest.serialize` into a table
5291 * `string` is loaded in an empty sandbox environment.
5292 * Will load functions if safe is false or omitted. Although these functions
5293 cannot directly access the global environment, they could bypass this
5294 restriction with maliciously crafted Lua bytecode if mod security is
5296 * This function should not be used on untrusted data, regardless of the
5297 value of `safe`. It is fine to serialize then deserialize user-provided
5298 data, but directly providing user input to deserialize is always unsafe.
5299 * Example: `deserialize('return { ["foo"] = "bar" }')`,
5300 returns `{foo='bar'}`
5301 * Example: `deserialize('print("foo")')`, returns `nil`
5302 (function call fails), returns
5303 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
5304 * `minetest.compress(data, method, ...)`: returns `compressed_data`
5305 * Compress a string of data.
5306 * `method` is a string identifying the compression method to be used.
5307 * Supported compression methods:
5308 * Deflate (zlib): `"deflate"`
5309 * `...` indicates method-specific arguments. Currently defined arguments
5311 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
5312 * `minetest.decompress(compressed_data, method, ...)`: returns data
5313 * Decompress a string of data (using ZLib).
5314 * See documentation on `minetest.compress()` for supported compression
5316 * `...` indicates method-specific arguments. Currently, no methods use this
5317 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
5318 * Each argument is a 8 Bit unsigned integer
5319 * Returns the ColorString from rgb or rgba values
5320 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
5321 * `minetest.encode_base64(string)`: returns string encoded in base64
5322 * Encodes a string in base64.
5323 * `minetest.decode_base64(string)`: returns string
5324 * Decodes a string encoded in base64.
5325 * `minetest.is_protected(pos, name)`: returns boolean
5326 * Returning `true` restricts the player `name` from modifying (i.e. digging,
5327 placing) the node at position `pos`.
5328 * `name` will be `""` for non-players or unknown players.
5329 * This function should be overridden by protection mods. It is highly
5330 recommended to grant access to players with the `protection_bypass` privilege.
5331 * Cache and call the old version of this function if the position is
5332 not protected by the mod. This will allow using multiple protection mods.
5335 local old_is_protected = minetest.is_protected
5336 function minetest.is_protected(pos, name)
5337 if mymod:position_protected_from(pos, name) then
5340 return old_is_protected(pos, name)
5342 * `minetest.record_protection_violation(pos, name)`
5343 * This function calls functions registered with
5344 `minetest.register_on_protection_violation`.
5345 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
5346 * Returns the position of the first node that `player_name` may not modify
5347 in the specified cuboid between `pos1` and `pos2`.
5348 * Returns `false` if no protections were found.
5349 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
5350 The points are spaced evenly throughout the volume and have a spacing
5351 similar to, but no larger than, `interval`.
5352 * All corners and edges of the defined volume are checked.
5353 * `interval` defaults to 4.
5354 * `interval` should be carefully chosen and maximised to avoid an excessive
5355 number of points being checked.
5356 * Like `minetest.is_protected`, this function may be extended or
5357 overwritten by mods to provide a faster implementation to check the
5358 cuboid for intersections.
5359 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
5360 orient_flags, prevent_after_place])`
5361 * Attempt to predict the desired orientation of the facedir-capable node
5362 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
5363 or hanging from the ceiling).
5364 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
5365 stacks are handled normally.
5366 * `orient_flags`: Optional table containing extra tweaks to the placement code:
5367 * `invert_wall`: if `true`, place wall-orientation on the ground and
5368 ground-orientation on the wall.
5369 * `force_wall` : if `true`, always place the node in wall orientation.
5370 * `force_ceiling`: if `true`, always place on the ceiling.
5371 * `force_floor`: if `true`, always place the node on the floor.
5372 * `force_facedir`: if `true`, forcefully reset the facedir to north
5373 when placing on the floor or ceiling.
5374 * The first four options are mutually-exclusive; the last in the list
5375 takes precedence over the first.
5376 * `prevent_after_place` is directly passed to `minetest.item_place_node`
5377 * Returns the new itemstack after placement
5378 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
5379 * calls `rotate_and_place()` with `infinitestacks` set according to the state
5380 of the creative mode setting, checks for "sneak" to set the `invert_wall`
5381 parameter and `prevent_after_place` set to `true`.
5383 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
5384 tool_capabilities, dir, distance, damage)`
5385 * Returns the amount of knockback applied on the punched player.
5386 * Arguments are equivalent to `register_on_punchplayer`, except the following:
5387 * `distance`: distance between puncher and punched player
5388 * This function can be overriden by mods that wish to modify this behaviour.
5389 * You may want to cache and call the old function to allow multiple mods to
5390 change knockback behaviour.
5392 * `minetest.forceload_block(pos[, transient])`
5393 * forceloads the position `pos`.
5394 * returns `true` if area could be forceloaded
5395 * If `transient` is `false` or absent, the forceload will be persistent
5396 (saved between server runs). If `true`, the forceload will be transient
5397 (not saved between server runs).
5399 * `minetest.forceload_free_block(pos[, transient])`
5400 * stops forceloading the position `pos`
5401 * If `transient` is `false` or absent, frees a persistent forceload.
5402 If `true`, frees a transient forceload.
5404 * `minetest.request_insecure_environment()`: returns an environment containing
5405 insecure functions if the calling mod has been listed as trusted in the
5406 `secure.trusted_mods` setting or security is disabled, otherwise returns
5408 * Only works at init time and must be called from the mod's main scope (not
5410 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
5411 IT IN A LOCAL VARIABLE!**
5413 * `minetest.global_exists(name)`
5414 * Checks if a global variable has been set, without triggering a warning.
5419 * `minetest.env`: `EnvRef` of the server environment and world.
5420 * Any function in the minetest namespace can be called using the syntax
5421 `minetest.env:somefunction(somearguments)`
5422 instead of `minetest.somefunction(somearguments)`
5423 * Deprecated, but support is not to be dropped soon
5428 ### Registered definition tables
5430 * `minetest.registered_items`
5431 * Map of registered items, indexed by name
5432 * `minetest.registered_nodes`
5433 * Map of registered node definitions, indexed by name
5434 * `minetest.registered_craftitems`
5435 * Map of registered craft item definitions, indexed by name
5436 * `minetest.registered_tools`
5437 * Map of registered tool definitions, indexed by name
5438 * `minetest.registered_entities`
5439 * Map of registered entity prototypes, indexed by name
5440 * `minetest.object_refs`
5441 * Map of object references, indexed by active object id
5442 * `minetest.luaentities`
5443 * Map of Lua entities, indexed by active object id
5444 * `minetest.registered_abms`
5445 * List of ABM definitions
5446 * `minetest.registered_lbms`
5447 * List of LBM definitions
5448 * `minetest.registered_aliases`
5449 * Map of registered aliases, indexed by name
5450 * `minetest.registered_ores`
5451 * Map of registered ore definitions, indexed by the `name` field.
5452 * If `name` is nil, the key is the object handle returned by
5453 `minetest.register_ore`.
5454 * `minetest.registered_biomes`
5455 * Map of registered biome definitions, indexed by the `name` field.
5456 * If `name` is nil, the key is the object handle returned by
5457 `minetest.register_biome`.
5458 * `minetest.registered_decorations`
5459 * Map of registered decoration definitions, indexed by the `name` field.
5460 * If `name` is nil, the key is the object handle returned by
5461 `minetest.register_decoration`.
5462 * `minetest.registered_schematics`
5463 * Map of registered schematic definitions, indexed by the `name` field.
5464 * If `name` is nil, the key is the object handle returned by
5465 `minetest.register_schematic`.
5466 * `minetest.registered_chatcommands`
5467 * Map of registered chat command definitions, indexed by name
5468 * `minetest.registered_privileges`
5469 * Map of registered privilege definitions, indexed by name
5471 ### Registered callback tables
5473 All callbacks registered with [Global callback registration functions] are added
5474 to corresponding `minetest.registered_*` tables.
5482 Sorted alphabetically.
5487 A fast access data structure to store areas, and find areas near a given
5489 Every area has a `data` string attribute to store additional information.
5490 You can create an empty `AreaStore` by calling `AreaStore()`, or
5491 `AreaStore(type_name)`. The mod decides where to save and load AreaStore.
5492 If you chose the parameter-less constructor, a fast implementation will be
5493 automatically chosen for you.
5497 * `get_area(id, include_borders, include_data)`
5498 * Returns the area information about the specified ID.
5499 * Returned values are either of these:
5501 nil -- Area not found
5502 true -- Without `include_borders` and `include_data`
5504 min = pos, max = pos -- `include_borders == true`
5505 data = string -- `include_data == true`
5508 * `get_areas_for_pos(pos, include_borders, include_data)`
5509 * Returns all areas as table, indexed by the area ID.
5510 * Table values: see `get_area`.
5511 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`
5512 * Returns all areas that contain all nodes inside the area specified by `edge1`
5513 and `edge2` (inclusive).
5514 * `accept_overlap`: if `true`, areas are returned that have nodes in
5515 common (intersect) with the specified area.
5516 * Returns the same values as `get_areas_for_pos`.
5517 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
5518 * Returns the new area's ID, or nil if the insertion failed.
5519 * The (inclusive) positions `edge1` and `edge2` describe the area.
5520 * `data` is a string stored with the area.
5521 * `id` (optional): will be used as the internal area ID if it is an unique
5522 number between 0 and 2^32-2.
5523 * `reserve(count)`: reserves resources for at most `count` many contained
5525 Only needed for efficiency, and only some implementations profit.
5526 * `remove_area(id)`: removes the area with the given id from the store, returns
5528 * `set_cache_params(params)`: sets params for the included prefiltering cache.
5529 Calling invalidates the cache, so that its elements have to be newly
5531 * `params` is a table with the following fields:
5533 enabled = boolean, -- Whether to enable, default true
5534 block_radius = int, -- The radius (in nodes) of the areas the cache
5535 -- generates prefiltered lists for, minimum 16,
5537 limit = int, -- The cache size, minimum 20, default 1000
5538 * `to_string()`: Experimental. Returns area store serialized as a (binary)
5540 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
5542 * `from_string(str)`: Experimental. Deserializes string and loads it into the
5544 Returns success and, optionally, an error message.
5545 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
5551 An `InvRef` is a reference to an inventory.
5555 * `is_empty(listname)`: return `true` if list is empty
5556 * `get_size(listname)`: get size of a list
5557 * `set_size(listname, size)`: set size of a list
5558 * returns `false` on error (e.g. invalid `listname` or `size`)
5559 * `get_width(listname)`: get width of a list
5560 * `set_width(listname, width)`: set width of list; currently used for crafting
5561 * `get_stack(listname, i)`: get a copy of stack index `i` in list
5562 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
5563 * `get_list(listname)`: return full list
5564 * `set_list(listname, list)`: set full list (size will not change)
5565 * `get_lists()`: returns list of inventory lists
5566 * `set_lists(lists)`: sets inventory lists (size will not change)
5567 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
5569 * `room_for_item(listname, stack):` returns `true` if the stack of items
5570 can be fully added to the list
5571 * `contains_item(listname, stack, [match_meta])`: returns `true` if
5572 the stack of items can be fully taken from the list.
5573 If `match_meta` is false, only the items' names are compared
5575 * `remove_item(listname, stack)`: take as many items as specified from the
5576 list, returns the items that were actually removed (as an `ItemStack`)
5577 -- note that any item metadata is ignored, so attempting to remove a specific
5578 unique item this way will likely remove the wrong one -- to do that use
5579 `set_stack` with an empty `ItemStack`.
5580 * `get_location()`: returns a location compatible to
5581 `minetest.get_inventory(location)`.
5582 * returns `{type="undefined"}` in case location is not known
5587 An `ItemStack` is a stack of items.
5589 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
5590 an itemstring, a table or `nil`.
5594 * `is_empty()`: returns `true` if stack is empty.
5595 * `get_name()`: returns item name (e.g. `"default:stone"`).
5596 * `set_name(item_name)`: returns a boolean indicating whether the item was
5598 * `get_count()`: Returns number of items on the stack.
5599 * `set_count(count)`: returns a boolean indicating whether the item was cleared
5600 * `count`: number, unsigned 16 bit integer
5601 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
5602 * `set_wear(wear)`: returns boolean indicating whether item was cleared
5603 * `wear`: number, unsigned 16 bit integer
5604 * `get_meta()`: returns ItemStackMetaRef. See section for more details
5605 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
5607 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
5608 * `get_description()`: returns the description shown in inventory list tooltips.
5609 * `clear()`: removes all items from the stack, making it empty.
5610 * `replace(item)`: replace the contents of this stack.
5611 * `item` can also be an itemstring or table.
5612 * `to_string()`: returns the stack in itemstring form.
5613 * `to_table()`: returns the stack in Lua table form.
5614 * `get_stack_max()`: returns the maximum size of the stack (depends on the
5616 * `get_free_space()`: returns `get_stack_max() - get_count()`.
5617 * `is_known()`: returns `true` if the item name refers to a defined item type.
5618 * `get_definition()`: returns the item definition table.
5619 * `get_tool_capabilities()`: returns the digging properties of the item,
5620 or those of the hand if none are defined for this item type
5621 * `add_wear(amount)`
5622 * Increases wear by `amount` if the item is a tool
5623 * `amount`: number, integer
5624 * `add_item(item)`: returns leftover `ItemStack`
5625 * Put some item or stack onto this stack
5626 * `item_fits(item)`: returns `true` if item or stack can be fully added to
5628 * `take_item(n)`: returns taken `ItemStack`
5629 * Take (and remove) up to `n` items from this stack
5630 * `n`: number, default: `1`
5631 * `peek_item(n)`: returns taken `ItemStack`
5632 * Copy (don't remove) up to `n` items from this stack
5633 * `n`: number, default: `1`
5638 ItemStack metadata: reference extra data and functionality stored in a stack.
5639 Can be obtained via `item:get_meta()`.
5643 * All methods in MetaDataRef
5644 * `set_tool_capabilities([tool_capabilities])`
5645 * Overrides the item's tool capabilities
5646 * A nil value will clear the override data and restore the original
5652 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
5653 and [`PlayerMetaRef`].
5657 * `contains(key)`: Returns true if key present, otherwise false.
5658 * Returns `nil` when the MetaData is inexistent.
5659 * `get(key)`: Returns `nil` if key not present, else the stored string.
5660 * `set_string(key, value)`: Value of `""` will delete the key.
5661 * `get_string(key)`: Returns `""` if key not present.
5662 * `set_int(key, value)`
5663 * `get_int(key)`: Returns `0` if key not present.
5664 * `set_float(key, value)`
5665 * `get_float(key)`: Returns `0` if key not present.
5666 * `to_table()`: returns `nil` or a table with keys:
5667 * `fields`: key-value storage
5668 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
5669 * `from_table(nil or {})`
5670 * Any non-table value will clear the metadata
5671 * See [Node Metadata] for an example
5672 * returns `true` on success
5674 * returns `true` if this metadata has the same key-value pairs as `other`
5679 An interface to use mod channels on client and server
5683 * `leave()`: leave the mod channel.
5684 * Server leaves channel `channel_name`.
5685 * No more incoming or outgoing messages can be sent to this channel from
5687 * This invalidate all future object usage.
5688 * Ensure you set mod_channel to nil after that to free Lua resources.
5689 * `is_writeable()`: returns true if channel is writeable and mod can send over
5691 * `send_all(message)`: Send `message` though the mod channel.
5692 * If mod channel is not writeable or invalid, message will be dropped.
5693 * Message size is limited to 65535 characters by protocol.
5698 Node metadata: reference extra data and functionality stored in a node.
5699 Can be obtained via `minetest.get_meta(pos)`.
5703 * All methods in MetaDataRef
5704 * `get_inventory()`: returns `InvRef`
5705 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
5706 This will prevent them from being sent to the client. Note that the "private"
5707 status will only be remembered if an associated key-value pair exists,
5708 meaning it's best to call this when initializing all other meta (e.g.
5714 Node Timers: a high resolution persistent per-node timer.
5715 Can be gotten via `minetest.get_node_timer(pos)`.
5719 * `set(timeout,elapsed)`
5720 * set a timer's state
5721 * `timeout` is in seconds, and supports fractional values (0.1 etc)
5722 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
5723 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
5727 * equivalent to `set(timeout,0)`
5730 * `get_timeout()`: returns current timeout in seconds
5731 * if `timeout` equals `0`, timer is inactive
5732 * `get_elapsed()`: returns current elapsed time in seconds
5733 * the node's `on_timer` function will be called after `(timeout - elapsed)`
5735 * `is_started()`: returns boolean state of timer
5736 * returns `true` if timer is started, otherwise `false`
5741 Moving things in the game are generally these.
5742 This is basically a reference to a C++ `ServerActiveObject`.
5744 ### Advice on handling `ObjectRefs`
5746 When you receive an `ObjectRef` as a callback argument or from another API
5747 function, it is possible to store the reference somewhere and keep it around.
5748 It will keep functioning until the object is unloaded or removed.
5750 However, doing this is **NOT** recommended as there is (intentionally) no method
5751 to test if a previously acquired `ObjectRef` is still valid.
5752 Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
5753 Lua back to the engine.
5754 Doing so is much less error-prone and you will never need to wonder if the
5755 object you are working with still exists.
5760 * `get_pos()`: returns `{x=num, y=num, z=num}`
5761 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
5762 * `move_to(pos, continuous=false)`
5763 * Does an interpolated move for Lua entities for visually smooth transitions.
5764 * If `continuous` is true, the Lua entity will not be moved to the current
5765 position before starting the interpolated move.
5766 * For players this does the same as `set_pos`,`continuous` is ignored.
5767 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
5768 * `puncher` = another `ObjectRef`,
5769 * `time_from_last_punch` = time since last punch action of the puncher
5770 * `direction`: can be `nil`
5771 * `right_click(clicker)`; `clicker` is another `ObjectRef`
5772 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
5773 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
5774 * See reason in register_on_player_hpchange
5775 * Is limited to the range of 0 ... 65535 (2^16 - 1)
5776 * For players: HP are also limited by `hp_max` specified in the player's
5778 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
5779 * `get_wield_list()`: returns the name of the inventory list the wielded item
5781 * `get_wield_index()`: returns the index of the wielded item
5782 * `get_wielded_item()`: returns an `ItemStack`
5783 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
5785 * `set_armor_groups({group1=rating, group2=rating, ...})`
5786 * `get_armor_groups()`: returns a table with the armor group ratings
5787 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
5788 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
5789 * `frame_speed`: number, default: `15.0`
5790 * `frame_blend`: number, default: `0.0`
5791 * `frame_loop`: boolean, default: `true`
5792 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
5794 * `set_animation_frame_speed(frame_speed)`
5795 * `frame_speed`: number, default: `15.0`
5796 * `set_attach(parent, bone, position, rotation)`
5798 * `position`: `{x=num, y=num, z=num}` (relative)
5799 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
5800 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
5803 * `set_bone_position(bone, position, rotation)`
5805 * `position`: `{x=num, y=num, z=num}` (relative)
5806 * `rotation`: `{x=num, y=num, z=num}`
5807 * `get_bone_position(bone)`: returns position and rotation of the bone
5808 * `set_properties(object property table)`
5809 * `get_properties()`: returns object property table
5810 * `is_player()`: returns true for players, false otherwise
5811 * `get_nametag_attributes()`
5812 * returns a table with the attributes of the nametag of an object
5814 color = {a=0..255, r=0..255, g=0..255, b=0..255},
5817 * `set_nametag_attributes(attributes)`
5818 * sets the attributes of the nametag of an object
5822 text = "My Nametag",
5825 #### Lua entity only (no-op for other objects)
5827 * `remove()`: remove object
5828 * The object is removed after returning from Lua. However the `ObjectRef`
5829 itself instantly becomes unusable with all further method calls having
5830 no effect and returning `nil`.
5831 * `set_velocity(vel)`
5832 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5833 * `add_velocity(vel)`
5834 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5835 * In comparison to using get_velocity, adding the velocity and then using
5836 set_velocity, add_velocity is supposed to avoid synchronization problems.
5837 * `get_velocity()`: returns the velocity, a vector
5838 * `set_acceleration(acc)`
5840 * `get_acceleration()`: returns the acceleration, a vector
5841 * `set_rotation(rot)`
5842 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
5843 and Z is roll (bank).
5844 * `get_rotation()`: returns the rotation, a vector (radians)
5845 * `set_yaw(radians)`: sets the yaw (heading).
5846 * `get_yaw()`: returns number in radians
5847 * `set_texture_mod(mod)`
5848 * `get_texture_mod()` returns current texture modifier
5849 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
5850 * Select sprite from spritesheet with optional animation and Dungeon Master
5851 style texture selection based on yaw relative to camera
5852 * `p`: {x=number, y=number}, the coordinate of the first frame
5853 (x: column, y: row), default: `{x=0, y=0}`
5854 * `num_frames`: number, default: `1`
5855 * `framelength`: number, default: `0.2`
5856 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
5857 Master mob, default: `false`
5858 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
5861 #### Player only (no-op for other objects)
5863 * `get_player_name()`: returns `""` if is not a player
5864 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
5865 table {x, y, z} representing the player's instantaneous velocity in nodes/s
5866 * `add_player_velocity(vel)`
5867 * Adds to player velocity, this happens client-side and only once.
5868 * Does not apply during free_move.
5869 * Note that since the player speed is normalized at each move step,
5870 increasing e.g. Y velocity beyond what would usually be achieved
5871 (see: physics overrides) will cause existing X/Z velocity to be reduced.
5872 * Example: `add_player_velocity({x=0, y=6.5, z=0})` is equivalent to
5873 pressing the jump key (assuming default settings)
5874 * `get_look_dir()`: get camera direction as a unit vector
5875 * `get_look_vertical()`: pitch in radians
5876 * Angle ranges between -pi/2 and pi/2, which are straight up and down
5878 * `get_look_horizontal()`: yaw in radians
5879 * Angle is counter-clockwise from the +z direction.
5880 * `set_look_vertical(radians)`: sets look pitch
5881 * radians: Angle from looking forward, where positive is downwards.
5882 * `set_look_horizontal(radians)`: sets look yaw
5883 * radians: Angle from the +z direction, where positive is counter-clockwise.
5884 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
5885 `get_look_vertical`.
5886 * Angle ranges between -pi/2 and pi/2, which are straight down and up
5888 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
5889 `get_look_horizontal`.
5890 * Angle is counter-clockwise from the +x direction.
5891 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
5892 `set_look_vertical`.
5893 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
5894 `set_look_horizontal`.
5895 * `get_breath()`: returns player's breath
5896 * `set_breath(value)`: sets player's breath
5898 * `0`: player is drowning
5899 * max: bubbles bar is not shown
5900 * See [Object properties] for more information
5901 * Is limited to range 0 ... 65535 (2^16 - 1)
5902 * `set_fov(fov, is_multiplier)`: Sets player's FOV
5904 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
5905 Defaults to `false`.
5906 * Set to 0 to clear FOV override.
5908 * Returns player's FOV override in degrees, and a boolean depending on whether
5909 the value is a multiplier.
5910 * Returns 0 as first value if player's FOV hasn't been overridden.
5911 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
5912 * Sets an extra attribute with value on player.
5913 * `value` must be a string, or a number which will be converted to a
5915 * If `value` is `nil`, remove attribute from player.
5916 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
5917 * Returns value (a string) for extra attribute.
5918 * Returns `nil` if no attribute found.
5919 * `get_meta()`: Returns a PlayerMetaRef.
5920 * `set_inventory_formspec(formspec)`
5921 * Redefine player's inventory form
5922 * Should usually be called in `on_joinplayer`
5923 * `get_inventory_formspec()`: returns a formspec string
5924 * `set_formspec_prepend(formspec)`:
5925 * the formspec string will be added to every formspec shown to the user,
5926 except for those with a no_prepend[] tag.
5927 * This should be used to set style elements such as background[] and
5928 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
5929 * Only affects formspecs shown after this is called.
5930 * `get_formspec_prepend(formspec)`: returns a formspec string.
5931 * `get_player_control()`: returns table with player pressed keys
5932 * The table consists of fields with boolean value representing the pressed
5933 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
5934 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
5935 sneak=true, aux1=false, down=false, up=false}`
5936 * `get_player_control_bits()`: returns integer with bit packed player pressed
5938 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
5940 * `set_physics_override(override_table)`
5941 * `override_table` is a table with the following fields:
5942 * `speed`: multiplier to default walking speed value (default: `1`)
5943 * `jump`: multiplier to default jump value (default: `1`)
5944 * `gravity`: multiplier to default gravity value (default: `1`)
5945 * `sneak`: whether player can sneak (default: `true`)
5946 * `sneak_glitch`: whether player can use the new move code replications
5947 of the old sneak side-effects: sneak ladders and 2 node sneak jump
5949 * `new_move`: use new move/sneak code. When `false` the exact old code
5950 is used for the specific old sneak behaviour (default: `true`)
5951 * `get_physics_override()`: returns the table given to `set_physics_override`
5952 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
5954 * `hud_remove(id)`: remove the HUD element of the specified id
5955 * `hud_change(id, stat, value)`: change a value of a previously added HUD
5957 * element `stat` values:
5958 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
5959 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
5960 * `hud_set_flags(flags)`: sets specified HUD flags of player.
5961 * `flags`: A table with the following fields set to boolean values
5969 * If a flag equals `nil`, the flag is not modified
5970 * `minimap`: Modifies the client's permission to view the minimap.
5971 The client may locally elect to not view the minimap.
5972 * `minimap_radar` is only usable when `minimap` is true
5973 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
5974 * See `hud_set_flags` for a list of flags that can be toggled.
5975 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
5976 * `count`: number of items, must be between `1` and `32`
5977 * `hud_get_hotbar_itemcount`: returns number of visible items
5978 * `hud_set_hotbar_image(texturename)`
5979 * sets background image for hotbar
5980 * `hud_get_hotbar_image`: returns texturename
5981 * `hud_set_hotbar_selected_image(texturename)`
5982 * sets image for selected item of hotbar
5983 * `hud_get_hotbar_selected_image`: returns texturename
5984 * `set_sky(parameters)`
5985 * `parameters` is a table with the following optional fields:
5986 * `base_color`: ColorSpec, changes fog in "skybox" and "plain".
5987 * `type`: Available types:
5988 * `"regular"`: Uses 0 textures, `base_color` ignored
5989 * `"skybox"`: Uses 6 textures, `base_color` used as fog.
5990 * `"plain"`: Uses 0 textures, `base_color` used as both fog and sky.
5991 * `textures`: A table containing up to six textures in the following
5992 order: Y+ (top), Y- (bottom), X- (west), X+ (east), Z+ (north), Z- (south).
5993 * `clouds`: Boolean for whether clouds appear. (default: `true`)
5994 * `sky_color`: A table containing the following values, alpha is ignored:
5995 * `day_sky`: ColorSpec, for the top half of the `"regular"`
5996 sky during the day. (default: `#8cbafa`)
5997 * `day_horizon`: ColorSpec, for the bottom half of the
5998 `"regular"` sky during the day. (default: `#9bc1f0`)
5999 * `dawn_sky`: ColorSpec, for the top half of the `"regular"`
6000 sky during dawn/sunset. (default: `#b4bafa`)
6001 The resulting sky color will be a darkened version of the ColorSpec.
6002 Warning: The darkening of the ColorSpec is subject to change.
6003 * `dawn_horizon`: ColorSpec, for the bottom half of the `"regular"`
6004 sky during dawn/sunset. (default: `#bac1f0`)
6005 The resulting sky color will be a darkened version of the ColorSpec.
6006 Warning: The darkening of the ColorSpec is subject to change.
6007 * `night_sky`: ColorSpec, for the top half of the `"regular"`
6008 sky during the night. (default: `#006aff`)
6009 The resulting sky color will be a dark version of the ColorSpec.
6010 Warning: The darkening of the ColorSpec is subject to change.
6011 * `night_horizon`: ColorSpec, for the bottom half of the `"regular"`
6012 sky during the night. (default: `#4090ff`)
6013 The resulting sky color will be a dark version of the ColorSpec.
6014 Warning: The darkening of the ColorSpec is subject to change.
6015 * `indoors`: ColorSpec, for when you're either indoors or
6016 underground. Only applies to the `"regular"` sky.
6017 (default: `#646464`)
6018 * `fog_sun_tint`: ColorSpec, changes the fog tinting for the sun
6019 at sunrise and sunset.
6020 * `fog_moon_tint`: ColorSpec, changes the fog tinting for the moon
6021 at sunrise and sunset.
6022 * `fog_tint_type`: string, changes which mode the directional fog
6023 abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
6024 `"default"` uses the classic Minetest sun and moon tinting.
6025 Will use tonemaps, if set to `"default"`. (default: `"default"`)
6026 * `get_sky()`: returns base_color, type, table of textures, clouds.
6027 * `get_sky_color()`: returns a table with the `sky_color` parameters as in
6029 * `set_sun(parameters)`:
6030 * `parameters` is a table with the following optional fields:
6031 * `visible`: Boolean for whether the sun is visible.
6033 * `texture`: A regular texture for the sun. Setting to `""`
6034 will re-enable the mesh sun. (default: `"sun.png"`)
6035 * `tonemap`: A 512x1 texture containing the tonemap for the sun
6036 (default: `"sun_tonemap.png"`)
6037 * `sunrise`: A regular texture for the sunrise texture.
6038 (default: `"sunrisebg.png"`)
6039 * `sunrise_visible`: Boolean for whether the sunrise texture is visible.
6041 * `scale`: Float controlling the overall size of the sun. (default: `1`)
6042 * `get_sun()`: returns a table with the current sun parameters as in
6044 * `set_moon(parameters)`:
6045 * `parameters` is a table with the following optional fields:
6046 * `visible`: Boolean for whether the moon is visible.
6048 * `texture`: A regular texture for the moon. Setting to `""`
6049 will re-enable the mesh moon. (default: `"moon.png"`)
6050 * `tonemap`: A 512x1 texture containing the tonemap for the moon
6051 (default: `"moon_tonemap.png"`)
6052 * `scale`: Float controlling the overall size of the moon (default: `1`)
6053 * `get_moon()`: returns a table with the current moon parameters as in
6055 * `set_stars(parameters)`:
6056 * `parameters` is a table with the following optional fields:
6057 * `visible`: Boolean for whether the stars are visible.
6059 * `count`: Integer number to set the number of stars in
6060 the skybox. Only applies to `"skybox"` and `"regular"` sky types.
6062 * `star_color`: ColorSpec, sets the colors of the stars,
6063 alpha channel is used to set overall star brightness.
6064 (default: `#ebebff69`)
6065 * `scale`: Float controlling the overall size of the stars (default: `1`)
6066 * `get_stars()`: returns a table with the current stars parameters as in
6068 * `set_clouds(parameters)`: set cloud parameters
6069 * `parameters` is a table with the following optional fields:
6070 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
6071 * `color`: basic cloud color with alpha channel, ColorSpec
6072 (default `#fff0f0e5`).
6073 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
6074 ColorSpec (alpha ignored, default `#000000`)
6075 * `height`: cloud height, i.e. y of cloud base (default per conf,
6077 * `thickness`: cloud thickness in nodes (default `16`)
6078 * `speed`: 2D cloud speed + direction in nodes per second
6079 (default `{x=0, z=-2}`).
6080 * `get_clouds()`: returns a table with the current cloud parameters as in
6082 * `override_day_night_ratio(ratio or nil)`
6083 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
6085 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
6086 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
6087 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
6088 set animation for player model in third person view
6090 set_local_animation({x=0, y=79}, -- stand/idle animation key frames
6091 {x=168, y=187}, -- walk animation key frames
6092 {x=189, y=198}, -- dig animation key frames
6093 {x=200, y=219}, -- walk+dig animation key frames
6094 frame_speed=30) -- animation frame speed
6095 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
6097 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
6099 * in first person view
6100 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
6101 * `get_eye_offset()`: returns `offset_first` and `offset_third`
6102 * `send_mapblock(blockpos)`:
6103 * Sends a server-side loaded mapblock to the player.
6104 * Returns `false` if failed.
6105 * Resource intensive - use sparsely
6106 * To get blockpos, integer divide pos by 16
6111 A 32-bit pseudorandom number generator.
6112 Uses PCG32, an algorithm of the permuted congruential generator family,
6113 offering very strong randomness.
6115 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
6119 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
6120 * `next(min, max)`: return next integer random number [`min`...`max`]
6121 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
6122 random number [`min`...`max`].
6123 * This is only a rough approximation of a normal distribution with:
6124 * `mean = (max - min) / 2`, and
6125 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
6126 * Increasing `num_trials` improves accuracy of the approximation
6131 A perlin noise generator.
6132 It can be created via `PerlinNoise(seed, octaves, persistence, spread)`
6133 or `PerlinNoise(noiseparams)`.
6134 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
6135 or `minetest.get_perlin(noiseparams)`.
6139 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
6140 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
6145 A fast, bulk perlin noise generator.
6147 It can be created via `PerlinNoiseMap(noiseparams, size)` or
6148 `minetest.get_perlin_map(noiseparams, size)`.
6150 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
6151 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
6154 For each of the functions with an optional `buffer` parameter: If `buffer` is
6155 not nil, this table will be used to store the result instead of creating a new
6160 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
6161 with values starting at `pos={x=,y=}`
6162 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
6163 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
6164 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
6165 array of 2D noise with values starting at `pos={x=,y=}`
6166 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
6167 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
6168 is stored internally.
6169 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
6170 is stored internally.
6171 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
6172 returns a slice of the most recently computed noise results. The result slice
6173 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
6174 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
6176 `noisevals = noise:get_map_slice({y=20}, {y=2})`
6177 It is important to note that `slice_offset` offset coordinates begin at 1,
6178 and are relative to the starting position of the most recently calculated
6180 To grab a single vertical column of noise starting at map coordinates
6181 x = 1023, y=1000, z = 1000:
6182 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
6183 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
6189 Uses the same method of storage as the deprecated player attribute API, so
6190 data there will also be in player meta.
6191 Can be obtained using `player:get_meta()`.
6195 * All methods in MetaDataRef
6200 A 16-bit pseudorandom number generator.
6201 Uses a well-known LCG algorithm introduced by K&R.
6203 It can be created via `PseudoRandom(seed)`.
6207 * `next()`: return next integer random number [`0`...`32767`]
6208 * `next(min, max)`: return next integer random number [`min`...`max`]
6209 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
6210 due to the simple implementation making bad distribution otherwise.
6215 A raycast on the map. It works with selection boxes.
6216 Can be used as an iterator in a for loop as:
6218 local ray = Raycast(...)
6219 for pointed_thing in ray do
6223 The map is loaded as the ray advances. If the map is modified after the
6224 `Raycast` is created, the changes may or may not have an effect on the object.
6226 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
6227 `minetest.raycast(pos1, pos2, objects, liquids)` where:
6229 * `pos1`: start of the ray
6230 * `pos2`: end of the ray
6231 * `objects`: if false, only nodes will be returned. Default is true.
6232 * `liquids`: if false, liquid nodes won't be returned. Default is false.
6236 * `next()`: returns a `pointed_thing` with exact pointing location
6237 * Returns the next thing pointed by the ray or nil.
6242 Interface for the operating system's crypto-secure PRNG.
6244 It can be created via `SecureRandom()`. The constructor returns nil if a
6245 secure random device cannot be found on the system.
6249 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
6250 random bytes, as a string.
6255 An interface to read config files in the format of `minetest.conf`.
6257 It can be created via `Settings(filename)`.
6261 * `get(key)`: returns a value
6262 * `get_bool(key, [default])`: returns a boolean
6263 * `default` is the value returned if `key` is not found.
6264 * Returns `nil` if `key` is not found and `default` not specified.
6265 * `get_np_group(key)`: returns a NoiseParams table
6267 * Returns `{flag = true/false, ...}` according to the set flags.
6268 * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
6269 flags like `mgv5_spflags`.
6271 * Setting names can't contain whitespace or any of `="{}#`.
6272 * Setting values can't contain the sequence `\n"""`.
6273 * Setting names starting with "secure." can't be set on the main settings
6274 object (`minetest.settings`).
6275 * `set_bool(key, value)`
6276 * See documentation for set() above.
6277 * `set_np_group(key, value)`
6278 * `value` is a NoiseParams table.
6279 * Also, see documentation for set() above.
6280 * `remove(key)`: returns a boolean (`true` for success)
6281 * `get_names()`: returns `{key1,...}`
6282 * `write()`: returns a boolean (`true` for success)
6283 * Writes changes to file.
6284 * `to_table()`: returns `{[key1]=value1,...}`
6288 The settings have the format `key = value`. Example:
6300 Mod metadata: per mod metadata, saved automatically.
6301 Can be obtained via `minetest.get_mod_storage()` during load time.
6303 WARNING: This storage backend is incaptable to save raw binary data due
6304 to restrictions of JSON.
6308 * All methods in MetaDataRef
6319 Used by `ObjectRef` methods. Part of an Entity definition.
6320 These properties are not persistent, but are applied automatically to the
6321 corresponding Lua entity using the given registration fields.
6322 Player properties need to be saved manually.
6326 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
6329 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
6332 -- For players only. Zoom FOV in degrees.
6333 -- Note that zoom loads and/or generates world beyond the server's
6334 -- maximum send and generate distances, so acts like a telescope.
6335 -- Smaller zoom_fov values increase the distance loaded/generated.
6336 -- Defaults to 15 in creative mode, 0 in survival mode.
6337 -- zoom_fov = 0 disables zooming for the player.
6340 -- For players only. Camera height above feet position in nodes.
6341 -- Defaults to 1.625.
6344 -- Collide with `walkable` nodes.
6346 collide_with_objects = true,
6347 -- Collide with other objects if physical = true
6349 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
6350 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
6351 -- Selection box uses collision box dimensions when not set.
6352 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
6356 -- Overrides selection box when false
6358 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
6359 -- "cube" is a node-sized cube.
6360 -- "sprite" is a flat texture always facing the player.
6361 -- "upright_sprite" is a vertical flat texture.
6362 -- "mesh" uses the defined mesh model.
6363 -- "wielditem" is used for dropped items.
6364 -- (see builtin/game/item_entity.lua).
6365 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
6366 -- If the item has a 'wield_image' the object will be an extrusion of
6368 -- If 'itemname' is a cubic node or nodebox the object will appear
6369 -- identical to 'itemname'.
6370 -- If 'itemname' is a plantlike node the object will be an extrusion
6372 -- Otherwise for non-node items, the object will be an extrusion of
6373 -- 'inventory_image'.
6374 -- If 'itemname' contains a ColorString or palette index (e.g. from
6375 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
6376 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
6378 visual_size = {x = 1, y = 1, z = 1},
6379 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
6380 -- to scale the entity along both horizontal axes.
6383 -- File name of mesh when using "mesh" visual
6386 -- Number of required textures depends on visual.
6387 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
6388 -- "sprite" uses 1 texture.
6389 -- "upright_sprite" uses 2 textures: {front, back}.
6390 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
6393 -- Number of required colors depends on visual
6395 use_texture_alpha = false,
6396 -- Use texture's alpha channel.
6397 -- Excludes "upright_sprite" and "wielditem".
6398 -- Note: currently causes visual issues when viewed through other
6399 -- semi-transparent materials such as water.
6401 spritediv = {x = 1, y = 1},
6402 -- Used with spritesheet textures for animation and/or frame selection
6403 -- according to position relative to player.
6404 -- Defines the number of columns and rows in the spritesheet:
6407 initial_sprite_basepos = {x = 0, y = 0},
6408 -- Used with spritesheet textures.
6409 -- Defines the {column, row} position of the initially used frame in the
6413 -- If false, object is invisible and can't be pointed.
6415 makes_footstep_sound = false,
6416 -- If true, is able to make footstep sounds of nodes
6417 -- (see node sound definition for details).
6419 automatic_rotate = 0,
6420 -- Set constant rotation in radians per second, positive or negative.
6421 -- Set to 0 to disable constant rotation.
6424 -- If positive number, object will climb upwards when it moves
6425 -- horizontally against a `walkable` node, if the height difference
6426 -- is within `stepheight`.
6428 automatic_face_movement_dir = 0.0,
6429 -- Automatically set yaw to movement direction, offset in degrees.
6430 -- 'false' to disable.
6432 automatic_face_movement_max_rotation_per_sec = -1,
6433 -- Limit automatic rotation to this value in degrees per second.
6434 -- No limit if value <= 0.
6436 backface_culling = true,
6437 -- Set to false to disable backface_culling for model
6440 -- Add this much extra lighting when calculating texture color.
6441 -- Value < 0 disables light's effect on texture color.
6442 -- For faking self-lighting, UI style entities, or programmatic coloring
6446 -- By default empty, for players their name is shown if empty
6448 nametag_color = <ColorSpec>,
6449 -- Sets color of nametag
6452 -- By default empty, text to be shown when pointed at object
6455 -- If false, never save this object statically. It will simply be
6456 -- deleted when the block gets unloaded.
6457 -- The get_staticdata() callback is never called then.
6458 -- Defaults to 'true'.
6464 Used by `minetest.register_entity`.
6467 initial_properties = {
6469 mesh = "boats_boat.obj",
6472 -- A table of object properties, see the `Object properties` section.
6473 -- Object properties being read directly from the entity definition
6474 -- table is deprecated. Define object properties in this
6475 -- `initial_properties` table instead.
6477 on_activate = function(self, staticdata, dtime_s),
6479 on_step = function(self, dtime),
6481 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
6483 on_rightclick = function(self, clicker),
6485 get_staticdata = function(self),
6486 -- Called sometimes; the string returned is passed to on_activate when
6487 -- the entity is re-activated from static state
6489 _custom_field = whatever,
6490 -- You can define arbitrary member variables here (see Item definition
6491 -- for more info) by using a '_' prefix
6494 ABM (ActiveBlockModifier) definition
6495 ------------------------------------
6497 Used by `minetest.register_abm`.
6500 label = "Lava cooling",
6501 -- Descriptive label for profiling purposes (optional).
6502 -- Definitions with identical labels will be listed as one.
6504 nodenames = {"default:lava_source"},
6505 -- Apply `action` function to these nodes.
6506 -- `group:groupname` can also be used here.
6508 neighbors = {"default:water_source", "default:water_flowing"},
6509 -- Only apply `action` to nodes that have one of, or any
6510 -- combination of, these neighbors.
6511 -- If left out or empty, any neighbor will do.
6512 -- `group:groupname` can also be used here.
6515 -- Operation interval in seconds
6518 -- Chance of triggering `action` per-node per-interval is 1.0 / this
6522 -- If true, catch-up behaviour is enabled: The `chance` value is
6523 -- temporarily reduced when returning to an area to simulate time lost
6524 -- by the area being unattended. Note that the `chance` value can often
6527 action = function(pos, node, active_object_count, active_object_count_wider),
6528 -- Function triggered for each qualifying node.
6529 -- `active_object_count` is number of active objects in the node's
6531 -- `active_object_count_wider` is number of active objects in the node's
6532 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
6533 -- mapblocks are unloaded an estmate is calculated for them based on
6534 -- loaded mapblocks.
6537 LBM (LoadingBlockModifier) definition
6538 -------------------------------------
6540 Used by `minetest.register_lbm`.
6542 A loading block modifier (LBM) is used to define a function that is called for
6543 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
6547 label = "Upgrade legacy doors",
6548 -- Descriptive label for profiling purposes (optional).
6549 -- Definitions with identical labels will be listed as one.
6551 name = "modname:replace_legacy_door",
6553 nodenames = {"default:lava_source"},
6554 -- List of node names to trigger the LBM on.
6555 -- Also non-registered nodes will work.
6556 -- Groups (as of group:groupname) will work as well.
6558 run_at_every_load = false,
6559 -- Whether to run the LBM's action every time a block gets loaded,
6560 -- and not only the first time the block gets loaded after the LBM
6563 action = function(pos, node),
6570 * `{name="image.png", animation={Tile Animation definition}}`
6571 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
6572 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
6573 * backface culling enabled by default for most nodes
6574 * tileable flags are info for shaders, how they should treat texture
6575 when displacement mapping is used.
6576 Directions are from the point of view of the tile texture,
6577 not the node it's on.
6578 * align style determines whether the texture will be rotated with the node
6579 or kept aligned with its surroundings. "user" means that client
6580 setting will be used, similar to `glasslike_framed_optional`.
6581 Note: supported by solid nodes and nodeboxes only.
6582 * scale is used to make texture span several (exactly `scale`) nodes,
6583 instead of just one, in each direction. Works for world-aligned
6585 Note that as the effect is applied on per-mapblock basis, `16` should
6586 be equally divisible by `scale` or you may get wrong results.
6587 * `{name="image.png", color=ColorSpec}`
6588 * the texture's color will be multiplied with this color.
6589 * the tile's color overrides the owning node's color in all cases.
6590 * deprecated, yet still supported field names:
6593 Tile animation definition
6594 -------------------------
6597 type = "vertical_frames",
6600 -- Width of a frame in pixels
6603 -- Height of a frame in pixels
6613 -- Width in number of frames
6616 -- Height in number of frames
6619 -- Length of a single frame
6625 Used by `minetest.register_node`, `minetest.register_craftitem`, and
6626 `minetest.register_tool`.
6629 description = "Steel Axe",
6632 -- key = name, value = rating; rating = 1..3.
6633 -- If rating not applicable, use 1.
6634 -- e.g. {wool = 1, fluffy = 3}
6635 -- {soil = 2, outerspace = 1, crumbly = 1}
6636 -- {bendy = 2, snappy = 1},
6637 -- {hard = 1, metal = 1, spikes = 1}
6639 inventory_image = "default_tool_steelaxe.png",
6641 inventory_overlay = "overlay.png",
6642 -- An overlay which does not get colorized
6649 -- An image file containing the palette of a node.
6650 -- You can set the currently used color as the "palette_index" field of
6651 -- the item stack metadata.
6652 -- The palette is always stretched to fit indices between 0 and 255, to
6653 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
6655 color = "0xFFFFFFFF",
6656 -- The color of the item. The palette overrides this.
6658 wield_scale = {x = 1, y = 1, z = 1},
6664 liquids_pointable = false,
6666 -- See "Tools" section for an example including explanation
6667 tool_capabilities = {
6668 full_punch_interval = 1.0,
6672 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
6673 uses = 20, maxlevel = 2},
6675 damage_groups = {groupname = damage},
6676 -- Damage values must be between -32768 and 32767 (2^15)
6678 punch_attack_uses = nil,
6679 -- Amount of uses this tool has for attacking players and entities
6680 -- by punching them (0 = infinite uses).
6681 -- For compatibility, this is automatically set from the first
6682 -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
6683 -- It is recommend to set this explicitly instead of relying on the
6684 -- fallback behavior.
6687 node_placement_prediction = nil,
6688 -- If nil and item is node, prediction is made automatically.
6689 -- If nil and item is not a node, no prediction is made.
6690 -- If "" and item is anything, no prediction is made.
6691 -- Otherwise should be name of node which the client immediately places
6692 -- on ground when the player places the item. Server will always update
6693 -- actual result to client in a short moment.
6695 node_dig_prediction = "air",
6696 -- if "", no prediction is made.
6697 -- if "air", node is removed.
6698 -- Otherwise should be name of node which the client immediately places
6699 -- upon digging. Server will always update actual result shortly.
6702 -- Definition of items sounds to be played at various events.
6703 -- All fields in this table are optional.
6705 breaks = <SimpleSoundSpec>,
6706 -- When tool breaks due to wear. Ignored for non-tools
6708 eat = <SimpleSoundSpec>,
6709 -- When item is eaten with `minetest.do_item_eat`
6712 on_place = function(itemstack, placer, pointed_thing),
6713 -- Shall place item and return the leftover itemstack.
6714 -- The placer may be any ObjectRef or nil.
6715 -- default: minetest.item_place
6717 on_secondary_use = function(itemstack, user, pointed_thing),
6718 -- Same as on_place but called when not pointing at a node.
6719 -- The user may be any ObjectRef or nil.
6722 on_drop = function(itemstack, dropper, pos),
6723 -- Shall drop item and return the leftover itemstack.
6724 -- The dropper may be any ObjectRef or nil.
6725 -- default: minetest.item_drop
6727 on_use = function(itemstack, user, pointed_thing),
6729 -- Function must return either nil if no item shall be removed from
6730 -- inventory, or an itemstack to replace the original itemstack.
6731 -- e.g. itemstack:take_item(); return itemstack
6732 -- Otherwise, the function is free to do what it wants.
6733 -- The user may be any ObjectRef or nil.
6734 -- The default functions handle regular use cases.
6736 after_use = function(itemstack, user, node, digparams),
6738 -- If defined, should return an itemstack and will be called instead of
6739 -- wearing out the tool. If returns nil, does nothing.
6740 -- If after_use doesn't exist, it is the same as:
6741 -- function(itemstack, user, node, digparams)
6742 -- itemstack:add_wear(digparams.wear)
6745 -- The user may be any ObjectRef or nil.
6747 _custom_field = whatever,
6748 -- Add your own custom fields. By convention, all custom field names
6749 -- should start with `_` to avoid naming collisions with future engine
6756 Used by `minetest.register_node`.
6759 -- <all fields allowed in item definitions>,
6761 drawtype = "normal", -- See "Node drawtypes"
6764 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
6765 -- "firelike", "mesh".
6766 -- For plantlike and firelike, the image will start at the bottom of the
6767 -- node. For torchlike, the image will start at the surface to which the
6768 -- node "attaches". For the other drawtypes the image will be centered
6771 tiles = {tile definition 1, def2, def3, def4, def5, def6},
6772 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
6773 -- Old field name was 'tile_images'.
6774 -- List can be shortened to needed length.
6776 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
6777 -- Same as `tiles`, but these textures are drawn on top of the base
6778 -- tiles. You can use this to colorize only specific parts of your
6779 -- texture. If the texture name is an empty string, that overlay is not
6780 -- drawn. Since such tiles are drawn twice, it is not recommended to use
6781 -- overlays on very common nodes.
6783 special_tiles = {tile definition 1, Tile definition 2},
6784 -- Special textures of node; used rarely.
6785 -- Old field name was 'special_materials'.
6786 -- List can be shortened to needed length.
6789 -- The node's original color will be multiplied with this color.
6790 -- If the node has a palette, then this setting only has an effect in
6791 -- the inventory and on the wield item.
6793 use_texture_alpha = false,
6794 -- Use texture's alpha channel
6796 palette = "palette.png",
6797 -- The node's `param2` is used to select a pixel from the image.
6798 -- Pixels are arranged from left to right and from top to bottom.
6799 -- The node's color will be multiplied with the selected pixel's color.
6800 -- Tiles can override this behavior.
6801 -- Only when `paramtype2` supports palettes.
6803 post_effect_color = "green#0F",
6804 -- Screen tint if player is inside node, see "ColorSpec"
6806 paramtype = "none", -- See "Nodes"
6808 paramtype2 = "none", -- See "Nodes"
6810 place_param2 = nil, -- Force value for param2 when player places node
6812 is_ground_content = true,
6813 -- If false, the cave generator and dungeon generator will not carve
6814 -- through this node.
6815 -- Specifically, this stops mod-added nodes being removed by caves and
6816 -- dungeons when those generate in a neighbor mapchunk and extend out
6817 -- beyond the edge of that mapchunk.
6819 sunlight_propagates = false,
6820 -- If true, sunlight will go infinitely through this node
6822 walkable = true, -- If true, objects collide with node
6824 pointable = true, -- If true, can be pointed at
6826 diggable = true, -- If false, can never be dug
6828 climbable = false, -- If true, can be climbed on (ladder)
6830 buildable_to = false, -- If true, placed nodes can replace this node
6833 -- If true, liquids flow into and replace this node.
6834 -- Warning: making a liquid node 'floodable' will cause problems.
6836 liquidtype = "none", -- "none" / "source" / "flowing"
6838 liquid_alternative_flowing = "", -- Flowing version of source liquid
6840 liquid_alternative_source = "", -- Source version of flowing liquid
6842 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
6844 liquid_renewable = true,
6845 -- If true, a new liquid source can be created by placing two or more
6849 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
6850 -- Allows defining the nodebox height without using param2.
6851 -- The nodebox height is 'leveled' / 64 nodes.
6852 -- The maximum value of 'leveled' is 127.
6854 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
6857 -- Player will take this amount of damage if no bubbles are left
6860 -- Amount of light emitted by node.
6861 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
6862 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
6865 damage_per_second = 0,
6866 -- If player is inside node, this damage is caused
6868 node_box = {type="regular"}, -- See "Node boxes"
6870 connects_to = nodenames,
6871 -- Used for nodebox nodes with the type == "connected".
6872 -- Specifies to what neighboring nodes connections will be drawn.
6873 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
6875 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
6876 -- Tells connected nodebox nodes to connect only to these sides of this
6880 -- File name of mesh when using "mesh" drawtype
6885 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6888 -- Custom selection box definition. Multiple boxes can be defined.
6889 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
6890 -- definition is used for the selection box.
6895 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6898 -- Custom collision box definition. Multiple boxes can be defined.
6899 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
6900 -- definition is used for the collision box.
6901 -- Both of the boxes above are defined as:
6902 -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
6904 -- Support maps made in and before January 2012
6905 legacy_facedir_simple = false,
6906 legacy_wallmounted = false,
6909 -- Valid for drawtypes:
6910 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
6911 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
6912 -- 2 - wave node like leaves (whole node moves side-to-side)
6913 -- 3 - wave node like liquids (whole node moves up and down)
6914 -- Not all models will properly wave.
6915 -- plantlike drawtype can only wave like plants.
6916 -- allfaces_optional drawtype can only wave like leaves.
6917 -- liquid, flowingliquid drawtypes can only wave like liquids.
6920 -- Definition of node sounds to be played at various events.
6921 -- All fields in this table are optional.
6923 footstep = <SimpleSoundSpec>,
6924 -- If walkable, played when object walks on it. If node is
6925 -- climbable or a liquid, played when object moves through it
6927 dig = <SimpleSoundSpec> or "__group",
6928 -- While digging node.
6929 -- If `"__group"`, then the sound will be
6930 -- `default_dig_<groupname>`, where `<groupname>` is the
6931 -- name of the tool's digging group with the fastest digging time.
6932 -- In case of a tie, one of the sounds will be played (but we
6933 -- cannot predict which one)
6934 -- Default value: `"__group"`
6936 dug = <SimpleSoundSpec>,
6939 place = <SimpleSoundSpec>,
6940 -- Node was placed. Also played after falling
6942 place_failed = <SimpleSoundSpec>,
6943 -- When node placement failed
6945 fall = <SimpleSoundSpec>,
6946 -- When node starts to fall
6950 -- Name of dropped item when dug.
6951 -- Default dropped item is the node itself.
6952 -- Using a table allows multiple items, drop chances and tool filtering.
6953 -- Tool filtering was undocumented until recently, tool filtering by string
6954 -- matching is deprecated.
6957 -- Maximum number of item lists to drop.
6958 -- The entries in 'items' are processed in order. For each:
6959 -- Tool filtering is applied, chance of drop is applied, if both are
6960 -- successful the entire item list is dropped.
6961 -- Entry processing continues until the number of dropped item lists
6962 -- equals 'max_items'.
6963 -- Therefore, entries should progress from low to high drop chance.
6967 -- 1 in 1000 chance of dropping a diamond.
6968 -- Default rarity is '1'.
6970 items = {"default:diamond"},
6973 -- Only drop if using a tool whose name is identical to one
6975 tools = {"default:shovel_mese", "default:shovel_diamond"},
6977 items = {"default:dirt"},
6978 -- Whether all items in the dropped item list inherit the
6979 -- hardware coloring palette color from the dug node.
6980 -- Default is 'false'.
6981 inherit_color = true,
6984 -- Only drop if using a tool whose name contains
6985 -- "default:shovel_" (this tool filtering by string matching
6987 tools = {"~default:shovel_"},
6989 -- The item list dropped.
6990 items = {"default:sand", "default:desert_sand"},
6995 on_construct = function(pos),
6996 -- Node constructor; called after adding node.
6997 -- Can set up metadata and stuff like that.
6998 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
7001 on_destruct = function(pos),
7002 -- Node destructor; called before removing node.
7003 -- Not called for bulk node placement.
7006 after_destruct = function(pos, oldnode),
7007 -- Node destructor; called after removing node.
7008 -- Not called for bulk node placement.
7011 on_flood = function(pos, oldnode, newnode),
7012 -- Called when a liquid (newnode) is about to flood oldnode, if it has
7013 -- `floodable = true` in the nodedef. Not called for bulk node placement
7014 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
7015 -- node is not flooded, but on_flood callback will most likely be called
7016 -- over and over again every liquid update interval.
7018 -- Warning: making a liquid node 'floodable' will cause problems.
7020 preserve_metadata = function(pos, oldnode, oldmeta, drops),
7021 -- Called when oldnode is about be converted to an item, but before the
7022 -- node is deleted from the world or the drops are added. This is
7023 -- generally the result of either the node being dug or an attached node
7024 -- becoming detached.
7025 -- oldmeta is the NodeMetaRef of the oldnode before deletion.
7026 -- drops is a table of ItemStacks, so any metadata to be preserved can
7027 -- be added directly to one or more of the dropped items. See
7028 -- "ItemStackMetaRef".
7031 after_place_node = function(pos, placer, itemstack, pointed_thing),
7032 -- Called after constructing node when node was placed using
7033 -- minetest.item_place_node / minetest.place_node.
7034 -- If return true no item is taken from itemstack.
7035 -- `placer` may be any valid ObjectRef or nil.
7038 after_dig_node = function(pos, oldnode, oldmetadata, digger),
7039 -- oldmetadata is in table format.
7040 -- Called after destructing node when node was dug using
7041 -- minetest.node_dig / minetest.dig_node.
7044 can_dig = function(pos, [player]),
7045 -- Returns true if node can be dug, or false if not.
7048 on_punch = function(pos, node, puncher, pointed_thing),
7049 -- default: minetest.node_punch
7050 -- Called when puncher (an ObjectRef) punches the node at pos.
7051 -- By default calls minetest.register_on_punchnode callbacks.
7053 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
7055 -- Called when clicker (an ObjectRef) "rightclicks"
7056 -- ("rightclick" here stands for the placement key) while pointing at
7057 -- the node at pos with 'node' being the node table.
7058 -- itemstack will hold clicker's wielded item.
7059 -- Shall return the leftover itemstack.
7060 -- Note: pointed_thing can be nil, if a mod calls this function.
7061 -- This function does not get triggered by clients <=0.4.16 if the
7062 -- "formspec" node metadata field is set.
7064 on_dig = function(pos, node, digger),
7065 -- default: minetest.node_dig
7066 -- By default checks privileges, wears out tool and removes node.
7068 on_timer = function(pos, elapsed),
7070 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
7071 -- elapsed is the total time passed since the timer was started.
7072 -- return true to run the timer for another cycle with the same timeout
7075 on_receive_fields = function(pos, formname, fields, sender),
7076 -- fields = {name1 = value1, name2 = value2, ...}
7077 -- Called when an UI form (e.g. sign text input) returns data.
7078 -- See minetest.register_on_player_receive_fields for more info.
7081 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
7082 -- Called when a player wants to move items inside the inventory.
7083 -- Return value: number of items allowed to move.
7085 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
7086 -- Called when a player wants to put something into the inventory.
7087 -- Return value: number of items allowed to put.
7088 -- Return value -1: Allow and don't modify item count in inventory.
7090 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
7091 -- Called when a player wants to take something out of the inventory.
7092 -- Return value: number of items allowed to take.
7093 -- Return value -1: Allow and don't modify item count in inventory.
7095 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
7096 on_metadata_inventory_put = function(pos, listname, index, stack, player),
7097 on_metadata_inventory_take = function(pos, listname, index, stack, player),
7098 -- Called after the actual action has happened, according to what was
7102 on_blast = function(pos, intensity),
7103 -- intensity: 1.0 = mid range of regular TNT.
7104 -- If defined, called when an explosion touches the node, instead of
7105 -- removing the node.
7111 Used by `minetest.register_craft`.
7116 output = 'default:pick_stone',
7118 {'default:cobble', 'default:cobble', 'default:cobble'},
7119 {'', 'default:stick', ''},
7120 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
7122 replacements = <list of item pairs>,
7123 -- replacements: replace one input item with another item on crafting
7131 output = 'mushrooms:mushroom_stew',
7134 "mushrooms:mushroom_brown",
7135 "mushrooms:mushroom_red",
7137 replacements = <list of item pairs>,
7143 type = "toolrepair",
7144 additional_wear = -0.02,
7147 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
7153 output = "default:glass",
7154 recipe = "default:sand",
7162 recipe = "bucket:bucket_lava",
7164 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
7170 Used by `minetest.register_ore`.
7172 See [Ores] section above for essential information.
7175 ore_type = "scatter",
7177 ore = "default:stone_with_coal",
7180 -- Facedir rotation. Default is 0 (unchanged rotation)
7182 wherein = "default:stone",
7183 -- A list of nodenames is supported too
7185 clust_scarcity = 8 * 8 * 8,
7186 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
7187 -- If the desired average distance between ores is 'd', set this to
7191 -- Number of ores in a cluster
7194 -- Size of the bounding box of the cluster.
7195 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
7196 -- nodes are coal ore.
7200 -- Lower and upper limits for ore
7203 -- Attributes for the ore generation, see 'Ore attributes' section above
7205 noise_threshold = 0.5,
7206 -- If noise is above this threshold, ore is placed. Not needed for a
7207 -- uniform distribution.
7212 spread = {x = 100, y = 100, z = 100},
7217 -- NoiseParams structure describing one of the perlin noises used for
7218 -- ore distribution.
7219 -- Needed by "sheet", "puff", "blob" and "vein" ores.
7220 -- Omit from "scatter" ore for a uniform ore distribution.
7221 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
7224 biomes = {"desert", "rainforest"},
7225 -- List of biomes in which this ore occurs.
7226 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
7227 -- being used does not support biomes.
7228 -- Can be a list of (or a single) biome names, IDs, or definitions.
7230 -- Type-specific parameters
7233 column_height_min = 1,
7234 column_height_max = 16,
7235 column_midpoint_factor = 0.5,
7241 spread = {x = 100, y = 100, z = 100},
7249 spread = {x = 100, y = 100, z = 100},
7256 random_factor = 1.0,
7259 np_stratum_thickness = {
7262 spread = {x = 100, y = 100, z = 100},
7267 stratum_thickness = 8,
7273 Used by `minetest.register_biome`.
7278 node_dust = "default:snow",
7279 -- Node dropped onto upper surface after all else is generated
7281 node_top = "default:dirt_with_snow",
7283 -- Node forming surface layer of biome and thickness of this layer
7285 node_filler = "default:permafrost",
7287 -- Node forming lower layer of biome and thickness of this layer
7289 node_stone = "default:bluestone",
7290 -- Node that replaces all stone nodes between roughly y_min and y_max.
7292 node_water_top = "default:ice",
7293 depth_water_top = 10,
7294 -- Node forming a surface layer in seawater with the defined thickness
7297 -- Node that replaces all seawater nodes not in the surface layer
7299 node_river_water = "default:ice",
7300 -- Node that replaces river water in mapgens that use
7301 -- default:river_water
7303 node_riverbed = "default:gravel",
7305 -- Node placed under river water and thickness of this layer
7307 node_cave_liquid = "default:lava_source",
7308 node_cave_liquid = {"default:water_source", "default:lava_source"},
7309 -- Nodes placed inside 50% of the medium size caves.
7310 -- Multiple nodes can be specified, each cave will use a randomly
7311 -- chosen node from the list.
7312 -- If this field is left out or 'nil', cave liquids fall back to
7313 -- classic behaviour of lava and water distributed using 3D noise.
7314 -- For no cave liquid, specify "air".
7316 node_dungeon = "default:cobble",
7317 -- Node used for primary dungeon structure.
7318 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
7319 -- alias, if that is also absent, dungeon nodes fall back to the biome
7321 -- If present, the following two nodes are also used.
7323 node_dungeon_alt = "default:mossycobble",
7324 -- Node used for randomly-distributed alternative structure nodes.
7325 -- If alternative structure nodes are not wanted leave this absent for
7326 -- performance reasons.
7328 node_dungeon_stair = "stairs:stair_cobble",
7329 -- Node used for dungeon stairs.
7330 -- If absent, stairs fall back to 'node_dungeon'.
7334 -- Upper and lower limits for biome.
7335 -- Alternatively you can use xyz limits as shown below.
7337 max_pos = {x = 31000, y = 128, z = 31000},
7338 min_pos = {x = -31000, y = 9, z = -31000},
7339 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
7340 -- Biome is limited to a cuboid defined by these positions.
7341 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
7342 -- 31000 in 'max_pos'.
7345 -- Vertical distance in nodes above 'y_max' over which the biome will
7346 -- blend with the biome above.
7347 -- Set to 0 for no vertical blend. Defaults to 0.
7350 humidity_point = 50,
7351 -- Characteristic temperature and humidity for the biome.
7352 -- These values create 'biome points' on a voronoi diagram with heat and
7353 -- humidity as axes. The resulting voronoi cells determine the
7354 -- distribution of the biomes.
7355 -- Heat and humidity have average values of 50, vary mostly between
7356 -- 0 and 100 but can exceed these values.
7359 Decoration definition
7360 ---------------------
7362 See [Decoration types]. Used by `minetest.register_decoration`.
7365 deco_type = "simple",
7367 place_on = "default:dirt_with_grass",
7368 -- Node (or list of nodes) that the decoration can be placed on
7371 -- Size of the square divisions of the mapchunk being generated.
7372 -- Determines the resolution of noise variation if used.
7373 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
7374 -- equal to the chunk size.
7377 -- The value determines 'decorations per surface node'.
7378 -- Used only if noise_params is not specified.
7379 -- If >= 10.0 complete coverage is enabled and decoration placement uses
7380 -- a different and much faster method.
7385 spread = {x = 100, y = 100, z = 100},
7392 -- NoiseParams structure describing the perlin noise used for decoration
7394 -- A noise value is calculated for each square division and determines
7395 -- 'decorations per surface node' within each division.
7396 -- If the noise value >= 10.0 complete coverage is enabled and
7397 -- decoration placement uses a different and much faster method.
7399 biomes = {"Oceanside", "Hills", "Plains"},
7400 -- List of biomes in which this decoration occurs. Occurs in all biomes
7401 -- if this is omitted, and ignored if the Mapgen being used does not
7403 -- Can be a list of (or a single) biome names, IDs, or definitions.
7407 -- Lower and upper limits for decoration.
7408 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
7410 spawn_by = "default:water",
7411 -- Node (or list of nodes) that the decoration only spawns next to.
7412 -- Checks two horizontal planes of 8 neighbouring nodes (including
7413 -- diagonal neighbours), one plane level with the 'place_on' node and a
7414 -- plane one node above that.
7417 -- Number of spawn_by nodes that must be surrounding the decoration
7418 -- position to occur.
7419 -- If absent or -1, decorations occur next to any nodes.
7421 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
7422 -- Flags for all decoration types.
7423 -- "liquid_surface": Instead of placement on the highest solid surface
7424 -- in a mapchunk column, placement is on the highest liquid surface.
7425 -- Placement is disabled if solid nodes are found above the liquid
7427 -- "force_placement": Nodes other than "air" and "ignore" are replaced
7428 -- by the decoration.
7429 -- "all_floors", "all_ceilings": Instead of placement on the highest
7430 -- surface in a mapchunk the decoration is placed on all floor and/or
7431 -- ceiling surfaces, for example in caves and dungeons.
7432 -- Ceiling decorations act as an inversion of floor decorations so the
7433 -- effect of 'place_offset_y' is inverted.
7434 -- Y-slice probabilities do not function correctly for ceiling
7435 -- schematic decorations as the behaviour is unchanged.
7436 -- If a single decoration registration has both flags the floor and
7437 -- ceiling decorations will be aligned vertically.
7439 ----- Simple-type parameters
7441 decoration = "default:grass",
7442 -- The node name used as the decoration.
7443 -- If instead a list of strings, a randomly selected node from the list
7444 -- is placed as the decoration.
7447 -- Decoration height in nodes.
7448 -- If height_max is not 0, this is the lower limit of a randomly
7452 -- Upper limit of the randomly selected height.
7453 -- If absent, the parameter 'height' is used as a constant.
7456 -- Param2 value of decoration nodes.
7457 -- If param2_max is not 0, this is the lower limit of a randomly
7461 -- Upper limit of the randomly selected param2.
7462 -- If absent, the parameter 'param2' is used as a constant.
7465 -- Y offset of the decoration base node relative to the standard base
7467 -- Can be positive or negative. Default is 0.
7468 -- Effect is inverted for "all_ceilings" decorations.
7469 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
7470 -- to the 'place_on' node.
7472 ----- Schematic-type parameters
7474 schematic = "foobar.mts",
7475 -- If schematic is a string, it is the filepath relative to the current
7476 -- working directory of the specified Minetest schematic file.
7477 -- Could also be the ID of a previously registered schematic.
7480 size = {x = 4, y = 6, z = 4},
7482 {name = "default:cobble", param1 = 255, param2 = 0},
7483 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
7484 {name = "air", param1 = 255, param2 = 0},
7488 {ypos = 2, prob = 128},
7489 {ypos = 5, prob = 64},
7493 -- Alternative schematic specification by supplying a table. The fields
7494 -- size and data are mandatory whereas yslice_prob is optional.
7495 -- See 'Schematic specifier' for details.
7497 replacements = {["oldname"] = "convert_to", ...},
7499 flags = "place_center_x, place_center_y, place_center_z",
7500 -- Flags for schematic decorations. See 'Schematic attributes'.
7503 -- Rotation can be "0", "90", "180", "270", or "random"
7506 -- If the flag 'place_center_y' is set this parameter is ignored.
7507 -- Y offset of the schematic base node layer relative to the 'place_on'
7509 -- Can be positive or negative. Default is 0.
7510 -- Effect is inverted for "all_ceilings" decorations.
7511 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
7512 -- to the 'place_on' node.
7515 Chat command definition
7516 -----------------------
7518 Used by `minetest.register_chatcommand`.
7521 params = "<name> <privilege>", -- Short parameter description
7523 description = "Remove privilege from player", -- Full description
7525 privs = {privs=true}, -- Require the "privs" privilege to run
7527 func = function(name, param),
7528 -- Called when command is run. Returns boolean success and text output.
7531 Note that in params, use of symbols is as follows:
7533 * `<>` signifies a placeholder to be replaced when the command is used. For
7534 example, when a player name is needed: `<name>`
7535 * `[]` signifies param is optional and not required when the command is used.
7536 For example, if you require param1 but param2 is optional:
7537 `<param1> [<param2>]`
7538 * `|` signifies exclusive or. The command requires one param from the options
7539 provided. For example: `<param1> | <param2>`
7540 * `()` signifies grouping. For example, when param1 and param2 are both
7541 required, or only param3 is required: `(<param1> <param2>) | <param3>`
7543 Privilege definition
7544 --------------------
7546 Used by `minetest.register_privilege`.
7550 -- Privilege description
7552 give_to_singleplayer = true,
7553 -- Whether to grant the privilege to singleplayer.
7555 give_to_admin = true,
7556 -- Whether to grant the privilege to the server admin.
7557 -- Uses value of 'give_to_singleplayer' by default.
7559 on_grant = function(name, granter_name),
7560 -- Called when given to player 'name' by 'granter_name'.
7561 -- 'granter_name' will be nil if the priv was granted by a mod.
7563 on_revoke = function(name, revoker_name),
7564 -- Called when taken from player 'name' by 'revoker_name'.
7565 -- 'revoker_name' will be nil if the priv was revoked by a mod.
7567 -- Note that the above two callbacks will be called twice if a player is
7568 -- responsible, once with the player name, and then with a nil player
7570 -- Return true in the above callbacks to stop register_on_priv_grant or
7571 -- revoke being called.
7574 Detached inventory callbacks
7575 ----------------------------
7577 Used by `minetest.create_detached_inventory`.
7580 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
7581 -- Called when a player wants to move items inside the inventory.
7582 -- Return value: number of items allowed to move.
7584 allow_put = function(inv, listname, index, stack, player),
7585 -- Called when a player wants to put something into the inventory.
7586 -- Return value: number of items allowed to put.
7587 -- Return value -1: Allow and don't modify item count in inventory.
7589 allow_take = function(inv, listname, index, stack, player),
7590 -- Called when a player wants to take something out of the inventory.
7591 -- Return value: number of items allowed to take.
7592 -- Return value -1: Allow and don't modify item count in inventory.
7594 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
7595 on_put = function(inv, listname, index, stack, player),
7596 on_take = function(inv, listname, index, stack, player),
7597 -- Called after the actual action has happened, according to what was
7607 Used by `Player:hud_add`. Returned by `Player:hud_get`.
7610 hud_elem_type = "image", -- See HUD element types
7611 -- Type of element, can be "image", "text", "statbar", or "inventory"
7613 position = {x=0.5, y=0.5},
7614 -- Left corner position of element
7618 scale = {x = 2, y = 2},
7625 -- Selected item in inventory. 0 for no item selected.
7628 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
7630 alignment = {x=0, y=0},
7632 offset = {x=0, y=0},
7634 size = { x=100, y=100 },
7635 -- Size of element in pixels
7638 -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs
7644 Used by `minetest.add_particle`.
7647 pos = {x=0, y=0, z=0},
7648 velocity = {x=0, y=0, z=0},
7649 acceleration = {x=0, y=0, z=0},
7650 -- Spawn particle at pos with velocity and acceleration
7653 -- Disappears after expirationtime seconds
7656 -- Scales the visual size of the particle texture.
7658 collisiondetection = false,
7659 -- If true collides with `walkable` nodes and, depending on the
7660 -- `object_collision` field, objects too.
7662 collision_removal = false,
7663 -- If true particle is removed when it collides.
7664 -- Requires collisiondetection = true to have any effect.
7666 object_collision = false,
7667 -- If true particle collides with objects that are defined as
7668 -- `physical = true,` and `collide_with_objects = true,`.
7669 -- Requires collisiondetection = true to have any effect.
7672 -- If true faces player using y axis only
7674 texture = "image.png",
7676 playername = "singleplayer",
7677 -- Optional, if specified spawns particle only on the player's client
7679 animation = {Tile Animation definition},
7680 -- Optional, specifies how to animate the particle texture
7683 -- Optional, specify particle self-luminescence in darkness.
7688 `ParticleSpawner` definition
7689 ----------------------------
7691 Used by `minetest.add_particlespawner`.
7695 -- Number of particles spawned over the time period `time`.
7698 -- Lifespan of spawner in seconds.
7699 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
7700 -- a per-second basis.
7702 minpos = {x=0, y=0, z=0},
7703 maxpos = {x=0, y=0, z=0},
7704 minvel = {x=0, y=0, z=0},
7705 maxvel = {x=0, y=0, z=0},
7706 minacc = {x=0, y=0, z=0},
7707 maxacc = {x=0, y=0, z=0},
7712 -- The particles' properties are random values between the min and max
7714 -- pos, velocity, acceleration, expirationtime, size
7716 collisiondetection = false,
7717 -- If true collide with `walkable` nodes and, depending on the
7718 -- `object_collision` field, objects too.
7720 collision_removal = false,
7721 -- If true particles are removed when they collide.
7722 -- Requires collisiondetection = true to have any effect.
7724 object_collision = false,
7725 -- If true particles collide with objects that are defined as
7726 -- `physical = true,` and `collide_with_objects = true,`.
7727 -- Requires collisiondetection = true to have any effect.
7729 attached = ObjectRef,
7730 -- If defined, particle positions, velocities and accelerations are
7731 -- relative to this object's position and yaw
7734 -- If true face player using y axis only
7736 texture = "image.png",
7738 playername = "singleplayer",
7739 -- Optional, if specified spawns particles only on the player's client
7741 animation = {Tile Animation definition},
7742 -- Optional, specifies how to animate the particles' texture
7745 -- Optional, specify particle self-luminescence in darkness.
7749 `HTTPRequest` definition
7750 ------------------------
7752 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
7755 url = "http://example.org",
7758 -- Timeout for connection in seconds. Default is 3 seconds.
7760 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
7761 -- Optional, if specified a POST request with post_data is performed.
7762 -- Accepts both a string and a table. If a table is specified, encodes
7763 -- table as x-www-form-urlencoded key-value pairs.
7764 -- If post_data is not specified, a GET request is performed instead.
7766 user_agent = "ExampleUserAgent",
7767 -- Optional, if specified replaces the default minetest user agent with
7770 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
7771 -- Optional, if specified adds additional headers to the HTTP request.
7772 -- You must make sure that the header strings follow HTTP specification
7776 -- Optional, if true performs a multipart HTTP request.
7777 -- Default is false.
7780 `HTTPRequestResult` definition
7781 ------------------------------
7783 Passed to `HTTPApiTable.fetch` callback. Returned by
7784 `HTTPApiTable.fetch_async_get`.
7788 -- If true, the request has finished (either succeeded, failed or timed
7792 -- If true, the request was successful
7795 -- If true, the request timed out
7803 Authentication handler definition
7804 ---------------------------------
7806 Used by `minetest.register_authentication_handler`.
7809 get_auth = function(name),
7810 -- Get authentication data for existing player `name` (`nil` if player
7812 -- Returns following structure:
7813 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
7815 create_auth = function(name, password),
7816 -- Create new auth data for player `name`.
7817 -- Note that `password` is not plain-text but an arbitrary
7818 -- representation decided by the engine.
7820 delete_auth = function(name),
7821 -- Delete auth data of player `name`.
7822 -- Returns boolean indicating success (false if player is nonexistent).
7824 set_password = function(name, password),
7825 -- Set password of player `name` to `password`.
7826 -- Auth data should be created if not present.
7828 set_privileges = function(name, privileges),
7829 -- Set privileges of player `name`.
7830 -- `privileges` is in table form, auth data should be created if not
7833 reload = function(),
7834 -- Reload authentication data from the storage location.
7835 -- Returns boolean indicating success.
7837 record_login = function(name),
7838 -- Called when player joins, used for keeping track of last_login
7840 iterate = function(),
7841 -- Returns an iterator (use with `for` loops) for all player names
7842 -- currently in the auth database