1 Minetest Lua Modding API Reference 0.4.16
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
67 It can also contain a settingtypes.txt in the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be displayed
69 in the "Games" category in the settings tab.
73 Games can provide custom main menu images. They are put inside a `menu` directory
74 inside the game directory.
76 The images are named `$identifier.png`, where `$identifier` is
77 one of `overlay,background,footer,header`.
78 If you want to specify multiple images for one identifier, add additional images named
79 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
80 image will be chosen from the provided ones.
87 * `$path_share/games/gameid/mods/`
89 * `$path_user/games/gameid/mods/`
90 * `$path_user/mods/` (User-installed mods)
91 * `$worldpath/worldmods/`
93 In a run-in-place version (e.g. the distributed windows version):
95 * `minetest-0.4.x/games/gameid/mods/`
96 * `minetest-0.4.x/mods/` (User-installed mods)
97 * `minetest-0.4.x/worlds/worldname/worldmods/`
99 On an installed version on Linux:
101 * `/usr/share/minetest/games/gameid/mods/`
102 * `$HOME/.minetest/mods/` (User-installed mods)
103 * `$HOME/.minetest/worlds/worldname/worldmods`
105 Mod load path for world-specific games
106 --------------------------------------
107 It is possible to include a game in a world; in this case, no mods or
108 games are loaded or checked from anywhere else.
110 This is useful for e.g. adventure worlds.
112 This happens if the following directory exists:
116 Mods should be then be placed in:
122 Mods can be put in a subdirectory, if the parent directory, which otherwise
123 should be a mod, contains a file named `modpack.txt`. This file shall be
124 empty, except for lines starting with `#`, which are comments.
126 Mod directory structure
127 ------------------------
133 | |-- description.txt
134 | |-- settingtypes.txt
138 | | |-- modname_stuff.png
139 | | `-- modname_something_else.png
147 The location of this directory can be fetched by using
148 `minetest.get_modpath(modname)`.
151 List of mods that have to be loaded before loading this mod.
153 A single line contains a single modname.
155 Optional dependencies can be defined by appending a question mark
156 to a single modname. Their meaning is that if the specified mod
157 is missing, that does not prevent this mod from being loaded.
160 A screenshot shown in the mod manager within the main menu. It should
161 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
163 ### `description.txt`
164 A File containing description to be shown within mainmenu.
166 ### `settingtypes.txt`
167 A file in the same format as the one in builtin. It will be parsed by the
168 settings menu and the settings will be displayed in the "Mods" category.
171 The main Lua script. Running this script should register everything it
172 wants to register. Subsequent execution depends on minetest calling the
173 registered callbacks.
175 `minetest.settings` can be used to read custom or existing settings at load
176 time, if necessary. (See `Settings`)
179 Models for entities or meshnodes.
181 ### `textures`, `sounds`, `media`
182 Media files (textures, sounds, whatever) that will be transferred to the
183 client and will be available for use by the mod.
185 Naming convention for registered textual names
186 ----------------------------------------------
187 Registered names should generally be in this format:
191 `<whatever>` can have these characters:
195 This is to prevent conflicting names from corrupting maps and is
196 enforced by the mod loader.
199 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
200 So the name should be `experimental:tnt`.
202 Enforcement can be overridden by prefixing the name with `:`. This can
203 be used for overriding the registrations of some other mod.
205 Example: Any mod can redefine `experimental:tnt` by using the name
210 (also that mod is required to have `experimental` as a dependency)
212 The `:` prefix can also be used for maintaining backwards compatibility.
215 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
216 `minetest.register_alias_force(name, convert_to)`.
218 This will make Minetest to convert things called name to things called
221 The only difference between `minetest.register_alias` and
222 `minetest.register_alias_force` is that if an item called `name` exists,
223 `minetest.register_alias` will do nothing while
224 `minetest.register_alias_force` will unregister it.
226 This can be used for maintaining backwards compatibility.
228 This can be also used for setting quick access names for things, e.g. if
229 you have an item called `epiclylongmodname:stuff`, you could do
231 minetest.register_alias("stuff", "epiclylongmodname:stuff")
233 and be able to use `/giveme stuff`.
237 Mods should generally prefix their textures with `modname_`, e.g. given
238 the mod name `foomod`, a texture could be called:
242 Textures are referred to by their complete name, or alternatively by
243 stripping out the file extension:
245 * e.g. `foomod_foothing.png`
246 * e.g. `foomod_foothing`
250 There are various texture modifiers that can be used
251 to generate textures on-the-fly.
253 ### Texture overlaying
254 Textures can be overlaid by putting a `^` between them.
258 default_dirt.png^default_grass_side.png
260 `default_grass_side.png` is overlayed over `default_dirt.png`.
261 The texture with the lower resolution will be automatically upscaled to
262 the higher resolution texture.
265 Textures can be grouped together by enclosing them in `(` and `)`.
267 Example: `cobble.png^(thing1.png^thing2.png)`
269 A texture for `thing1.png^thing2.png` is created and the resulting
270 texture is overlaid on top of `cobble.png`.
273 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
274 passing complex texture names as arguments. Escaping is done with backslash and
275 is required for `^` and `:`.
277 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
279 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
280 on top of `cobble.png`.
282 ### Advanced texture modifiers
284 #### `[crack:<n>:<p>`
285 * `<n>` = animation frame count
286 * `<p>` = current animation frame
288 Draw a step of the crack animation on the texture.
292 default_cobble.png^[crack:10:1
294 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
299 * `<file>` = texture to combine
301 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
302 specified coordinates.
306 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
308 #### `[resize:<w>x<h>`
309 Resizes the texture to the given dimensions.
313 default_sandstone.png^[resize:16x16
316 Makes the base image transparent according to the given ratio.
318 `r` must be between 0 and 255.
319 0 means totally transparent. 255 means totally opaque.
323 default_sandstone.png^[opacity:127
325 #### `[invert:<mode>`
326 Inverts the given channels of the base image.
327 Mode may contain the characters "r", "g", "b", "a".
328 Only the channels that are mentioned in the mode string will be inverted.
332 default_apple.png^[invert:rgb
335 Brightens the texture.
339 tnt_tnt_side.png^[brighten
342 Makes the texture completely opaque.
346 default_leaves.png^[noalpha
348 #### `[makealpha:<r>,<g>,<b>`
349 Convert one color to transparency.
353 default_cobble.png^[makealpha:128,128,128
356 * `<t>` = transformation(s) to apply
358 Rotates and/or flips the image.
360 `<t>` can be a number (between 0 and 7) or a transform name.
361 Rotations are counter-clockwise.
364 1 R90 rotate by 90 degrees
365 2 R180 rotate by 180 degrees
366 3 R270 rotate by 270 degrees
368 5 FXR90 flip X then rotate by 90 degrees
370 7 FYR90 flip Y then rotate by 90 degrees
374 default_stone.png^[transformFXR90
376 #### `[inventorycube{<top>{<left>{<right>`
377 Escaping does not apply here and `^` is replaced by `&` in texture names instead.
379 Create an inventory cube texture using the side textures.
383 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
385 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
386 `dirt.png^grass_side.png` textures
388 #### `[lowpart:<percent>:<file>`
389 Blit the lower `<percent>`% part of `<file>` on the texture.
393 base.png^[lowpart:25:overlay.png
395 #### `[verticalframe:<t>:<n>`
396 * `<t>` = animation frame count
397 * `<n>` = current animation frame
399 Crops the texture to a frame of a vertical animation.
403 default_torch_animated.png^[verticalframe:16:8
406 Apply a mask to the base image.
408 The mask is applied using binary AND.
410 #### `[sheet:<w>x<h>:<x>,<y>`
411 Retrieves a tile at position x,y from the base image
412 which it assumes to be a tilesheet with dimensions w,h.
415 #### `[colorize:<color>:<ratio>`
416 Colorize the textures with the given color.
417 `<color>` is specified as a `ColorString`.
418 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
419 it is an int, then it specifies how far to interpolate between the
420 colors where 0 is only the texture color and 255 is only `<color>`. If
421 omitted, the alpha of `<color>` will be used as the ratio. If it is
422 the word "`alpha`", then each texture pixel will contain the RGB of
423 `<color>` and the alpha of `<color>` multiplied by the alpha of the
426 #### `[multiply:<color>`
427 Multiplies texture colors with the given color.
428 `<color>` is specified as a `ColorString`.
429 Result is more like what you'd expect if you put a color on top of another
430 color. Meaning white surfaces get a lot of your new color while black parts don't
435 The goal of hardware coloring is to simplify the creation of
436 colorful nodes. If your textures use the same pattern, and they only
437 differ in their color (like colored wool blocks), you can use hardware
438 coloring instead of creating and managing many texture files.
439 All of these methods use color multiplication (so a white-black texture
440 with red coloring will result in red-black color).
443 This method is useful if you wish to create nodes/items with
444 the same texture, in different colors, each in a new node/item definition.
447 When you register an item or node, set its `color` field (which accepts a
448 `ColorSpec`) to the desired color.
450 An `ItemStack`s static color can be overwritten by the `color` metadata
451 field. If you set that field to a `ColorString`, that color will be used.
454 Each tile may have an individual static color, which overwrites every
455 other coloring methods. To disable the coloring of a face,
456 set its color to white (because multiplying with white does nothing).
457 You can set the `color` property of the tiles in the node's definition
458 if the tile is in table format.
461 For nodes and items which can have many colors, a palette is more
462 suitable. A palette is a texture, which can contain up to 256 pixels.
463 Each pixel is one possible color for the node/item.
464 You can register one node/item, which can have up to 256 colors.
466 #### Palette indexing
467 When using palettes, you always provide a pixel index for the given
468 node or `ItemStack`. The palette is read from left to right and from
469 top to bottom. If the palette has less than 256 pixels, then it is
470 stretched to contain exactly 256 pixels (after arranging the pixels
471 to one line). The indexing starts from 0.
474 * 16x16 palette, index = 0: the top left corner
475 * 16x16 palette, index = 4: the fifth pixel in the first row
476 * 16x16 palette, index = 16: the pixel below the top left corner
477 * 16x16 palette, index = 255: the bottom right corner
478 * 2 (width)x4 (height) palette, index=31: the top left corner.
479 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
480 to ensure the total 256 pixels.
481 * 2x4 palette, index=32: the top right corner
482 * 2x4 palette, index=63: the top right corner
483 * 2x4 palette, index=64: the pixel below the top left corner
485 #### Using palettes with items
486 When registering an item, set the item definition's `palette` field to
487 a texture. You can also use texture modifiers.
489 The `ItemStack`'s color depends on the `palette_index` field of the
490 stack's metadata. `palette_index` is an integer, which specifies the
491 index of the pixel to use.
493 #### Linking palettes with nodes
494 When registering a node, set the item definition's `palette` field to
495 a texture. You can also use texture modifiers.
496 The node's color depends on its `param2`, so you also must set an
497 appropriate `drawtype`:
498 * `drawtype = "color"` for nodes which use their full `param2` for
499 palette indexing. These nodes can have 256 different colors.
500 The palette should contain 256 pixels.
501 * `drawtype = "colorwallmounted"` for nodes which use the first
502 five bits (most significant) of `param2` for palette indexing.
503 The remaining three bits are describing rotation, as in `wallmounted`
504 draw type. Division by 8 yields the palette index (without stretching the
505 palette). These nodes can have 32 different colors, and the palette
506 should contain 32 pixels.
508 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
509 pixel will be picked from the palette.
510 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
511 pixel will be picked from the palette.
512 * `drawtype = "colorfacedir"` for nodes which use the first
513 three bits of `param2` for palette indexing. The remaining
514 five bits are describing rotation, as in `facedir` draw type.
515 Division by 32 yields the palette index (without stretching the
516 palette). These nodes can have 8 different colors, and the
517 palette should contain 8 pixels.
519 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
520 first (= 0 + 1) pixel will be picked from the palette.
521 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
522 second (= 1 + 1) pixel will be picked from the palette.
524 To colorize a node on the map, set its `param2` value (according
525 to the node's draw type).
527 ### Conversion between nodes in the inventory and the on the map
528 Static coloring is the same for both cases, there is no need
531 If the `ItemStack`'s metadata contains the `color` field, it will be
532 lost on placement, because nodes on the map can only use palettes.
534 If the `ItemStack`'s metadata contains the `palette_index` field, it is
535 automatically transferred between node and item forms by the engine,
536 when a player digs or places a colored node.
537 You can disable this feature by setting the `drop` field of the node
538 to itself (without metadata).
539 To transfer the color to a special drop, you need a drop table.
542 minetest.register_node("mod:stone", {
543 description = "Stone",
544 tiles = {"default_stone.png"},
545 paramtype2 = "color",
546 palette = "palette.png",
549 -- assume that mod:cobblestone also has the same palette
550 {items = {"mod:cobblestone"}, inherit_color = true },
555 ### Colored items in craft recipes
556 Craft recipes only support item strings, but fortunately item strings
557 can also contain metadata. Example craft recipe registration:
559 minetest.register_craft({
560 output = minetest.itemstring_with_palette("wool:block", 3),
568 To set the `color` field, you can use `minetest.itemstring_with_color`.
570 Metadata field filtering in the `recipe` field are not supported yet,
571 so the craft output is independent of the color of the ingredients.
575 Sometimes hardware coloring is not enough, because it affects the
576 whole tile. Soft texture overlays were added to Minetest to allow
577 the dynamic coloring of only specific parts of the node's texture.
578 For example a grass block may have colored grass, while keeping the
581 These overlays are 'soft', because unlike texture modifiers, the layers
582 are not merged in the memory, but they are simply drawn on top of each
583 other. This allows different hardware coloring, but also means that
584 tiles with overlays are drawn slower. Using too much overlays might
587 To define an overlay, simply set the `overlay_tiles` field of the node
588 definition. These tiles are defined in the same way as plain tiles:
589 they can have a texture name, color etc.
590 To skip one face, set that overlay tile to an empty string.
592 Example (colored grass block):
594 minetest.register_node("default:dirt_with_grass", {
595 description = "Dirt with Grass",
596 -- Regular tiles, as usual
597 -- The dirt tile disables palette coloring
598 tiles = {{name = "default_grass.png"},
599 {name = "default_dirt.png", color = "white"}},
600 -- Overlay tiles: define them in the same style
601 -- The top and bottom tile does not have overlay
602 overlay_tiles = {"", "",
603 {name = "default_grass_side.png", tileable_vertical = false}},
604 -- Global color, used in inventory
606 -- Palette in the world
607 paramtype2 = "color",
608 palette = "default_foilage.png",
613 Only Ogg Vorbis files are supported.
615 For positional playing of sounds, only single-channel (mono) files are
616 supported. Otherwise OpenAL will play them non-positionally.
618 Mods should generally prefix their sounds with `modname_`, e.g. given
619 the mod name "`foomod`", a sound could be called:
623 Sounds are referred to by their name with a dot, a single digit and the
624 file extension stripped out. When a sound is played, the actual sound file
625 is chosen randomly from the matching sounds.
627 When playing the sound `foomod_foosound`, the sound is chosen randomly
628 from the available ones of the following files:
630 * `foomod_foosound.ogg`
631 * `foomod_foosound.0.ogg`
632 * `foomod_foosound.1.ogg`
634 * `foomod_foosound.9.ogg`
636 Examples of sound parameter tables:
638 -- Play locationless on all clients
640 gain = 1.0, -- default
641 fade = 0.0, -- default, change to a value > 0 to fade the sound in
642 pitch = 1.0, -- default
644 -- Play locationless to one player
647 gain = 1.0, -- default
648 fade = 0.0, -- default, change to a value > 0 to fade the sound in
649 pitch = 1.0, -- default
651 -- Play locationless to one player, looped
654 gain = 1.0, -- default
657 -- Play in a location
659 pos = {x = 1, y = 2, z = 3},
660 gain = 1.0, -- default
661 max_hear_distance = 32, -- default, uses an euclidean metric
663 -- Play connected to an object, looped
665 object = <an ObjectRef>,
666 gain = 1.0, -- default
667 max_hear_distance = 32, -- default, uses an euclidean metric
671 Looped sounds must either be connected to an object or played locationless to
672 one player using `to_player = name,`
674 ### `SimpleSoundSpec`
676 * e.g. `"default_place_node"`
678 * e.g. `{name = "default_place_node"}`
679 * e.g. `{name = "default_place_node", gain = 1.0}`
680 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
682 Registered definitions of stuff
683 -------------------------------
684 Anything added using certain `minetest.register_*` functions get added to
685 the global `minetest.registered_*` tables.
687 * `minetest.register_entity(name, prototype table)`
688 * added to `minetest.registered_entities[name]`
690 * `minetest.register_node(name, node definition)`
691 * added to `minetest.registered_items[name]`
692 * added to `minetest.registered_nodes[name]`
694 * `minetest.register_tool(name, item definition)`
695 * added to `minetest.registered_items[name]`
697 * `minetest.register_craftitem(name, item definition)`
698 * added to `minetest.registered_items[name]`
700 * `minetest.unregister_item(name)`
701 * Unregisters the item name from engine, and deletes the entry with key
702 * `name` from `minetest.registered_items` and from the associated item
703 * table according to its nature: `minetest.registered_nodes[]` etc
705 * `minetest.register_biome(biome definition)`
706 * returns an integer uniquely identifying the registered biome
707 * added to `minetest.registered_biome` with the key of `biome.name`
708 * if `biome.name` is nil, the key is the returned ID
710 * `minetest.register_ore(ore definition)`
711 * returns an integer uniquely identifying the registered ore
712 * added to `minetest.registered_ores` with the key of `ore.name`
713 * if `ore.name` is nil, the key is the returned ID
715 * `minetest.register_decoration(decoration definition)`
716 * returns an integer uniquely identifying the registered decoration
717 * added to `minetest.registered_decorations` with the key of `decoration.name`
718 * if `decoration.name` is nil, the key is the returned ID
720 * `minetest.register_schematic(schematic definition)`
721 * returns an integer uniquely identifying the registered schematic
722 * added to `minetest.registered_schematic` with the key of `schematic.name`
723 * if `schematic.name` is nil, the key is the returned ID
724 * if the schematic is loaded from a file, schematic.name is set to the filename
725 * if the function is called when loading the mod, and schematic.name is a relative
726 path, then the current mod path will be prepended to the schematic filename
728 * `minetest.clear_registered_biomes()`
729 * clears all biomes currently registered
731 * `minetest.clear_registered_ores()`
732 * clears all ores currently registered
734 * `minetest.clear_registered_decorations()`
735 * clears all decorations currently registered
737 * `minetest.clear_registered_schematics()`
738 * clears all schematics currently registered
740 Note that in some cases you will stumble upon things that are not contained
741 in these tables (e.g. when a mod has been removed). Always check for
742 existence before trying to access the fields.
744 Example: If you want to check the drawtype of a node, you could do:
746 local function get_nodedef_field(nodename, fieldname)
747 if not minetest.registered_nodes[nodename] then
750 return minetest.registered_nodes[nodename][fieldname]
752 local drawtype = get_nodedef_field(nodename, "drawtype")
754 Example: `minetest.get_item_group(name, group)` has been implemented as:
756 function minetest.get_item_group(name, group)
757 if not minetest.registered_items[name] or not
758 minetest.registered_items[name].groups[group] then
761 return minetest.registered_items[name].groups[group]
766 Nodes are the bulk data of the world: cubes and other things that take the
767 space of a cube. Huge amounts of them are handled efficiently, but they
770 The definition of a node is stored and can be accessed by name in
772 minetest.registered_nodes[node.name]
774 See "Registered definitions of stuff".
776 Nodes are passed by value between Lua and the engine.
777 They are represented by a table:
779 {name="name", param1=num, param2=num}
781 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
782 them for certain automated functions. If you don't use these functions, you can
783 use them to store arbitrary values.
785 The functions of `param1` and `param2` are determined by certain fields in the
788 `param1` is reserved for the engine when `paramtype != "none"`:
791 ^ The value stores light with and without sun in its upper and lower 4 bits
792 respectively. Allows light to propagate from or through the node with
793 light value falling by 1 per node. This is essential for a light source
794 node to spread its light.
796 `param2` is reserved for the engine when any of these are used:
798 liquidtype == "flowing"
799 ^ The level and some flags of the liquid is stored in param2
800 drawtype == "flowingliquid"
801 ^ The drawn liquid level is read from param2
802 drawtype == "torchlike"
803 drawtype == "signlike"
804 paramtype2 == "wallmounted"
805 ^ The rotation of the node is stored in param2. You can make this value
806 by using minetest.dir_to_wallmounted().
807 paramtype2 == "facedir"
808 ^ The rotation of the node is stored in param2. Furnaces and chests are
809 rotated this way. Can be made by using minetest.dir_to_facedir().
811 facedir / 4 = axis direction:
812 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
813 facedir modulo 4 = rotation around that axis
814 paramtype2 == "leveled"
815 paramtype2 == "degrotate"
816 ^ The rotation of this node is stored in param2. Plants are rotated this way.
817 Values range 0 - 179. The value stored in param2 is multiplied by two to
818 get the actual rotation of the node.
819 paramtype2 == "meshoptions"
820 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
821 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
822 a mesh selector. Currently the following meshes are choosable:
823 0 = a "x" shaped plant (ordinary plant)
824 1 = a "+" shaped plant (just rotated 45 degrees)
825 2 = a "*" shaped plant with 3 faces instead of 2
826 3 = a "#" shaped plant with 4 faces instead of 2
827 4 = a "#" shaped plant with 4 faces that lean outwards
828 5-7 are unused and reserved for future meshes.
829 Bits 3 through 7 are optional flags that can be combined and give these
831 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
832 bit 4 (0x10) - Makes the plant mesh 1.4x larger
833 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
834 bits 6-7 are reserved for future use.
835 paramtype2 == "color"
836 ^ `param2` tells which color is picked from the palette.
837 The palette should have 256 pixels.
838 paramtype2 == "colorfacedir"
839 ^ Same as `facedir`, but with colors.
840 The first three bits of `param2` tells which color
841 is picked from the palette.
842 The palette should have 8 pixels.
843 paramtype2 == "colorwallmounted"
844 ^ Same as `wallmounted`, but with colors.
845 The first five bits of `param2` tells which color
846 is picked from the palette.
847 The palette should have 32 pixels.
848 paramtype2 == "glasslikeliquidlevel"
849 ^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
850 param2 defines 64 levels of internal liquid.
851 Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
853 Nodes can also contain extra data. See "Node Metadata".
857 There are a bunch of different looking node types.
859 Look for examples in `games/minimal` or `games/minetest_game`.
867 * `glasslike_framed_optional`
869 * `allfaces_optional`
876 * `nodebox` -- See below. (**Experimental!**)
877 * `mesh` -- use models for nodes
880 `*_optional` drawtypes need less rendering time if deactivated (always client side).
884 Node selection boxes are defined using "node boxes"
886 The `nodebox` node drawtype allows defining visual of nodes consisting of
887 arbitrary number of boxes. It allows defining stuff like stairs. Only the
888 `fixed` and `leveled` box type is supported for these.
890 Please note that this is still experimental, and may be incompatibly
891 changed in the future.
893 A nodebox is defined as any of:
896 -- A normal cube; the default in most things
900 -- A fixed box (facedir param2 is used, if applicable)
902 fixed = box OR {box1, box2, ...}
905 -- A box like the selection box for torches
906 -- (wallmounted param2 is used, if applicable)
907 type = "wallmounted",
913 -- A node that has optional boxes depending on neighbouring nodes'
914 -- presence and type. See also `connects_to`.
916 fixed = box OR {box1, box2, ...}
917 connect_top = box OR {box1, box2, ...}
918 connect_bottom = box OR {box1, box2, ...}
919 connect_front = box OR {box1, box2, ...}
920 connect_left = box OR {box1, box2, ...}
921 connect_back = box OR {box1, box2, ...}
922 connect_right = box OR {box1, box2, ...}
925 A `box` is defined as:
927 {x1, y1, z1, x2, y2, z2}
929 A box of a regular node would look like:
931 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
933 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
934 set to level from `param2`.
939 If drawtype `mesh` is used, tiles should hold model materials textures.
940 Only static meshes are implemented.
941 For supported model formats see Irrlicht engine documentation.
946 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
950 Offset that the noise is translated by (i.e. added) after calculation.
953 Factor that the noise is scaled by (i.e. multiplied) after calculation.
956 Vector containing values by which each coordinate is divided by before calculation.
957 Higher spread values result in larger noise features.
959 A value of `{x=250, y=250, z=250}` is common.
962 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
963 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
966 Number of times the noise gradient is accumulated into the noise.
968 Increase this number to increase the amount of detail in the resulting noise.
970 A value of `6` is common.
973 Factor by which the effect of the noise gradient function changes with each successive octave.
975 Values less than `1` make the details of successive octaves' noise diminish, while values
976 greater than `1` make successive octaves stronger.
978 A value of `0.6` is common.
981 Factor by which the noise feature sizes change with each successive octave.
983 A value of `2.0` is common.
986 Leave this field unset for no special handling.
988 Currently supported are `defaults`, `eased` and `absvalue`.
991 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
995 Maps noise gradient values onto a quintic S-curve before performing interpolation.
996 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
997 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
1000 Accumulates the absolute value of each noise gradient result.
1002 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
1007 spread = {x=500, y=500, z=500},
1012 flags = "defaults, absvalue"
1014 ^ A single noise parameter table can be used to get 2D or 3D noise,
1015 when getting 2D noise spread.z is ignored.
1020 These tell in what manner the ore is generated.
1022 All default ores are of the uniformly-distributed scatter type.
1025 Randomly chooses a location and generates a cluster of ore.
1027 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
1028 that point is greater than the `noise_threshold`, giving the ability to create
1029 a non-equal distribution of ore.
1032 Creates a sheet of ore in a blob shape according to the 2D perlin noise
1033 described by `noise_params` and `noise_threshold`. This is essentially an
1034 improved version of the so-called "stratus" ore seen in some unofficial mods.
1036 This sheet consists of vertical columns of uniform randomly distributed height,
1037 varying between the inclusive range `column_height_min` and `column_height_max`.
1038 If `column_height_min` is not specified, this parameter defaults to 1.
1039 If `column_height_max` is not specified, this parameter defaults to `clust_size`
1040 for reverse compatibility. New code should prefer `column_height_max`.
1042 The `column_midpoint_factor` parameter controls the position of the column at which
1043 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
1044 columns grow equally starting from each direction. `column_midpoint_factor` is a
1045 decimal number ranging in value from 0 to 1. If this parameter is not specified,
1048 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
1051 Creates a sheet of ore in a cloud-like puff shape.
1053 As with the `sheet` ore type, the size and shape of puffs are described by
1054 `noise_params` and `noise_threshold` and are placed at random vertical positions
1055 within the currently generated chunk.
1057 The vertical top and bottom displacement of each puff are determined by the noise
1058 parameters `np_puff_top` and `np_puff_bottom`, respectively.
1062 Creates a deformed sphere of ore according to 3d perlin noise described by
1063 `noise_params`. The maximum size of the blob is `clust_size`, and
1064 `clust_scarcity` has the same meaning as with the `scatter` type.
1067 Creates veins of ore varying in density by according to the intersection of two
1068 instances of 3d perlin noise with diffferent seeds, both described by
1069 `noise_params`. `random_factor` varies the influence random chance has on
1070 placement of an ore inside the vein, which is `1` by default. Note that
1071 modifying this parameter may require adjusting `noise_threshold`.
1072 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
1073 by this ore type. This ore type is difficult to control since it is sensitive
1074 to small changes. The following is a decent set of parameters to work from:
1079 spread = {x=200, y=200, z=200},
1085 noise_threshold = 1.6
1087 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
1088 computationally expensive than any other ore.
1092 See section "Flag Specifier Format".
1094 Currently supported flags:
1095 `puff_cliffs`, `puff_additive_composition`.
1098 If set, puff ore generation will not taper down large differences in displacement
1099 when approaching the edge of a puff. This flag has no effect for ore types other
1102 ### `puff_additive_composition`
1103 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
1104 negative displacement, the sub-column at that point is not generated. With this
1105 attribute set, puff ore generation will instead generate the absolute difference in
1106 noise displacement values. This flag has no effect for ore types other than `puff`.
1110 The varying types of decorations that can be placed.
1113 Creates a 1 times `H` times 1 column of a specified node (or a random node from
1114 a list, if a decoration list is specified). Can specify a certain node it must
1115 spawn next to, such as water or lava, for example. Can also generate a
1116 decoration of random height between a specified lower and upper bound.
1117 This type of decoration is intended for placement of grass, flowers, cacti,
1118 papyri, waterlilies and so on.
1121 Copies a box of `MapNodes` from a specified schematic file (or raw description).
1122 Can specify a probability of a node randomly appearing when placed.
1123 This decoration type is intended to be used for multi-node sized discrete
1124 structures, such as trees, cave spikes, rocks, and so on.
1128 --------------------
1129 A schematic specifier identifies a schematic by either a filename to a
1130 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
1131 in the form of a table. This table specifies the following fields:
1133 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
1134 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
1135 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
1136 * The `data` field is a flat table of MapNode tables making up the schematic,
1137 in the order of `[z [y [x]]]`. (required)
1138 Each MapNode table contains:
1139 * `name`: the name of the map node to place (required)
1140 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
1141 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
1142 * `force_place`: boolean representing if the node should forcibly overwrite any
1143 previous contents (default: false)
1145 About probability values:
1147 * A probability value of `0` or `1` means that node will never appear (0% chance).
1148 * A probability value of `254` or `255` means the node will always appear (100% chance).
1149 * If the probability value `p` is greater than `1`, then there is a
1150 `(p / 256 * 100)` percent chance that node will appear when the schematic is
1154 Schematic attributes
1155 --------------------
1156 See section "Flag Specifier Format".
1158 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
1161 * `place_center_x`: Placement of this decoration is centered along the X axis.
1162 * `place_center_y`: Placement of this decoration is centered along the Y axis.
1163 * `place_center_z`: Placement of this decoration is centered along the Z axis.
1164 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
1169 The position field is used for all element types.
1171 To account for differing resolutions, the position coordinates are the percentage
1172 of the screen, ranging in value from `0` to `1`.
1174 The name field is not yet used, but should contain a description of what the
1175 HUD element represents. The direction field is the direction in which something
1178 `0` draws from left to right, `1` draws from right to left, `2` draws from
1179 top to bottom, and `3` draws from bottom to top.
1181 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1182 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1183 Fractional values can be used.
1185 The `offset` field specifies a pixel offset from the position. Contrary to position,
1186 the offset is not scaled to screen size. This allows for some precisely-positioned
1189 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1191 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1193 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1194 in the experimental stages.
1197 Displays an image on the HUD.
1199 * `scale`: The scale of the image, with 1 being the original texture size.
1200 Only the X coordinate scale is used (positive values).
1201 Negative values represent that percentage of the screen it
1202 should take; e.g. `x=-100` means 100% (width).
1203 * `text`: The name of the texture that is displayed.
1204 * `alignment`: The alignment of the image.
1205 * `offset`: offset in pixels from position.
1208 Displays text on the HUD.
1210 * `scale`: Defines the bounding rectangle of the text.
1211 A value such as `{x=100, y=100}` should work.
1212 * `text`: The text to be displayed in the HUD element.
1213 * `number`: An integer containing the RGB value of the color used to draw the text.
1214 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1215 * `alignment`: The alignment of the text.
1216 * `offset`: offset in pixels from position.
1219 Displays a horizontal bar made up of half-images.
1221 * `text`: The name of the texture that is used.
1222 * `number`: The number of half-textures that are displayed.
1223 If odd, will end with a vertically center-split texture.
1225 * `offset`: offset in pixels from position.
1226 * `size`: If used, will force full-image size to this value (override texture pack image size)
1229 * `text`: The name of the inventory list to be displayed.
1230 * `number`: Number of items in the inventory to be displayed.
1231 * `item`: Position of item that is selected.
1233 * `offset`: offset in pixels from position.
1236 Displays distance to selected world position.
1238 * `name`: The name of the waypoint.
1239 * `text`: Distance suffix. Can be blank.
1240 * `number:` An integer containing the RGB value of the color used to draw the text.
1241 * `world_pos`: World position of the waypoint.
1243 Representations of simple things
1244 --------------------------------
1248 {x=num, y=num, z=num}
1250 For helper functions see "Vector helpers".
1253 * `{type="nothing"}`
1254 * `{type="node", under=pos, above=pos}`
1255 * `{type="object", ref=ObjectRef}`
1257 Flag Specifier Format
1258 ---------------------
1259 Flags using the standardized flag specifier format can be specified in either of
1260 two ways, by string or table.
1262 The string format is a comma-delimited set of flag names; whitespace and
1263 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1264 flag, and specifying a flag prefixed by the string `"no"` explicitly
1265 clears the flag from whatever the default may be.
1267 In addition to the standard string flag format, the schematic flags field can
1268 also be a table of flag names to boolean values representing whether or not the
1269 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1270 is present, mapped to a boolean of any value, the specified flag is unset.
1272 E.g. A flag field of value
1274 {place_center_x = true, place_center_y=false, place_center_z=true}
1278 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1280 which is equivalent to
1282 "place_center_x, noplace_center_y, place_center_z"
1286 "place_center_x, place_center_z"
1288 since, by default, no schematic attributes are set.
1294 There are three kinds of items: nodes, tools and craftitems.
1296 * Node (`register_node`): A node from the world.
1297 * Tool (`register_tool`): A tool/weapon that can dig and damage
1298 things according to `tool_capabilities`.
1299 * Craftitem (`register_craftitem`): A miscellaneous item.
1302 All item stacks have an amount between 0 to 65535. It is 1 by
1303 default. Tool item stacks can not have an amount greater than 1.
1305 Tools use a wear (=damage) value ranging from 0 to 65535. The
1306 value 0 is the default and used is for unworn tools. The values
1307 1 to 65535 are used for worn tools, where a higher value stands for
1308 a higher wear. Non-tools always have a wear value of 0.
1311 Items and item stacks can exist in three formats: Serializes, table format
1315 This is called "stackstring" or "itemstring". It is a simple string with
1316 1-3 components: the full item identifier, an optional amount and an optional
1319 <identifier> [<amount>[ <wear>]]
1323 * `'default:apple'`: 1 apple
1324 * `'default:dirt 5'`: 5 dirt
1325 * `'default:pick_stone'`: a new stone pickaxe
1326 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1333 {name="default:dirt", count=5, wear=0, metadata=""}
1335 A wooden pick about 1/3 worn out:
1337 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1341 {name="default:apple", count=1, wear=0, metadata=""}
1344 A native C++ format with many helper methods. Useful for converting
1345 between formats. See the Class reference section for details.
1347 When an item must be passed to a function, it can usually be in any of
1353 In a number of places, there is a group table. Groups define the
1354 properties of a thing (item, node, armor of entity, capabilities of
1355 tool) in such a way that the engine and other mods can can interact with
1356 the thing without actually knowing what the thing is.
1359 Groups are stored in a table, having the group names with keys and the
1360 group ratings as values. For example:
1362 groups = {crumbly=3, soil=1}
1365 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1366 -- ^ A more special dirt-kind of thing
1368 Groups always have a rating associated with them. If there is no
1369 useful meaning for a rating for an enabled group, it shall be `1`.
1371 When not defined, the rating of a group defaults to `0`. Thus when you
1372 read groups, you must interpret `nil` and `0` as the same value, `0`.
1374 You can read the rating of a group for an item or a node by using
1376 minetest.get_item_group(itemname, groupname)
1379 Groups of items can define what kind of an item it is (e.g. wool).
1382 In addition to the general item things, groups are used to define whether
1383 a node is destroyable and how long it takes to destroy by a tool.
1385 ### Groups of entities
1386 For entities, groups are, as of now, used only for calculating damage.
1387 The rating is the percentage of damage caused by tools with this damage group.
1388 See "Entity damage mechanism".
1390 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1391 object.set_armor_groups({fleshy=30, cracky=80})
1394 Groups in tools define which groups of nodes and entities they are
1397 ### Groups in crafting recipes
1398 An example: Make meat soup from any meat, any water and any bowl:
1401 output = 'food:meat_soup_raw',
1407 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1410 Another example: Make red wool from white wool and red dye:
1414 output = 'wool:red',
1415 recipe = {'wool:white', 'group:dye,basecolor_red'},
1419 * `immortal`: Disables the group damage system for an entity
1420 * `punch_operable`: For entities; disables the regular damage mechanism for
1421 players punching it by hand or a non-tool item, so that it can do something
1422 else than take damage.
1423 * `level`: Can be used to give an additional sense of progression in the game.
1424 * A larger level will cause e.g. a weapon of a lower level make much less
1425 damage, and get worn out much faster, or not be able to get drops
1426 from destroyed nodes.
1427 * `0` is something that is directly accessible at the start of gameplay
1428 * There is no upper limit
1429 * `dig_immediate`: (player can always pick up node without reducing tool wear)
1430 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1431 * `3`: the node always gets the digging time 0 seconds (torch)
1432 * `disable_jump`: Player (and possibly other things) cannot jump from node
1433 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1434 * `bouncy`: value is bounce speed in percent
1435 * `falling_node`: if there is no walkable block under the node it will fall
1436 * `attached_node`: if the node under it is not a walkable block the node will be
1437 dropped as an item. If the node is wallmounted the wallmounted direction is
1439 * `soil`: saplings will grow on nodes in this group
1440 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1441 connect to each other
1442 * `slippery`: Players and items will slide on the node.
1443 Only use `slippery = 3` for now to ensure forwards compatibility.
1446 ### Known damage and digging time defining groups
1447 * `crumbly`: dirt, sand
1448 * `cracky`: tough but crackable stuff like stone.
1449 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1450 plants, wire, sheets of metal
1451 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1452 * `fleshy`: Living things like animals and the player. This could imply
1453 some blood effects when hitting.
1454 * `explody`: Especially prone to explosions
1455 * `oddly_breakable_by_hand`:
1456 Can be added to nodes that shouldn't logically be breakable by the
1457 hand but are. Somewhat similar to `dig_immediate`, but times are more
1458 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1459 speed of a tool if the tool can dig at a faster speed than this
1460 suggests for the hand.
1462 ### Examples of custom groups
1463 Item groups are often used for defining, well, _groups of items_.
1465 * `meat`: any meat-kind of a thing (rating might define the size or healing
1466 ability or be irrelevant -- it is not defined as of yet)
1467 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1469 * `flammable`: can be set on fire. Rating might define the intensity of the
1470 fire, affecting e.g. the speed of the spreading of an open fire.
1471 * `wool`: any wool (any origin, any color)
1472 * `metal`: any metal
1473 * `weapon`: any weapon
1474 * `heavy`: anything considerably heavy
1476 ### Digging time calculation specifics
1477 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1478 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1479 faster digging time.
1481 The `level` group is used to limit the toughness of nodes a tool can dig
1482 and to scale the digging times / damage to a greater extent.
1484 **Please do understand this**, otherwise you cannot use the system to it's
1487 Tools define their properties by a list of parameters for groups. They
1488 cannot dig other groups; thus it is important to use a standard bunch of
1489 groups to enable interaction with tools.
1491 #### Tools definition
1494 * Full punch interval
1495 * Maximum drop level
1496 * For an arbitrary list of groups:
1497 * Uses (until the tool breaks)
1498 * Maximum level (usually `0`, `1`, `2` or `3`)
1502 #### Full punch interval
1503 When used as a weapon, the tool will do full damage if this time is spent
1504 between punches. If e.g. half the time is spent, the tool will do half
1507 #### Maximum drop level
1508 Suggests the maximum level of node, when dug with the tool, that will drop
1509 it's useful item. (e.g. iron ore to drop a lump of iron).
1511 This is not automated; it is the responsibility of the node definition
1515 Determines how many uses the tool has when it is used for digging a node,
1516 of this group, of the maximum level. For lower leveled nodes, the use count
1517 is multiplied by `3^leveldiff`.
1519 * `uses=10, leveldiff=0`: actual uses: 10
1520 * `uses=10, leveldiff=1`: actual uses: 30
1521 * `uses=10, leveldiff=2`: actual uses: 90
1524 Tells what is the maximum level of a node of this group that the tool will
1528 List of digging times for different ratings of the group, for nodes of the
1531 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1532 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1533 for this group, and unable to dig the rating `1`, which is the toughest.
1534 Unless there is a matching group that enables digging otherwise.
1536 If the result digging time is 0, a delay of 0.15 seconds is added between
1537 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1538 i.e. players can more quickly click the nodes away instead of holding LMB.
1541 List of damage for groups of entities. See "Entity damage mechanism".
1543 #### Example definition of the capabilities of a tool
1545 tool_capabilities = {
1546 full_punch_interval=1.5,
1549 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1551 damage_groups = {fleshy=2},
1554 This makes the tool be able to dig nodes that fulfil both of these:
1556 * Have the `crumbly` group
1557 * Have a `level` group less or equal to `2`
1559 Table of resulting digging times:
1561 crumbly 0 1 2 3 4 <- level
1563 1 0.80 1.60 1.60 - -
1564 2 0.60 1.20 1.20 - -
1565 3 0.40 0.80 0.80 - -
1567 level diff: 2 1 0 -1 -2
1569 Table of resulting tool uses:
1578 * At `crumbly==0`, the node is not diggable.
1579 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1580 easy nodes to be quickly breakable.
1581 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1583 Entity damage mechanism
1584 -----------------------
1588 foreach group in cap.damage_groups:
1589 damage += cap.damage_groups[group] * limit(actual_interval /
1590 cap.full_punch_interval, 0.0, 1.0)
1591 * (object.armor_groups[group] / 100.0)
1592 -- Where object.armor_groups[group] is 0 for inexistent values
1595 Client predicts damage based on damage groups. Because of this, it is able to
1596 give an immediate response when an entity is damaged or dies; the response is
1597 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1599 Currently a smoke puff will appear when an entity dies.
1601 The group `immortal` completely disables normal damage.
1603 Entities can define a special armor group, which is `punch_operable`. This
1604 group disables the regular damage mechanism for players punching it by hand or
1605 a non-tool item, so that it can do something else than take damage.
1607 On the Lua side, every punch calls:
1609 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1611 This should never be called directly, because damage is usually not handled by
1614 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1615 accessed unless absolutely required, to encourage interoperability.
1616 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1617 * `tool_capabilities` can be `nil`.
1618 * `direction` is a unit vector, pointing from the source of the punch to
1620 * `damage` damage that will be done to entity
1621 Return value of this function will determin if damage is done by this function
1622 (retval true) or shall be done by engine (retval false)
1624 To punch an entity/object in Lua, call:
1626 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1628 * Return value is tool wear.
1629 * Parameters are equal to the above callback.
1630 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1631 `direction` will be automatically filled in based on the location of `puncher`.
1635 The instance of a node in the world normally only contains the three values
1636 mentioned in "Nodes". However, it is possible to insert extra data into a
1637 node. It is called "node metadata"; See `NodeMetaRef`.
1639 Node metadata contains two things:
1644 Some of the values in the key-value store are handled specially:
1646 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1647 * `infotext`: Text shown on the screen when the node is pointed at
1651 local meta = minetest.get_meta(pos)
1652 meta:set_string("formspec",
1654 "list[context;main;0,0;8,4;]"..
1655 "list[current_player;main;0,5;8,4;]")
1656 meta:set_string("infotext", "Chest");
1657 local inv = meta:get_inventory()
1658 inv:set_size("main", 8*4)
1659 print(dump(meta:to_table()))
1662 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1663 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1664 [10] = "", [11] = "", [12] = "", [13] = "",
1665 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1666 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1667 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1668 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1672 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1679 Item stacks can store metadata too. See `ItemStackMetaRef`.
1681 Item metadata only contains a key-value store.
1683 Some of the values in the key-value store are handled specially:
1685 * `description`: Set the item stack's description. Defaults to `idef.description`
1686 * `color`: A `ColorString`, which sets the stack's color.
1687 * `palette_index`: If the item has a palette, this is used to get the
1688 current color from the palette.
1692 local meta = stack:get_meta()
1693 meta:set_string("key", "value")
1694 print(dump(meta:to_table()))
1698 Formspec defines a menu. Currently not much else than inventories are
1699 supported. It is a string, with a somewhat strange format.
1701 Spaces and newlines can be inserted between the blocks, as is used in the
1709 list[context;main;0,0;8,4;]
1710 list[current_player;main;0,5;8,4;]
1715 list[context;fuel;2,3;1,1;]
1716 list[context;src;2,1;1,1;]
1717 list[context;dst;5,1;2,2;]
1718 list[current_player;main;0,5;8,4;]
1720 #### Minecraft-like player inventory
1723 image[1,0.6;1,2;player.png]
1724 list[current_player;main;0,3.5;8,4;]
1725 list[current_player;craft;3,0;3,3;]
1726 list[current_player;craftpreview;7,1;1,1;]
1730 #### `size[<W>,<H>,<fixed_size>]`
1731 * Define the size of the menu in inventory slots
1732 * `fixed_size`: `true`/`false` (optional)
1733 * deprecated: `invsize[<W>,<H>;]`
1735 #### `position[<X>,<Y>]`
1736 * Define the position of the formspec
1737 * A value between 0.0 and 1.0 represents a position inside the screen
1738 * The default value is the center of the screen (0.5, 0.5)
1740 #### `anchor[<X>,<Y>]`
1741 * Define the anchor of the formspec
1742 * A value between 0.0 and 1.0 represents an anchor inside the formspec
1743 * The default value is the center of the formspec (0.5, 0.5)
1745 #### `container[<X>,<Y>]`
1746 * Start of a container block, moves all physical elements in the container by (X, Y)
1747 * Must have matching `container_end`
1748 * Containers can be nested, in which case the offsets are added
1749 (child containers are relative to parent containers)
1751 #### `container_end[]`
1752 * End of a container, following elements are no longer relative to this container
1754 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1755 * Show an inventory list
1757 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1758 * Show an inventory list
1760 #### `listring[<inventory location>;<list name>]`
1761 * Allows to create a ring of inventory lists
1762 * Shift-clicking on items in one element of the ring
1763 will send them to the next inventory list inside the ring
1764 * The first occurrence of an element inside the ring will
1765 determine the inventory where items will be sent to
1768 * Shorthand for doing `listring[<inventory location>;<list name>]`
1769 for the last two inventory lists added by list[...]
1771 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1772 * Sets background color of slots as `ColorString`
1773 * Sets background color of slots on mouse hovering
1775 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1776 * Sets background color of slots as `ColorString`
1777 * Sets background color of slots on mouse hovering
1778 * Sets color of slots border
1780 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1781 * Sets background color of slots as `ColorString`
1782 * Sets background color of slots on mouse hovering
1783 * Sets color of slots border
1784 * Sets default background color of tooltips
1785 * Sets default font color of tooltips
1787 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1788 * Adds tooltip for an element
1789 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1790 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1792 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1794 * Position and size units are inventory slots
1796 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1797 * Show an inventory image of registered item/node
1798 * Position and size units are inventory slots
1800 #### `bgcolor[<color>;<fullscreen>]`
1801 * Sets background color of formspec as `ColorString`
1802 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1804 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1805 * Use a background. Inventory rectangles are not drawn then.
1806 * Position and size units are inventory slots
1807 * Example for formspec 8x4 in 16x resolution: image shall be sized
1808 8 times 16px times 4 times 16px.
1810 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1811 * Use a background. Inventory rectangles are not drawn then.
1812 * Position and size units are inventory slots
1813 * Example for formspec 8x4 in 16x resolution:
1814 image shall be sized 8 times 16px times 4 times 16px
1815 * If `true` the background is clipped to formspec size
1816 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1818 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1819 * Textual password style field; will be sent to server when a button is clicked
1820 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1822 * `x` and `y` position the field relative to the top left of the menu
1823 * `w` and `h` are the size of the field
1824 * Fields are a set height, but will be vertically centred on `h`
1825 * Position and size units are inventory slots
1826 * `name` is the name of the field as returned in fields to `on_receive_fields`
1827 * `label`, if not blank, will be text printed on the top left above the field
1828 * See field_close_on_enter to stop enter closing the formspec
1830 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1831 * Textual field; will be sent to server when a button is clicked
1832 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1834 * `x` and `y` position the field relative to the top left of the menu
1835 * `w` and `h` are the size of the field
1836 * Fields are a set height, but will be vertically centred on `h`
1837 * Position and size units are inventory slots
1838 * `name` is the name of the field as returned in fields to `on_receive_fields`
1839 * `label`, if not blank, will be text printed on the top left above the field
1840 * `default` is the default value of the field
1841 * `default` may contain variable references such as `${text}'` which
1842 will fill the value from the metadata value `text`
1843 * **Note**: no extra text or more than a single variable is supported ATM.
1844 * See `field_close_on_enter` to stop enter closing the formspec
1846 #### `field[<name>;<label>;<default>]`
1847 * As above, but without position/size units
1848 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1850 * Special field for creating simple forms, such as sign text input
1851 * Must be used without a `size[]` element
1852 * A "Proceed" button will be added automatically
1853 * See `field_close_on_enter` to stop enter closing the formspec
1855 #### `field_close_on_enter[<name>;<close_on_enter>]`
1856 * <name> is the name of the field
1857 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
1858 * defaults to true when not specified (ie: no tag for a field)
1860 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1861 * Same as fields above, but with multi-line input
1863 #### `label[<X>,<Y>;<label>]`
1864 * `x` and `y` work as per field
1865 * `label` is the text on the label
1866 * Position and size units are inventory slots
1868 #### `vertlabel[<X>,<Y>;<label>]`
1869 * Textual label drawn vertically
1870 * `x` and `y` work as per field
1871 * `label` is the text on the label
1872 * Position and size units are inventory slots
1874 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1875 * Clickable button. When clicked, fields will be sent.
1876 * `x`, `y` and `name` work as per field
1877 * `w` and `h` are the size of the button
1878 * Fixed button height. It will be vertically centred on `h`
1879 * `label` is the text on the button
1880 * Position and size units are inventory slots
1882 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1883 * `x`, `y`, `w`, `h`, and `name` work as per button
1884 * `texture name` is the filename of an image
1885 * Position and size units are inventory slots
1887 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1888 * `x`, `y`, `w`, `h`, and `name` work as per button
1889 * `texture name` is the filename of an image
1890 * Position and size units are inventory slots
1891 * `noclip=true` means the image button doesn't need to be within specified formsize
1892 * `drawborder`: draw button border or not
1893 * `pressed texture name` is the filename of an image on pressed state
1895 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1896 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1897 * `item name` is the registered name of an item/node,
1898 tooltip will be made out of its description
1899 to override it use tooltip element
1900 * Position and size units are inventory slots
1902 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1903 * When clicked, fields will be sent and the form will quit.
1905 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1906 * When clicked, fields will be sent and the form will quit.
1908 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1909 * Scrollable item list showing arbitrary text elements
1910 * `x` and `y` position the itemlist relative to the top left of the menu
1911 * `w` and `h` are the size of the itemlist
1912 * `name` fieldname sent to server on doubleclick value is current selected element
1913 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1914 * if you want a listelement to start with "#" write "##".
1916 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1917 * Scrollable itemlist showing arbitrary text elements
1918 * `x` and `y` position the item list relative to the top left of the menu
1919 * `w` and `h` are the size of the item list
1920 * `name` fieldname sent to server on doubleclick value is current selected element
1921 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1922 * if you want a listelement to start with "#" write "##"
1923 * Index to be selected within textlist
1924 * `true`/`false`: draw transparent background
1925 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1927 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1928 * Show a tab**header** at specific position (ignores formsize)
1929 * `x` and `y` position the itemlist relative to the top left of the menu
1930 * `name` fieldname data is transferred to Lua
1931 * `caption 1`...: name shown on top of tab
1932 * `current_tab`: index of selected tab 1...
1933 * `transparent` (optional): show transparent
1934 * `draw_border` (optional): draw border
1936 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1937 * Simple colored semitransparent box
1938 * `x` and `y` position the box relative to the top left of the menu
1939 * `w` and `h` are the size of box
1940 * `color` is color specified as a `ColorString`
1942 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1943 * Show a dropdown field
1944 * **Important note**: There are two different operation modes:
1945 1. handle directly on change (only changed dropdown is submitted)
1946 2. read the value on pressing a button (all dropdown values are available)
1947 * `x` and `y` position of dropdown
1949 * Fieldname data is transferred to Lua
1950 * Items to be shown in dropdown
1951 * Index of currently selected dropdown item
1953 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
1955 * `x` and `y`: position of checkbox
1956 * `name` fieldname data is transferred to Lua
1957 * `label` to be shown left of checkbox
1958 * `selected` (optional): `true`/`false`
1960 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1962 * There are two ways to use it:
1963 1. handle the changed event (only changed scrollbar is available)
1964 2. read the value on pressing a button (all scrollbars are available)
1965 * `x` and `y`: position of trackbar
1966 * `w` and `h`: width and height
1967 * `orientation`: `vertical`/`horizontal`
1968 * Fieldname data is transferred to Lua
1969 * Value this trackbar is set to (`0`-`1000`)
1970 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1972 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1973 * Show scrollable table using options defined by the previous `tableoptions[]`
1974 * Displays cells as defined by the previous `tablecolumns[]`
1975 * `x` and `y`: position the itemlist relative to the top left of the menu
1976 * `w` and `h` are the size of the itemlist
1977 * `name`: fieldname sent to server on row select or doubleclick
1978 * `cell 1`...`cell n`: cell contents given in row-major order
1979 * `selected idx`: index of row to be selected within table (first row = `1`)
1980 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1982 #### `tableoptions[<opt 1>;<opt 2>;...]`
1983 * Sets options for `table[]`
1985 * default text color (`ColorString`), defaults to `#FFFFFF`
1986 * `background=#RRGGBB`
1987 * table background color (`ColorString`), defaults to `#000000`
1988 * `border=<true/false>`
1989 * should the table be drawn with a border? (default: `true`)
1990 * `highlight=#RRGGBB`
1991 * highlight background color (`ColorString`), defaults to `#466432`
1992 * `highlight_text=#RRGGBB`
1993 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1994 * `opendepth=<value>`
1995 * all subtrees up to `depth < value` are open (default value = `0`)
1996 * only useful when there is a column of type "tree"
1998 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1999 * Sets columns for `table[]`
2000 * Types: `text`, `image`, `color`, `indent`, `tree`
2001 * `text`: show cell contents as text
2002 * `image`: cell contents are an image index, use column options to define images
2003 * `color`: cell contents are a ColorString and define color of following cell
2004 * `indent`: cell contents are a number and define indentation of following cell
2005 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
2008 * for `text` and `image`: content alignment within cells.
2009 Available values: `left` (default), `center`, `right`, `inline`
2011 * for `text` and `image`: minimum width in em (default: `0`)
2012 * for `indent` and `tree`: indent width in em (default: `1.5`)
2013 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2014 Exception: defaults to 0 for indent columns
2015 * `tooltip=<value>`: tooltip text (default: empty)
2016 * `image` column options:
2017 * `0=<value>` sets image for image index 0
2018 * `1=<value>` sets image for image index 1
2019 * `2=<value>` sets image for image index 2
2020 * and so on; defined indices need not be contiguous empty or
2021 non-numeric cells are treated as `0`.
2022 * `color` column options:
2023 * `span=<value>`: number of following columns to affect (default: infinite)
2025 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
2026 pass key press events to formspec!
2030 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2031 * `"current_player"`: Player to whom the menu is shown
2032 * `"player:<name>"`: Any player
2033 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2034 * `"detached:<name>"`: A detached inventory
2036 Player Inventory lists
2037 ----------------------
2038 * `main`: list containing the default inventory
2039 * `craft`: list containing the craft input
2040 * `craftpreview`: list containing the craft output
2041 * `hand`: list containing an override for the empty hand
2045 `#RGB` defines a color in hexadecimal format.
2047 `#RGBA` defines a color in hexadecimal format and alpha channel.
2049 `#RRGGBB` defines a color in hexadecimal format.
2051 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2053 Named colors are also supported and are equivalent to
2054 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2055 To specify the value of the alpha channel, append `#AA` to the end of the color name
2056 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
2057 value must (always) be two hexadecimal digits.
2061 A ColorSpec specifies a 32-bit color. It can be written in either:
2062 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
2063 `colorspec = {a=255, r=0, g=255, b=0}`
2064 numerical form, the raw integer value of an ARGB8 quad:
2065 `colorspec = 0xFF00FF00`
2066 or string form, a ColorString (defined above):
2067 `colorspec = "green"`
2071 Most text can contain escape sequences, that can for example color the text.
2072 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2073 The following functions provide escape sequences:
2075 * `minetest.get_color_escape_sequence(color)`:
2076 * `color` is a ColorString
2077 * The escape sequence sets the text color to `color`
2078 * `minetest.colorize(color, message)`:
2080 `minetest.get_color_escape_sequence(color) ..
2082 minetest.get_color_escape_sequence("#ffffff")`
2083 * `minetest.get_background_escape_sequence(color)`
2084 * `color` is a ColorString
2085 * The escape sequence sets the background of the whole text element to
2086 `color`. Only defined for item descriptions and tooltips.
2087 * `minetest.strip_foreground_colors(str)`
2088 * Removes foreground colors added by `get_color_escape_sequence`.
2089 * `minetest.strip_background_colors(str)`
2090 * Removes background colors added by `get_background_escape_sequence`.
2091 * `minetest.strip_colors(str)`
2092 * Removes all color escape sequences.
2096 * `vector.new(a[, b, c])`: returns a vector:
2097 * A copy of `a` if `a` is a vector.
2098 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
2099 * `vector.direction(p1, p2)`: returns a vector
2100 * `vector.distance(p1, p2)`: returns a number
2101 * `vector.length(v)`: returns a number
2102 * `vector.normalize(v)`: returns a vector
2103 * `vector.floor(v)`: returns a vector, each dimension rounded down
2104 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
2105 * `vector.apply(v, func)`: returns a vector
2106 * `vector.equals(v1, v2)`: returns a boolean
2107 * `vector.sort(v1, v2)`: returns minp, maxp vectors of the cuboid defined by v1 and v2
2109 For the following functions `x` can be either a vector or a number:
2111 * `vector.add(v, x)`: returns a vector
2112 * `vector.subtract(v, x)`: returns a vector
2113 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
2114 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
2118 * `dump2(obj, name="_", dumped={})`
2119 * Return object serialized as a string, handles reference loops
2120 * `dump(obj, dumped={})`
2121 * Return object serialized as a string
2122 * `math.hypot(x, y)`
2123 * Get the hypotenuse of a triangle with legs x and y.
2124 Useful for distance calculation.
2125 * `math.sign(x, tolerance)`
2126 * Get the sign of a number.
2127 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
2128 * `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)`
2129 * If `max_splits` is negative, do not limit splits.
2130 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
2131 * e.g. `string:split("a,b", ",") == {"a","b"}`
2133 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
2134 * `minetest.wrap_text(str, limit)`: returns a string
2135 * Adds new lines to the string to keep it within the specified character limit
2136 * limit: Maximal amount of characters in one line
2137 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns string `"(X,Y,Z)"`
2138 * Convert position to a printable string
2139 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
2140 * `minetest.string_to_pos(string)`: returns a position
2141 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
2142 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2143 * Converts a string representing an area box into two positions
2144 * `minetest.formspec_escape(string)`: returns a string
2145 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2146 * `minetest.is_yes(arg)`
2147 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2148 * `minetest.get_us_time()`
2149 * returns time with microsecond precision. May not return wall time.
2150 * `table.copy(table)`: returns a table
2151 * returns a deep copy of `table`
2152 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
2153 * returns the exact position on the surface of a pointed node
2155 `minetest` namespace reference
2156 ------------------------------
2160 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
2161 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
2162 * Useful for loading additional `.lua` modules or static data from mod
2163 * `minetest.get_modnames()`: returns a list of installed mods
2164 * Return a list of installed mods, sorted alphabetically
2165 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
2166 * Useful for storing custom data
2167 * `minetest.is_singleplayer()`
2168 * `minetest.features`: Table containing API feature flags
2171 glasslike_framed = true,
2172 nodebox_as_selectionbox = true,
2173 chat_send_player_param3 = true,
2174 get_all_craft_recipes_works = true,
2175 use_texture_alpha = true,
2176 -- ^ The transparency channel of textures can be used optionally
2177 no_legacy_abms = true,
2178 -- ^ Tree and grass ABMs are no longer done from C++
2179 texture_names_parens = true,
2180 -- ^ Texture grouping is possible using parentheses
2181 area_store_custom_ids = true,
2182 -- ^ Unique Area ID for AreaStore:insert_area
2183 add_entity_with_staticdata = true,
2184 -- ^ add_entity supports passing initial staticdata to on_activate
2185 no_chat_message_prediction = true,
2186 -- ^ Chat messages are no longer predicted
2188 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
2189 * `arg`: string or table in format `{foo=true, bar=true}`
2190 * `missing_features`: `{foo=true, bar=true}`
2191 * `minetest.get_player_information(player_name)`:
2192 * Returns a table containing information about a player. Example return value:
2195 address = "127.0.0.1", -- IP address of client
2196 ip_version = 4, -- IPv4 / IPv6
2197 min_rtt = 0.01, -- minimum round trip time
2198 max_rtt = 0.2, -- maximum round trip time
2199 avg_rtt = 0.02, -- average round trip time
2200 min_jitter = 0.01, -- minimum packet time jitter
2201 max_jitter = 0.5, -- maximum packet time jitter
2202 avg_jitter = 0.03, -- average packet time jitter
2203 connection_uptime = 200, -- seconds since client connected
2204 prot_vers = 31, -- protocol version used by client
2205 -- following information is available on debug build only!!!
2206 -- DO NOT USE IN MODS
2207 --ser_vers = 26, -- serialization version used by client
2208 --major = 0, -- major version number
2209 --minor = 4, -- minor version number
2210 --patch = 10, -- patch version number
2211 --vers_string = "0.4.9-git", -- full version string
2212 --state = "Active" -- current client state
2214 * `minetest.mkdir(path)`: returns success.
2215 * Creates a directory specified by `path`, creating parent directories
2216 if they don't exist.
2217 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
2219 * nil: return all entries,
2220 * true: return only subdirectory names, or
2221 * false: return only file names.
2222 * `minetest.get_version()`: returns a table containing components of the
2223 engine version. Components:
2224 * `project`: Name of the project, eg, "Minetest"
2225 * `string`: Simple version, eg, "1.2.3-dev"
2226 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
2227 Use this for informational purposes only. The information in the returned
2228 table does not represent the capabilities of the engine, nor is it
2229 reliable or verifyable. Compatible forks will have a different name and
2230 version entirely. To check for the presence of engine features, test
2231 whether the functions exported by the wanted features exist. For example:
2232 `if minetest.nodeupdate then ... end`.
2235 * `minetest.debug(...)`
2236 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
2237 * `minetest.log([level,] text)`
2238 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
2239 `"info"`, or `"verbose"`. Default is `"none"`.
2241 ### Registration functions
2242 Call these functions only at load time!
2244 * `minetest.register_entity(name, prototype table)`
2245 * `minetest.register_abm(abm definition)`
2246 * `minetest.register_lbm(lbm definition)`
2247 * `minetest.register_node(name, node definition)`
2248 * `minetest.register_tool(name, item definition)`
2249 * `minetest.register_craftitem(name, item definition)`
2250 * `minetest.unregister_item(name)`
2251 * `minetest.register_alias(name, convert_to)`
2252 * `minetest.register_alias_force(name, convert_to)`
2253 * `minetest.register_craft(recipe)`
2254 * Check recipe table syntax for different types below.
2255 * `minetest.clear_craft(recipe)`
2256 * Will erase existing craft based either on output item or on input recipe.
2257 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
2258 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
2259 * If no erase candidate could be found, Lua exception will be thrown.
2260 * **Warning**! The type field ("shaped","cooking" or any other) will be ignored if the recipe
2261 contains output. Erasing is then done independently from the crafting method.
2262 * `minetest.register_ore(ore definition)`
2263 * `minetest.register_biome(biome definition)`
2264 * `minetest.register_decoration(decoration definition)`
2265 * `minetest.override_item(name, redefinition)`
2266 * Overrides fields of an item registered with register_node/tool/craftitem.
2267 * Note: Item must already be defined, (opt)depend on the mod defining it.
2268 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2269 * `minetest.clear_registered_ores()`
2270 * `minetest.clear_registered_biomes()`
2271 * `minetest.clear_registered_decorations()`
2273 ### Global callback registration functions
2274 Call these functions only at load time!
2276 * `minetest.register_globalstep(func(dtime))`
2277 * Called every server step, usually interval of 0.1s
2278 * `minetest.register_on_shutdown(func())`
2279 * Called before server shutdown
2280 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
2281 callbacks **will likely not be run**. Data should be saved at
2282 semi-frequent intervals as well as on server shutdown.
2283 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2284 * Called when a node has been placed
2285 * If return `true` no item is taken from `itemstack`
2286 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
2288 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2289 * Called when a node has been dug.
2290 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
2292 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2293 * Called when a node is punched
2294 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2295 * Called after generating a piece of world. Modifying nodes inside the area
2296 is a bit faster than usually.
2297 * `minetest.register_on_newplayer(func(ObjectRef))`
2298 * Called after a new player has been created
2299 * `minetest.register_on_dieplayer(func(ObjectRef))`
2300 * Called when a player dies
2301 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2302 * Called when a player is punched
2303 * `player` - ObjectRef - Player that was punched
2304 * `hitter` - ObjectRef - Player that hit
2305 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
2306 * `tool_capabilities`: capability table of used tool (can be nil)
2307 * `dir`: unit vector of direction of punch. Always defined. Points from
2308 the puncher to the punched.
2309 * `damage` - number that represents the damage calculated by the engine
2310 * should return `true` to prevent the default damage mechanism
2311 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2312 * Called when the player gets damaged or healed
2313 * `player`: ObjectRef of the player
2314 * `hp_change`: the amount of change. Negative when it is damage.
2315 * `modifier`: when true, the function should return the actual `hp_change`.
2316 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2317 modifiers can return true as a second argument to stop the execution of further functions.
2318 Non-modifiers receive the final hp change calculated by the modifiers.
2319 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2320 * Called when player is to be respawned
2321 * Called _before_ repositioning of player occurs
2322 * return true in func to disable regular player placement
2323 * `minetest.register_on_prejoinplayer(func(name, ip))`
2324 * Called before a player joins the game
2325 * If it returns a string, the player is disconnected with that string as reason
2326 * `minetest.register_on_joinplayer(func(ObjectRef))`
2327 * Called when a player joins the game
2328 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2329 * Called when a player leaves the game
2330 * `timed_out`: True for timeout, false for other reasons.
2331 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2332 * Called when a player cheats
2333 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2335 * `interacted_too_far`
2336 * `interacted_while_dead`
2337 * `finished_unknown_dig`
2340 * `minetest.register_on_chat_message(func(name, message))`
2341 * Called always when a player says something
2342 * Return `true` to mark the message as handled, which means that it will not be sent to other players
2343 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2344 * Called when a button is pressed in player's inventory form
2345 * Newest functions are called first
2346 * If function returns `true`, remaining functions are not called
2347 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2348 * Called when `player` crafts something
2349 * `itemstack` is the output
2350 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2351 * `craft_inv` is the inventory with the crafting grid
2352 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2353 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2354 * The same as before, except that it is called before the player crafts, to make
2355 craft prediction, and it should not change anything.
2356 * `minetest.register_on_protection_violation(func(pos, name))`
2357 * Called by `builtin` and mods when a player violates protection at a position
2358 (eg, digs a node or punches a protected entity).
2359 * The registered functions can be called using `minetest.record_protection_violation`
2360 * The provided function should check that the position is protected by the mod
2361 calling this function before it prints a message, if it does, to allow for
2362 multiple protection mods.
2363 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2364 * Called when an item is eaten, by `minetest.item_eat`
2365 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2367 ### Other registration functions
2368 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2369 * Adds definition to `minetest.registered_chatcommands`
2370 * `minetest.override_chatcommand(name, redefinition)`
2371 * Overrides fields of a chatcommand registered with `register_chatcommand`.
2372 * `minetest.unregister_chatcommand(name)`
2373 * Unregisters a chatcommands registered with `register_chatcommand`.
2374 * `minetest.register_privilege(name, definition)`
2375 * `definition`: `"description text"`
2376 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2377 the default of `give_to_singleplayer` is true
2378 * To allow players with `basic_privs` to grant, see `basic_privs` minetest.conf setting.
2379 * `minetest.register_authentication_handler(handler)`
2380 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
2383 * `minetest.settings`: Settings object containing all of the settings from the
2384 main config file (`minetest.conf`).
2385 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
2386 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
2389 * `minetest.notify_authentication_modified(name)`
2390 * Should be called by the authentication handler if privileges changes.
2391 * To report everybody, set `name=nil`.
2392 * `minetest.check_password_entry(name, entry, password)`
2393 * Returns true if the "db entry" for a player with name matches given
2394 * password, false otherwise.
2395 * The "db entry" is the usually player-individual value that is derived
2396 * from the player's chosen password and stored on the server in order to allow
2397 * authentication whenever the player desires to log in.
2398 * Only use this function for making it possible to log in via the password from
2399 * via protocols like IRC, other uses for inside the game are frowned upon.
2400 * `minetest.get_password_hash(name, raw_password)`
2401 * Convert a name-password pair to a password hash that Minetest can use.
2402 * The returned value alone is not a good basis for password checks based
2403 * on comparing the password hash in the database with the password hash
2404 * from the function, with an externally provided password, as the hash
2405 * in the db might use the new SRP verifier format.
2406 * For this purpose, use `minetest.check_password_entry` instead.
2407 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2408 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2409 * Convert between two privilege representations
2410 * `minetest.set_player_password(name, password_hash)`
2411 * `minetest.set_player_privs(name, {priv1=true,...})`
2412 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2413 * `minetest.auth_reload()`
2414 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2415 * A quickhand for checking privileges.
2416 * `player_or_name`: Either a Player object or the name of a player.
2417 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2418 a table, e.g. `{ priva = true, privb = true }`.
2419 * `minetest.get_player_ip(name)`: returns an IP address string
2421 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2422 and `minetest.auth_reload` call the authetification handler.
2425 * `minetest.chat_send_all(text)`
2426 * `minetest.chat_send_player(name, text)`
2428 ### Environment access
2429 * `minetest.set_node(pos, node)`
2430 * `minetest.add_node(pos, node): alias set_node(pos, node)`
2431 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
2432 * `minetest.swap_node(pos, node)`
2433 * Set node at position, but don't remove metadata
2434 * `minetest.remove_node(pos)`
2435 * Equivalent to `set_node(pos, "air")`
2436 * `minetest.get_node(pos)`
2437 * Returns the node at the given position as table in the format
2438 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2440 * `minetest.get_node_or_nil(pos)`
2441 * Same as `get_node` but returns `nil` for unloaded areas.
2442 * `minetest.get_node_light(pos, timeofday)`
2443 * Gets the light value at the given position. Note that the light value
2444 "inside" the node at the given position is returned, so you usually want
2445 to get the light value of a neighbor.
2446 * `pos`: The position where to measure the light.
2447 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2448 * Returns a number between `0` and `15` or `nil`
2449 * `minetest.place_node(pos, node)`
2450 * Place node with the same effects that a player would cause
2451 * `minetest.dig_node(pos)`
2452 * Dig node with the same effects that a player would cause
2453 * Returns `true` if successful, `false` on failure (e.g. protected location)
2454 * `minetest.punch_node(pos)`
2455 * Punch node with the same effects that a player would cause
2456 * `minetest.spawn_falling_node(pos)`
2457 * Change node into falling node
2458 * Returns `true` if successful, `false` on failure
2460 * `minetest.find_nodes_with_meta(pos1, pos2)`
2461 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2462 * `minetest.get_meta(pos)`
2463 * Get a `NodeMetaRef` at that position
2464 * `minetest.get_node_timer(pos)`
2465 * Get `NodeTimerRef`
2467 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position
2468 * Returns `ObjectRef`, or `nil` if failed
2469 * `minetest.add_item(pos, item)`: Spawn item
2470 * Returns `ObjectRef`, or `nil` if failed
2471 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2472 * `minetest.get_objects_inside_radius(pos, radius)`
2473 * `radius`: using an euclidean metric
2474 * `minetest.set_timeofday(val)`
2475 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2476 * `minetest.get_timeofday()`
2477 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2478 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2479 * accounting for time changes.
2480 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
2481 * `radius`: using a maximum metric
2482 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2483 * `search_center` is an optional boolean (default: `false`)
2484 If true `pos` is also checked for the nodes
2485 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of positions
2486 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2487 * First return value: Table with all node positions
2488 * Second return value: Table with the count of each node with the node name as index
2489 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a list of positions
2490 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2491 * Return value: Table with all node positions with a node air above
2492 * `minetest.get_perlin(noiseparams)`
2493 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2494 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2495 * `minetest.get_voxel_manip([pos1, pos2])`
2496 * Return voxel manipulator object.
2497 * Loads the manipulator from the map if positions are passed.
2498 * `minetest.set_gen_notify(flags, {deco_ids})`
2499 * Set the types of on-generate notifications that should be collected
2500 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2501 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2502 * The second parameter is a list of IDS of decorations which notification is requested for
2503 * `get_gen_notify()`: returns a flagstring and a table with the `deco_id`s
2504 * `minetest.get_mapgen_object(objectname)`
2505 * Return requested mapgen object if available (see "Mapgen objects")
2506 * `minetest.get_biome_id(biome_name)`
2507 * Returns the biome id, as used in the biomemap Mapgen object, for a
2508 given biome_name string.
2509 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2510 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2511 * Deprecated: use `minetest.get_mapgen_setting(name)` instead
2512 * `minetest.set_mapgen_params(MapgenParams)`
2513 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)` instead
2514 * Set map generation parameters
2515 * Function cannot be called after the registration period; only initialization
2516 and `on_mapgen_init`
2517 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2519 * Leave field unset to leave that parameter unchanged
2520 * `flags` contains a comma-delimited string of flags to set,
2521 or if the prefix `"no"` is attached, clears instead.
2522 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2523 * `minetest.get_mapgen_setting(name)`
2524 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2525 order of precedence:
2526 1) Settings loaded from map_meta.txt or overrides set during mod execution
2527 2) Settings set by mods without a metafile override
2528 3) Settings explicitly set in the user config file, minetest.conf
2529 4) Settings set as the user config default
2530 * `minetest.get_mapgen_setting_noiseparams(name)`
2531 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2532 and is a valid NoiseParams
2533 * `minetest.set_mapgen_setting(name, value, [override_meta])`
2534 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2535 is not already present in map_meta.txt.
2536 * `override_meta` is an optional boolean (default: `false`). If this is set to true,
2537 the setting will become the active setting regardless of the map metafile contents.
2538 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`
2539 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
2540 * Same as above, except value is a NoiseParams table.
2541 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2542 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2543 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2544 should be applied to the default config or current active config
2545 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2546 * `minetest.generate_ores(vm, pos1, pos2)`
2547 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2548 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2549 * `minetest.generate_decorations(vm, pos1, pos2)`
2550 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2551 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2552 * `minetest.clear_objects([options])`
2553 * Clear all objects in the environment
2554 * Takes an optional table as an argument with the field `mode`.
2555 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2556 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2557 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2558 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2559 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2560 * fetched from memory, loaded from disk, or if inexistent, generates them.
2561 * If `callback` is a valid Lua function, this will be called for each block emerged.
2562 * The function signature of callback is:
2563 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2564 * - `blockpos` is the *block* coordinates of the block that had been emerged
2565 * - `action` could be one of the following constant values:
2566 * `minetest.EMERGE_CANCELLED`, `minetest.EMERGE_ERRORED`, `minetest.EMERGE_FROM_MEMORY`,
2567 * `minetest.EMERGE_FROM_DISK`, `minetest.EMERGE_GENERATED`
2568 * - `calls_remaining` is the number of callbacks to be expected after this one
2569 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2570 * parameter was absent)
2571 * `minetest.delete_area(pos1, pos2)`
2572 * delete all mapblocks in the area from pos1 to pos2, inclusive
2573 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2574 * Check if there is a direct line of sight between `pos1` and `pos2`
2575 * Returns the position of the blocking node when `false`
2576 * `pos1`: First position
2577 * `pos2`: Second position
2578 * `stepsize`: smaller gives more accurate results but requires more computing
2579 time. Default is `1`.
2580 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
2581 * Creates a `Raycast` object.
2582 * `pos1`: start of the ray
2583 * `pos2`: end of the ray
2584 * `objects` : if false, only nodes will be returned. Default is `true`.
2585 * `liquids' : if false, liquid nodes won't be returned. Default is `false`.
2586 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2587 * returns table containing path
2588 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2589 * `pos1`: start position
2590 * `pos2`: end position
2591 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2592 * `max_jump`: maximum height difference to consider walkable
2593 * `max_drop`: maximum height difference to consider droppable
2594 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2595 * `minetest.spawn_tree (pos, {treedef})`
2596 * spawns L-system tree at given `pos` with definition in `treedef` table
2597 * `minetest.transforming_liquid_add(pos)`
2598 * add node to liquid update queue
2599 * `minetest.get_node_max_level(pos)`
2600 * get max available level for leveled node
2601 * `minetest.get_node_level(pos)`
2602 * get level of leveled node (water, snow)
2603 * `minetest.set_node_level(pos, level)`
2604 * set level of leveled node, default `level` equals `1`
2605 * if `totallevel > maxlevel`, returns rest (`total-max`).
2606 * `minetest.add_node_level(pos, level)`
2607 * increase level of leveled node by level, default `level` equals `1`
2608 * if `totallevel > maxlevel`, returns rest (`total-max`)
2609 * can be negative for decreasing
2610 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
2611 * resets the light in a cuboid-shaped part of
2612 the map and removes lighting bugs.
2613 * Loads the area if it is not loaded.
2614 * `pos1` is the corner of the cuboid with the least coordinates
2615 (in node coordinates), inclusive.
2616 * `pos2` is the opposite corner of the cuboid, inclusive.
2617 * The actual updated cuboid might be larger than the specified one,
2618 because only whole map blocks can be updated.
2619 The actual updated area consists of those map blocks that intersect
2620 with the given cuboid.
2621 * However, the neighborhood of the updated area might change
2622 as well, as light can spread out of the cuboid, also light
2624 * returns `false` if the area is not fully generated,
2626 * `minetest.check_single_for_falling(pos)`
2627 * causes an unsupported `group:falling_node` node to fall and causes an
2628 unattached `group:attached_node` node to fall.
2629 * does not spread these updates to neighbours.
2630 * `minetest.check_for_falling(pos)`
2631 * causes an unsupported `group:falling_node` node to fall and causes an
2632 unattached `group:attached_node` node to fall.
2633 * spread these updates to neighbours and can cause a cascade
2637 `minetest.get_inventory(location)`: returns an `InvRef`
2640 * `{type="player", name="celeron55"}`
2641 * `{type="node", pos={x=, y=, z=}}`
2642 * `{type="detached", name="creative"}`
2643 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
2644 * callbacks: See "Detached inventory callbacks"
2645 * `player_name`: Make detached inventory available to one player exclusively,
2646 by default they will be sent to every player (even if not used).
2647 Note that this parameter is mostly just a workaround and will be removed in future releases.
2648 * Creates a detached inventory. If it already exists, it is cleared.
2649 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2650 returns left over ItemStack
2651 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2654 * `minetest.show_formspec(playername, formname, formspec)`
2655 * `playername`: name of player to show formspec
2656 * `formname`: name passed to `on_player_receive_fields` callbacks.
2657 It should follow the `"modname:<whatever>"` naming convention
2658 * `formspec`: formspec to display
2659 * `minetest.close_formspec(playername, formname)`
2660 * `playername`: name of player to close formspec
2661 * `formname`: has to exactly match the one given in `show_formspec`, or the formspec will
2663 * calling `show_formspec(playername, formname, "")` is equal to this expression
2664 * to close a formspec regardless of the formname, call
2665 `minetest.close_formspec(playername, "")`. **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
2666 * `minetest.formspec_escape(string)`: returns a string
2667 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2668 * `minetest.explode_table_event(string)`: returns a table
2669 * returns e.g. `{type="CHG", row=1, column=2}`
2671 * `"INV"`: no row selected)
2672 * `"CHG"`: selected)
2673 * `"DCL"`: double-click
2674 * `minetest.explode_textlist_event(string)`: returns a table
2675 * returns e.g. `{type="CHG", index=1}`
2677 * `"INV"`: no row selected)
2678 * `"CHG"`: selected)
2679 * `"DCL"`: double-click
2680 * `minetest.explode_scrollbar_event(string)`: returns a table
2681 * returns e.g. `{type="CHG", value=500}`
2683 * `"INV"`: something failed
2684 * `"CHG"`: has been changed
2685 * `"VAL"`: not changed
2688 * `minetest.inventorycube(img1, img2, img3)`
2689 * Returns a string for making an image of a cube (useful as an item image)
2690 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2691 * Get position of a `pointed_thing` (that you can get from somewhere)
2692 * `minetest.dir_to_facedir(dir, is6d)`
2693 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2694 * passing something non-`nil`/`false` for the optional second parameter causes it to
2695 take the y component into account
2696 * `minetest.facedir_to_dir(facedir)`
2697 * Convert a facedir back into a vector aimed directly out the "back" of a node
2698 * `minetest.dir_to_wallmounted(dir)`
2699 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2700 * `minetest.wallmounted_to_dir(wallmounted)`
2701 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2702 * `minetest.dir_to_yaw(dir)`
2703 * Convert a vector into a yaw (angle)
2704 * `minetest.yaw_to_dir(yaw)`
2705 * Convert yaw (angle) to a vector
2706 * `minetest.is_colored_paramtype(ptype)`
2707 * Returns a boolean. Returns `true` if the given `paramtype2` contains color
2708 information (`color`, `colorwallmounted` or `colorfacedir`).
2709 * `minetest.strip_param2_color(param2, paramtype2)`
2710 * Removes everything but the color information from the
2711 given `param2` value.
2712 * Returns `nil` if the given `paramtype2` does not contain color information
2713 * `minetest.get_node_drops(nodename, toolname)`
2714 * Returns list of item names.
2715 * **Note**: This will be removed or modified in a future version.
2716 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2717 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2718 * `input.width` = for example `3`
2719 * `input.items` = for example
2720 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2721 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2722 * `output.time` = a number, if unsuccessful: `0`
2723 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2724 `decremented_input.items`
2725 * `decremented_input` = like `input`
2726 * `minetest.get_craft_recipe(output)`: returns input
2727 * returns last registered recipe for output item (node)
2728 * `output` is a node or item type such as `"default:torch"`
2729 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2730 * `input.width` = for example `3`
2731 * `input.items` = for example
2732 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2733 * `input.items` = `nil` if no recipe found
2734 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2735 * returns indexed table with all registered recipes for query item (node)
2736 or `nil` if no recipe was found
2737 * recipe entry table:
2740 method = 'normal' or 'cooking' or 'fuel'
2741 width = 0-3, 0 means shapeless recipe
2742 items = indexed [1-9] table with recipe items
2743 output = string with item name and quantity
2745 * Example query for `"default:gold_ingot"` will return table:
2748 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
2749 items = {1 = "default:gold_lump"}},
2750 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
2751 items = {1 = "default:goldblock"}}
2753 * `minetest.handle_node_drops(pos, drops, digger)`
2754 * `drops`: list of itemstrings
2755 * Handles drops from nodes after digging: Default action is to put them into
2757 * Can be overridden to get different functionality (e.g. dropping items on
2759 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item string
2760 * Creates an item string which contains palette index information
2761 for hardware colorization. You can use the returned string
2762 as an output in a craft recipe.
2763 * `item`: the item stack which becomes colored. Can be in string,
2764 table and native form.
2765 * `palette_index`: this index is added to the item stack
2766 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
2767 * Creates an item string which contains static color information
2768 for hardware colorization. Use this method if you wish to colorize
2769 an item that does not own a palette. You can use the returned string
2770 as an output in a craft recipe.
2771 * `item`: the item stack which becomes colored. Can be in string,
2772 table and native form.
2773 * `colorstring`: the new color of the item stack
2776 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2777 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2778 * Find who has done something to a node, or near a node
2779 * `actor`: `"player:<name>"`, also `"liquid"`.
2780 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2781 * Revert latest actions of someone
2782 * `actor`: `"player:<name>"`, also `"liquid"`.
2784 ### Defaults for the `on_*` item definition functions
2785 These functions return the leftover itemstack.
2787 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2788 * Place item as a node
2789 * `param2` overrides `facedir` and wallmounted `param2`
2790 * returns `itemstack, success`
2791 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2793 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2794 * Use one of the above based on what the item is.
2795 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2796 * **Note**: is not called when wielded item overrides `on_place`
2797 * `param2` overrides `facedir` and wallmounted `param2`
2798 * returns `itemstack, success`
2799 * `minetest.item_drop(itemstack, dropper, pos)`
2801 * `minetest.item_eat(hp_change, replace_with_item)`
2803 * `replace_with_item` is the itemstring which is added to the inventory.
2804 If the player is eating a stack, then replace_with_item goes to a
2805 different spot. Can be `nil`
2806 * See `minetest.do_item_eat`
2808 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2809 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2810 * Calls functions registered by `minetest.register_on_punchnode()`
2811 * `minetest.node_dig(pos, node, digger)`
2812 * Checks if node can be dug, puts item into inventory, removes node
2813 * Calls functions registered by `minetest.registered_on_dignodes()`
2816 * `minetest.sound_play(spec, parameters)`: returns a handle
2817 * `spec` is a `SimpleSoundSpec`
2818 * `parameters` is a sound parameter table
2819 * `minetest.sound_stop(handle)`
2820 * `minetest.sound_fade(handle, step, gain)`
2821 * `handle` is a handle returned by `minetest.sound_play`
2822 * `step` determines how fast a sound will fade.
2823 Negative step will lower the sound volume, positive step will increase the sound volume
2824 * `gain` the target gain for the fade.
2827 * `minetest.after(time, func, ...)`
2828 * Call the function `func` after `time` seconds, may be fractional
2829 * Optional: Variable number of arguments that are passed to `func`
2832 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients,
2833 `reconnect` == true displays a reconnect button,
2834 `delay` adds an optional delay (in seconds) before shutdown
2835 negative delay cancels the current active shutdown
2836 zero delay triggers an immediate shutdown.
2837 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
2838 * `minetest.get_server_status()`: returns server status string
2839 * `minetest.get_server_uptime()`: returns the server uptime in seconds
2840 * `minetest.remove_player(name)`: remove player from database (if he is not connected).
2841 * Does not remove player authentication data, minetest.player_exists will continue to return true.
2842 * Returns a code (0: successful, 1: no such player, 2: player is connected)
2845 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2846 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2847 * `minetest.ban_player(name)`: ban a player
2848 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2849 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2852 * `minetest.add_particle(particle definition)`
2853 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2854 size, collisiondetection, texture, playername)`
2856 * `minetest.add_particlespawner(particlespawner definition)`
2857 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2858 * Returns an `id`, and -1 if adding didn't succeed
2859 * `Deprecated: minetest.add_particlespawner(amount, time,
2863 minexptime, maxexptime,
2865 collisiondetection, texture, playername)`
2867 * `minetest.delete_particlespawner(id, player)`
2868 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2869 * If playername is specified, only deletes on the player's client,
2870 * otherwise on all clients
2873 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2874 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2875 * Apply the specified probability and per-node force-place to the specified nodes
2876 according to the `probability_list`.
2877 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2878 * `pos` is the 3D vector specifying the absolute coordinates of the
2879 node being modified,
2880 * `prob` is an integer value from `0` to `255` that encodes probability and
2881 per-node force-place. Probability has levels 0-127, then 128 is added to
2882 encode per-node force-place.
2883 For probability stated as 0-255, divide by 2 and round down to get values
2884 0-127, then add 128 to apply per-node force-place.
2885 * If there are two or more entries with the same pos value, the
2887 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2888 * If `probability_list` equals `nil`, no probabilities are applied.
2889 * Apply the specified probability to the specified horizontal slices according to the
2891 * `slice_prob_list` is an array of tables containing two fields, `ypos` and `prob`.
2892 * `ypos` indicates the y position of the slice with a probability applied,
2893 the lowest slice being `ypos = 0`.
2894 * If slice probability list equals `nil`, no slice probabilities are applied.
2895 * Saves schematic in the Minetest Schematic format to filename.
2897 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2898 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2899 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2900 * If the `rotation` parameter is omitted, the schematic is not rotated.
2901 * `replacements` = `{["old_name"] = "convert_to", ...}`
2902 * `force_placement` is a boolean indicating whether nodes other than `air` and
2903 `ignore` are replaced by the schematic
2904 * Returns nil if the schematic could not be loaded.
2906 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2907 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2908 specified VoxelManip object `vmanip` instead of the whole map.
2909 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
2910 containing the full area required, and true if the whole schematic was able to fit.
2911 * Returns nil if the schematic could not be loaded.
2912 * After execution, any external copies of the VoxelManip contents are invalidated.
2914 * `minetest.serialize_schematic(schematic, format, options)`
2915 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2916 * in the `format` of either "mts" or "lua".
2917 * "mts" - a string containing the binary MTS data used in the MTS file format
2918 * "lua" - a string containing Lua code representing the schematic in table format
2919 * `options` is a table containing the following optional parameters:
2920 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2921 * position comments for every X row generated in the schematic data for easier reading.
2922 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2923 * will use that number of spaces as indentation instead of a tab character.
2926 * `minetest.request_http_api()`:
2927 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
2928 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
2929 otherwise returns `nil`.
2930 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
2932 * Only works at init time and must be called from the mod's main scope (not from a function).
2933 * Function only exists if minetest server was built with cURL support.
2934 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
2936 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
2937 * Performs given request asynchronously and calls callback upon completion
2938 * callback: `function(HTTPRequestResult res)`
2939 * Use this HTTP function if you are unsure, the others are for advanced use.
2940 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
2941 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
2942 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
2943 * Return response data for given asynchronous HTTP request
2946 * `minetest.get_mod_storage()`:
2947 * returns reference to mod private `StorageRef`
2948 * must be called during mod load time
2951 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2952 * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
2953 * `minetest.hud_replace_builtin(name, hud_definition)`
2954 * Replaces definition of a builtin hud element
2955 * `name`: `"breath"` or `"health"`
2956 * `hud_definition`: definition to replace builtin definition
2957 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2958 * Gives a unique hash number for a node position (16+16+16=48bit)
2959 * `minetest.get_position_from_hash(hash)`: returns a position
2960 * Inverse transform of `minetest.hash_node_position`
2961 * `minetest.get_item_group(name, group)`: returns a rating
2962 * Get rating of a group of an item. (`0` means: not in group)
2963 * `minetest.get_node_group(name, group)`: returns a rating
2964 * Deprecated: An alias for the former.
2965 * `minetest.raillike_group(name)`: returns a rating
2966 * Returns rating of the connect_to_raillike group corresponding to name
2967 * If name is not yet the name of a connect_to_raillike group, a new group id
2968 * is created, with that name
2969 * `minetest.get_content_id(name)`: returns an integer
2970 * Gets the internal content ID of `name`
2971 * `minetest.get_name_from_content_id(content_id)`: returns a string
2972 * Gets the name of the content with that content ID
2973 * `minetest.parse_json(string[, nullvalue])`: returns something
2974 * Convert a string containing JSON data into the Lua equivalent
2975 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2976 * On success returns a table, a string, a number, a boolean or `nullvalue`
2977 * On failure outputs an error message and returns `nil`
2978 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2979 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2980 * Convert a Lua table into a JSON string
2981 * styled: Outputs in a human-readable format if this is set, defaults to false
2982 * Unserializable things like functions and userdata will cause an error.
2983 * **Warning**: JSON is more strict than the Lua table format.
2984 1. You can only use strings and positive integers of at least one as keys.
2985 2. You can not mix string and integer keys.
2986 This is due to the fact that JSON has two distinct array and object values.
2987 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2988 * `minetest.serialize(table)`: returns a string
2989 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2990 into string form readable by `minetest.deserialize`
2991 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2992 * `minetest.deserialize(string)`: returns a table
2993 * Convert a string returned by `minetest.deserialize` into a table
2994 * `string` is loaded in an empty sandbox environment.
2995 * Will load functions, but they cannot access the global environment.
2996 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2997 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2998 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2999 * `minetest.compress(data, method, ...)`: returns `compressed_data`
3000 * Compress a string of data.
3001 * `method` is a string identifying the compression method to be used.
3002 * Supported compression methods:
3003 * Deflate (zlib): `"deflate"`
3004 * `...` indicates method-specific arguments. Currently defined arguments are:
3005 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
3006 * `minetest.decompress(compressed_data, method, ...)`: returns data
3007 * Decompress a string of data (using ZLib).
3008 * See documentation on `minetest.compress()` for supported compression methods.
3009 * currently supported.
3010 * `...` indicates method-specific arguments. Currently, no methods use this.
3011 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
3012 * Each argument is a 8 Bit unsigned integer
3013 * Returns the ColorString from rgb or rgba values
3014 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
3015 * `minetest.encode_base64(string)`: returns string encoded in base64
3016 * Encodes a string in base64.
3017 * `minetest.decode_base64(string)`: returns string
3018 * Decodes a string encoded in base64.
3019 * `minetest.is_protected(pos, name)`: returns boolean
3020 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
3021 actions, defineable by mods, due to some mod-defined ownership-like concept.
3022 Returns false or nil, if the player is allowed to do such actions.
3023 * This function should be overridden by protection mods and should be used to
3024 check if a player can interact at a position.
3025 * This function should call the old version of itself if the position is not
3026 protected by the mod.
3029 local old_is_protected = minetest.is_protected
3030 function minetest.is_protected(pos, name)
3031 if mymod:position_protected_from(pos, name) then
3034 return old_is_protected(pos, name)
3036 * `minetest.record_protection_violation(pos, name)`
3037 * This function calls functions registered with
3038 `minetest.register_on_protection_violation`.
3039 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
3040 * Attempt to predict the desired orientation of the facedir-capable node
3041 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
3042 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
3043 field is false or omitted (else, the itemstack is not changed). `orient_flags`
3044 is an optional table containing extra tweaks to the placement code:
3045 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
3046 orientation on the wall.
3047 * `force_wall` : if `true`, always place the node in wall orientation.
3048 * `force_ceiling`: if `true`, always place on the ceiling.
3049 * `force_floor`: if `true`, always place the node on the floor.
3050 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
3051 the floor or ceiling
3052 * The first four options are mutually-exclusive; the last in the list takes
3053 precedence over the first.
3054 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
3055 * calls `rotate_and_place()` with infinitestacks set according to the state of
3056 the creative mode setting, and checks for "sneak" to set the `invert_wall`
3059 * `minetest.forceload_block(pos[, transient])`
3060 * forceloads the position `pos`.
3061 * returns `true` if area could be forceloaded
3062 * If `transient` is `false` or absent, the forceload will be persistent
3063 (saved between server runs). If `true`, the forceload will be transient
3064 (not saved between server runs).
3066 * `minetest.forceload_free_block(pos[, transient])`
3067 * stops forceloading the position `pos`
3068 * If `transient` is `false` or absent, frees a persistent forceload.
3069 If `true`, frees a transient forceload.
3071 * `minetest.request_insecure_environment()`: returns an environment containing
3072 insecure functions if the calling mod has been listed as trusted in the
3073 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
3074 * Only works at init time and must be called from the mod's main scope (not from a function).
3075 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
3078 * `minetest.global_exists(name)`
3079 * Checks if a global variable has been set, without triggering a warning.
3082 * `minetest.env`: `EnvRef` of the server environment and world.
3083 * Any function in the minetest namespace can be called using the syntax
3084 `minetest.env:somefunction(somearguments)`
3085 instead of `minetest.somefunction(somearguments)`
3086 * Deprecated, but support is not to be dropped soon
3089 * `minetest.registered_items`
3090 * Map of registered items, indexed by name
3091 * `minetest.registered_nodes`
3092 * Map of registered node definitions, indexed by name
3093 * `minetest.registered_craftitems`
3094 * Map of registered craft item definitions, indexed by name
3095 * `minetest.registered_tools`
3096 * Map of registered tool definitions, indexed by name
3097 * `minetest.registered_entities`
3098 * Map of registered entity prototypes, indexed by name
3099 * `minetest.object_refs`
3100 * Map of object references, indexed by active object id
3101 * `minetest.luaentities`
3102 * Map of Lua entities, indexed by active object id
3103 * `minetest.registered_chatcommands`
3104 * Map of registered chat command definitions, indexed by name
3105 * `minetest.registered_ores`
3106 * List of registered ore definitions.
3107 * `minetest.registered_biomes`
3108 * List of registered biome definitions.
3109 * `minetest.registered_decorations`
3110 * List of registered decoration definitions.
3116 See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
3119 * `set_string(name, value)`
3120 * `get_string(name)`
3121 * `set_int(name, value)`
3123 * `set_float(name, value)`
3125 * `to_table()`: returns `nil` or a table with keys:
3126 * `fields`: key-value storage
3127 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
3128 * `from_table(nil or {})`
3129 * Any non-table value will clear the metadata
3130 * See "Node Metadata" for an example
3131 * returns `true` on success
3133 * returns `true` if this metadata has the same key-value pairs as `other`
3136 Node metadata: reference extra data and functionality stored in a node.
3137 Can be obtained via `minetest.get_meta(pos)`.
3140 * All methods in MetaDataRef
3141 * `get_inventory()`: returns `InvRef`
3142 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
3143 This will prevent them from being sent to the client. Note that the "private"
3144 status will only be remembered if an associated key-value pair exists, meaning
3145 it's best to call this when initializing all other meta (e.g. `on_construct`).
3147 ### `ItemStackMetaRef`
3148 ItemStack metadata: reference extra data and functionality stored in a stack.
3149 Can be obtained via `item:get_meta()`.
3152 * All methods in MetaDataRef
3155 Mod metadata: per mod metadata, saved automatically.
3156 Can be obtained via `minetest.get_mod_storage()` during load time.
3159 * All methods in MetaDataRef
3162 Node Timers: a high resolution persistent per-node timer.
3163 Can be gotten via `minetest.get_node_timer(pos)`.
3166 * `set(timeout,elapsed)`
3167 * set a timer's state
3168 * `timeout` is in seconds, and supports fractional values (0.1 etc)
3169 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
3170 * will trigger the node's `on_timer` function after `(timeout - elapsed)` seconds
3173 * equivalent to `set(timeout,0)`
3176 * `get_timeout()`: returns current timeout in seconds
3177 * if `timeout` equals `0`, timer is inactive
3178 * `get_elapsed()`: returns current elapsed time in seconds
3179 * the node's `on_timer` function will be called after `(timeout - elapsed)` seconds
3180 * `is_started()`: returns boolean state of timer
3181 * returns `true` if timer is started, otherwise `false`
3184 Moving things in the game are generally these.
3186 This is basically a reference to a C++ `ServerActiveObject`
3189 * `remove()`: remove object (after returning from Lua)
3190 * Note: Doesn't work on players, use `minetest.kick_player` instead
3191 * `get_pos()`: returns `{x=num, y=num, z=num}`
3192 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
3193 * `move_to(pos, continuous=false)`: interpolated move
3194 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
3195 * `puncher` = another `ObjectRef`,
3196 * `time_from_last_punch` = time since last punch action of the puncher
3197 * `direction`: can be `nil`
3198 * `right_click(clicker)`; `clicker` is another `ObjectRef`
3199 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
3200 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
3201 * `get_inventory()`: returns an `InvRef`
3202 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
3203 * `get_wield_index()`: returns the index of the wielded item
3204 * `get_wielded_item()`: returns an `ItemStack`
3205 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
3206 * `set_armor_groups({group1=rating, group2=rating, ...})`
3207 * `get_armor_groups()`: returns a table with the armor group ratings
3208 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
3209 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`
3210 * `set_attach(parent, bone, position, rotation)`
3212 * `position`: `{x=num, y=num, z=num}` (relative)
3213 * `rotation`: `{x=num, y=num, z=num}`
3214 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
3216 * `set_bone_position(bone, position, rotation)`
3218 * `position`: `{x=num, y=num, z=num}` (relative)
3219 * `rotation`: `{x=num, y=num, z=num}`
3220 * `get_bone_position(bone)`: returns position and rotation of the bone
3221 * `set_properties(object property table)`
3222 * `get_properties()`: returns object property table
3223 * `is_player()`: returns true for players, false otherwise
3224 * `get_nametag_attributes()`
3225 * returns a table with the attributes of the nametag of an object
3227 color = {a=0..255, r=0..255, g=0..255, b=0..255},
3230 * `set_nametag_attributes(attributes)`
3231 * sets the attributes of the nametag of an object
3235 text = "My Nametag",
3238 ##### LuaEntitySAO-only (no-op for other objects)
3239 * `set_velocity({x=num, y=num, z=num})`
3240 * `get_velocity()`: returns `{x=num, y=num, z=num}`
3241 * `set_acceleration({x=num, y=num, z=num})`
3242 * `get_acceleration()`: returns `{x=num, y=num, z=num}`
3243 * `set_yaw(radians)`
3244 * `get_yaw()`: returns number in radians
3245 * `set_texture_mod(mod)`
3246 * `get_texture_mod()` returns current texture modifier
3247 * `set_sprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
3248 select_horiz_by_yawpitch=false)`
3249 * Select sprite from spritesheet with optional animation and DM-style
3250 texture selection based on yaw relative to camera
3251 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
3254 ##### Player-only (no-op for other objects)
3255 * `get_player_name()`: returns `""` if is not a player
3256 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
3257 table {x, y, z} representing the player's instantaneous velocity in nodes/s
3258 * `get_look_dir()`: get camera direction as a unit vector
3259 * `get_look_vertical()`: pitch in radians
3260 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
3261 * `get_look_horizontal()`: yaw in radians
3262 * Angle is counter-clockwise from the +z direction.
3263 * `set_look_vertical(radians)`: sets look pitch
3264 * radians - Angle from looking forward, where positive is downwards.
3265 * `set_look_horizontal(radians)`: sets look yaw
3266 * radians - Angle from the +z direction, where positive is counter-clockwise.
3267 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use `get_look_vertical`.
3268 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
3269 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`.
3270 * Angle is counter-clockwise from the +x direction.
3271 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`.
3272 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`.
3273 * `get_breath()`: returns players breath
3274 * `set_breath(value)`: sets players breath
3276 * `0`: player is drowning,
3277 * `1`-`10`: remaining number of bubbles
3278 * `11`: bubbles bar is not shown
3279 * `set_attribute(attribute, value)`:
3280 * Sets an extra attribute with value on player.
3281 * `value` must be a string.
3282 * If `value` is `nil`, remove attribute from player.
3283 * `get_attribute(attribute)`:
3284 * Returns value (a string) for extra attribute.
3285 * Returns `nil` if no attribute found.
3286 * `set_inventory_formspec(formspec)`
3287 * Redefine player's inventory form
3288 * Should usually be called in `on_joinplayer`
3289 * `get_inventory_formspec()`: returns a formspec string
3290 * `get_player_control()`: returns table with player pressed keys
3291 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
3292 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
3293 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
3294 * `set_physics_override(override_table)`
3295 * `override_table` is a table with the following fields:
3296 * `speed`: multiplier to default walking speed value (default: `1`)
3297 * `jump`: multiplier to default jump value (default: `1`)
3298 * `gravity`: multiplier to default gravity value (default: `1`)
3299 * `sneak`: whether player can sneak (default: `true`)
3300 * `sneak_glitch`: whether player can use the new move code replications
3301 of the old sneak side-effects: sneak ladders and 2 node sneak jump
3303 * `new_move`: use new move/sneak code. When `false` the exact old code
3304 is used for the specific old sneak behaviour (default: `true`)
3305 * `get_physics_override()`: returns the table given to `set_physics_override`
3306 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
3308 * `hud_remove(id)`: remove the HUD element of the specified id
3309 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
3310 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
3311 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
3312 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
3313 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
3314 * pass a table containing a `true`/`false` value of each flag to be set or unset
3315 * if a flag equals `nil`, the flag is not modified
3316 * note that setting `minimap` modifies the client's permission to view the minimap -
3317 * the client may locally elect to not view the minimap
3318 * `hud_get_flags()`: returns a table containing status of hud flags
3319 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
3320 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
3321 * `count`: number of items, must be between `1` and `23`
3322 * `hud_get_hotbar_itemcount`: returns number of visible items
3323 * `hud_set_hotbar_image(texturename)`
3324 * sets background image for hotbar
3325 * `hud_get_hotbar_image`: returns texturename
3326 * `hud_set_hotbar_selected_image(texturename)`
3327 * sets image for selected item of hotbar
3328 * `hud_get_hotbar_selected_image`: returns texturename
3329 * `set_sky(bgcolor, type, {texture names}, clouds)`
3330 * `bgcolor`: ColorSpec, defaults to white
3331 * `type`: Available types:
3332 * `"regular"`: Uses 0 textures, `bgcolor` ignored
3333 * `"skybox"`: Uses 6 textures, `bgcolor` used
3334 * `"plain"`: Uses 0 textures, `bgcolor` used
3335 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
3336 `"plain"` custom skyboxes (default: `true`)
3337 * `get_sky()`: returns bgcolor, type, table of textures, clouds
3338 * `set_clouds(parameters)`: set cloud parameters
3339 * `parameters` is a table with the following optional fields:
3340 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
3341 * `color`: basic cloud color with alpha channel, ColorSpec (default `#fff0f0e5`)
3342 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
3343 ColorSpec (alpha ignored, default `#000000`)
3344 * `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`)
3345 * `thickness`: cloud thickness in nodes (default `16`)
3346 * `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, z=-2}`)
3347 * `get_clouds()`: returns a table with the current cloud parameters as in `set_clouds`
3348 * `override_day_night_ratio(ratio or nil)`
3349 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
3350 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
3351 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
3352 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
3354 set animation for player model in third person view
3356 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
3357 {x=168, y=187}, -- < walk animation key frames
3358 {x=189, y=198}, -- < dig animation key frames
3359 {x=200, y=219}, -- < walk+dig animation key frames
3360 frame_speed=30): -- < animation frame speed
3361 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and `frame_speed`
3362 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
3363 * in first person view
3364 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
3365 * `get_eye_offset()`: returns `offset_first` and `offset_third`
3368 An `InvRef` is a reference to an inventory.
3371 * `is_empty(listname)`: return `true` if list is empty
3372 * `get_size(listname)`: get size of a list
3373 * `set_size(listname, size)`: set size of a list
3374 * returns `false` on error (e.g. invalid `listname` or `size`)
3375 * `get_width(listname)`: get width of a list
3376 * `set_width(listname, width)`: set width of list; currently used for crafting
3377 * `get_stack(listname, i)`: get a copy of stack index `i` in list
3378 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
3379 * `get_list(listname)`: return full list
3380 * `set_list(listname, list)`: set full list (size will not change)
3381 * `get_lists()`: returns list of inventory lists
3382 * `set_lists(lists)`: sets inventory lists (size will not change)
3383 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
3384 * `room_for_item(listname, stack):` returns `true` if the stack of items
3385 can be fully added to the list
3386 * `contains_item(listname, stack, [match_meta])`: returns `true` if
3387 the stack of items can be fully taken from the list.
3388 If `match_meta` is false, only the items' names are compared (default: `false`).
3389 * `remove_item(listname, stack)`: take as many items as specified from the list,
3390 returns the items that were actually removed (as an `ItemStack`) -- note that
3391 any item metadata is ignored, so attempting to remove a specific unique
3392 item this way will likely remove the wrong one -- to do that use `set_stack`
3393 with an empty `ItemStack`
3394 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
3395 * returns `{type="undefined"}` in case location is not known
3398 A fast access data structure to store areas, and find areas near a given position or area.
3399 Every area has a `data` string attribute to store additional information.
3400 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
3401 If you chose the parameter-less constructor, a fast implementation will be automatically
3405 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
3406 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3407 Returns nil if specified area id does not exist.
3408 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
3409 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
3411 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
3412 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
3413 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
3414 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3415 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
3416 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
3417 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
3418 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
3419 or insertions are likely to fail due to conflicts.
3420 * `reserve(count)`: reserves resources for at most `count` many contained areas.
3421 Only needed for efficiency, and only some implementations profit.
3422 * `remove_area(id)`: removes the area with the given id from the store, returns success.
3423 * `set_cache_params(params)`: sets params for the included prefiltering cache.
3424 Calling invalidates the cache, so that its elements have to be newly generated.
3427 enabled = boolean, -- whether to enable, default true
3428 block_radius = number, -- the radius (in nodes) of the areas the cache generates
3429 prefiltered lists for, minimum 16, default 64
3430 limit = number, -- the cache's size, minimum 20, default 1000
3432 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
3433 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
3434 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
3435 Returns success and, optionally, an error message.
3436 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
3439 An `ItemStack` is a stack of items.
3441 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
3442 an itemstring, a table or `nil`.
3445 * `is_empty()`: Returns `true` if stack is empty.
3446 * `get_name()`: Returns item name (e.g. `"default:stone"`).
3447 * `set_name(item_name)`: Returns boolean whether item was cleared
3448 * `get_count()`: Returns number of items on the stack.
3449 * `set_count(count)`: Returns boolean whether item was cleared
3450 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
3451 * `set_wear(wear)`: Returns boolean whether item was cleared
3452 * `get_meta()`: Returns ItemStackMetaRef. See section for more details
3453 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
3454 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
3455 * `clear()`: removes all items from the stack, making it empty.
3456 * `replace(item)`: replace the contents of this stack.
3457 * `item` can also be an itemstring or table.
3458 * `to_string()`: Returns the stack in itemstring form.
3459 * `to_table()`: Returns the stack in Lua table form.
3460 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
3461 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
3462 * `is_known()`: Returns `true` if the item name refers to a defined item type.
3463 * `get_definition()`: Returns the item definition table.
3464 * `get_tool_capabilities()`: Returns the digging properties of the item,
3465 or those of the hand if none are defined for this item type
3466 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
3467 * `add_item(item)`: Put some item or stack onto this stack.
3468 Returns leftover `ItemStack`.
3469 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
3471 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
3472 Returns taken `ItemStack`.
3473 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
3474 Returns taken `ItemStack`.
3477 A 16-bit pseudorandom number generator.
3478 Uses a well-known LCG algorithm introduced by K&R.
3480 It can be created via `PseudoRandom(seed)`.
3483 * `next()`: return next integer random number [`0`...`32767`]
3484 * `next(min, max)`: return next integer random number [`min`...`max`]
3485 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
3486 due to the simple implementation making bad distribution otherwise.
3489 A 32-bit pseudorandom number generator.
3490 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
3492 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
3495 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
3496 * `next(min, max)`: return next integer random number [`min`...`max`]
3497 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
3498 * This is only a rough approximation of a normal distribution with:
3499 * `mean = (max - min) / 2`, and
3500 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
3501 * Increasing `num_trials` improves accuracy of the approximation
3504 Interface for the operating system's crypto-secure PRNG.
3506 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3507 be found on the system.
3510 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3513 A perlin noise generator.
3514 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3515 or `PerlinNoise(noiseparams)`.
3516 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3517 or `minetest.get_perlin(noiseparams)`.
3520 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3521 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3523 ### `PerlinNoiseMap`
3524 A fast, bulk perlin noise generator.
3526 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3527 `minetest.get_perlin_map(noiseparams, size)`.
3529 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
3530 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3533 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3534 nil, this table will be used to store the result instead of creating a new table.
3538 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3539 with values starting at `pos={x=,y=}`
3540 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3541 of 3D noise with values starting at `pos={x=,y=,z=}`
3542 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3543 with values starting at `pos={x=,y=}`
3544 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3545 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3546 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3547 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3548 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3549 takes a chunk of `slice_size`.
3550 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3551 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3552 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3553 the starting position of the most recently calculated noise.
3554 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3555 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3556 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3560 #### About VoxelManip
3561 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3562 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3563 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3564 to with other methods of setting nodes. For example, nodes will not have their construction and
3565 destruction callbacks run, and no rollback information is logged.
3567 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3568 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3569 of high level node placement features, perhaps `minetest.set_node()` is better suited for the job.
3571 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3572 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3573 setting a 5x5x5 node area, a `minetest.set_node()` loop may be more optimal. Always profile code
3574 using both methods of map manipulation to determine which is most appropriate for your usage.
3576 #### Using VoxelManip
3577 A VoxelManip object can be created any time using either:
3578 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3580 If the optional position parameters are present for either of these routines, the specified region
3581 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3582 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3584 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3585 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3586 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3587 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3589 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3590 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3591 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3593 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3594 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3595 `VoxelManip:get_light_data()` for node light levels, and
3596 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3598 See section 'Flat array format' for more details.
3600 It is very important to understand that the tables returned by any of the above three functions
3601 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3602 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3603 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3604 otherwise explicitly stated.
3606 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3607 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3608 `VoxelManip:set_light_data()` for node light levels, and
3609 `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3611 The parameter to each of the above three functions can use any table at all in the same flat array
3612 format as produced by `get_data()` et al. and is *not required* to be a table retrieved from `get_data()`.
3614 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3615 to the map by calling `VoxelManip:write_to_map()`.
3618 ##### Flat array format
3620 `Nx = p2.X - p1.X + 1`,
3621 `Ny = p2.Y - p1.Y + 1`, and
3622 `Nz = p2.Z - p1.Z + 1`.
3624 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3625 the expression `Nx * Ny * Nz`.
3627 Positions offset from p1 are present in the array with the format of:
3631 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3632 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3634 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3635 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3637 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3639 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3643 and the array index for a position p contained completely in p1..p2 is:
3645 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3647 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3648 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3649 for a single point in a flat VoxelManip array.
3652 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3653 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3654 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3655 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3656 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3657 Note that the node being queried needs to have already been been registered.
3659 The following builtin node types have their Content IDs defined as constants:
3661 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3662 * `minetest.CONTENT_AIR`: ID for "air" nodes
3663 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3665 ##### Mapgen VoxelManip objects
3666 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3667 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3668 but with a few differences:
3670 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3671 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3672 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3673 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3674 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3675 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3676 consistency with the current map state. For this reason, calling any of the following functions:
3677 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3678 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3679 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3680 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3682 ##### Other API functions operating on a VoxelManip
3683 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3684 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3685 written all buffered data back to the VoxelManip object, save for special situations where the modder
3686 desires to only have certain liquid nodes begin flowing.
3688 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3689 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3691 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3692 except instead of placing the specified schematic directly on the map at the specified position, it
3693 will place the schematic inside of the VoxelManip.
3696 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3697 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3698 `VoxelManip:get_node_at()`.
3699 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3700 filled with "ignore" nodes.
3701 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3702 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3703 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3704 object in the same callback it had been created.
3705 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3706 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3707 buffer the function can use to write map data to instead of returning a new table each call. This
3708 greatly enhances performance by avoiding unnecessary memory allocations.
3711 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3712 the region formed by `p1` and `p2`.
3713 * returns actual emerged `pmin`, actual emerged `pmax`
3714 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map.
3715 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3716 * if `light` is true, then lighting is automatically recalculated.
3717 The default value is true.
3718 If `light` is false, no light calculations happen, and you should correct
3719 all modified blocks with `minetest.fix_light()` as soon as possible.
3720 Keep in mind that modifying the map where light is incorrect can cause
3722 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3723 the `VoxelManip` at that position
3724 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3725 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3726 * returns raw node data in the form of an array of node content IDs
3727 * if the param `buffer` is present, this table will be used to store the result instead
3728 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3729 * `update_map()`: Does nothing, kept for compatibility.
3730 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3731 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3732 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3733 * (`p1`, `p2`) is the area in which lighting is set;
3734 defaults to the whole area if left out
3735 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3736 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3737 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3738 * `light = day + (night * 16)`
3739 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3741 * expects lighting data in the same format that `get_light_data()` returns
3742 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
3743 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3744 * If the param `buffer` is present, this table will be used to store the result instead
3745 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3746 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3747 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3748 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3750 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3751 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3752 * `update_liquids()`: Update liquid flow
3753 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3754 had been modified since the last read from map, due to a call to
3755 `minetest.set_data()` on the loaded area elsewhere
3756 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3759 A helper class for voxel areas.
3760 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3761 The coordinates are *inclusive*, like most other things in Minetest.
3764 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3765 `MinEdge` and `MaxEdge`
3766 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3767 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3768 * useful for things like `VoxelManip`, raw Schematic specifiers,
3769 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3770 * `indexp(p)`: same as above, except takes a vector
3771 * `position(i)`: returns the absolute position vector corresponding to index `i`
3772 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3773 * `containsp(p)`: same as above, except takes a vector
3774 * `containsi(i)`: same as above, except takes an index `i`
3775 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3776 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3777 * `iterp(minp, maxp)`: same as above, except takes a vector
3780 An interface to read config files in the format of `minetest.conf`.
3782 It can be created via `Settings(filename)`.
3785 * `get(key)`: returns a value
3786 * `get_bool(key)`: returns a boolean
3788 * Setting names can't contain whitespace or any of `="{}#`.
3789 * Setting values can't contain the sequence `\n"""`.
3790 * Setting names starting with "secure." can't be set on the main settings object (`minetest.settings`).
3791 * `set_bool(key, value)`
3792 * See documentation for set() above.
3793 * `remove(key)`: returns a boolean (`true` for success)
3794 * `get_names()`: returns `{key1,...}`
3795 * `write()`: returns a boolean (`true` for success)
3796 * Writes changes to file.
3797 * `to_table()`: returns `{[key1]=value1,...}`
3800 A raycast on the map. It works with selection boxes.
3801 Can be used as an iterator in a for loop.
3803 The map is loaded as the ray advances. If the
3804 map is modified after the `Raycast` is created,
3805 the changes may or may not have an effect on
3808 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
3809 `minetest.raycast(pos1, pos2, objects, liquids)` where:
3810 * `pos1`: start of the ray
3811 * `pos2`: end of the ray
3812 * `objects` : if false, only nodes will be returned. Default is true.
3813 * `liquids' : if false, liquid nodes won't be returned. Default is false.
3816 * `next()`: returns a `pointed_thing`
3817 * Returns the next thing pointed by the ray or nil.
3821 A mapgen object is a construct used in map generation. Mapgen objects can be used
3822 by an `on_generate` callback to speed up operations by avoiding unnecessary
3823 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3824 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3825 was called outside of an `on_generate()` callback, `nil` is returned.
3827 The following Mapgen objects are currently available:
3830 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3831 emerged position, in that order. All mapgens support this object.
3834 Returns an array containing the y coordinates of the ground levels of nodes in
3835 the most recently generated chunk by the current mapgen.
3838 Returns an array containing the biome IDs of nodes in the most recently
3839 generated chunk by the current mapgen.
3842 Returns an array containing the temperature values of nodes in the most
3843 recently generated chunk by the current mapgen.
3846 Returns an array containing the humidity values of nodes in the most recently
3847 generated chunk by the current mapgen.
3850 Returns a table mapping requested generation notification types to arrays of
3851 positions at which the corresponding generated structures are located at within
3852 the current chunk. To set the capture of positions of interest to be recorded
3853 on generate, use `minetest.set_gen_notify()`.
3855 Possible fields of the table returned are:
3861 * `large_cave_begin`
3865 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3866 numeric unique decoration ID.
3870 * Functions receive a "luaentity" as `self`:
3871 * It has the member `.name`, which is the registered name `("mod:thing")`
3872 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3873 * The original prototype stuff is visible directly via a metatable
3875 * `on_activate(self, staticdata, dtime_s)`
3876 * Called when the object is instantiated.
3877 * `dtime_s` is the time passed since the object was unloaded, which can
3878 be used for updating the entity state.
3879 * `on_step(self, dtime)`
3880 * Called on every server tick, after movement and collision processing.
3881 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3883 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
3884 * Called when somebody punches the object.
3885 * Note that you probably want to handle most punches using the
3886 automatic armor group system.
3887 * `puncher`: an `ObjectRef` (can be `nil`)
3888 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3889 * `tool_capabilities`: capability table of used tool (can be `nil`)
3890 * `dir`: unit vector of direction of punch. Always defined. Points from
3891 the puncher to the punched.
3892 `on_death(self, killer)`
3893 * Called when the object dies.
3894 * `killer`: an `ObjectRef` (can be `nil`)
3895 * `on_rightclick(self, clicker)`
3896 * `get_staticdata(self)`
3897 * Should return a string that will be passed to `on_activate` when
3898 the object is instantiated the next time.
3903 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
3904 Often these bugs appear as subtle shadows in water.
3909 axiom, --string initial tree axiom
3910 rules_a, --string rules set A
3911 rules_b, --string rules set B
3912 rules_c, --string rules set C
3913 rules_d, --string rules set D
3914 trunk, --string trunk node name
3915 leaves, --string leaves node name
3916 leaves2, --string secondary leaves node name
3917 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3918 angle, --num angle in deg
3919 iterations, --num max # of iterations, usually 2 -5
3920 random_level, --num factor to lower nr of iterations, usually 0 - 3
3921 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3922 -- 2x2 nodes or 3x3 in cross shape
3923 thin_branches, --boolean true -> use thin (1 node) branches
3924 fruit, --string fruit node name
3925 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3926 seed, --num random seed; if no seed is provided, the engine will create one
3929 ### Key for Special L-System Symbols used in Axioms
3931 * `G`: move forward one unit with the pen up
3932 * `F`: move forward one unit with the pen down drawing trunks and branches
3933 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3934 * `T`: move forward one unit with the pen down drawing trunks only
3935 * `R`: move forward one unit with the pen down placing fruit
3936 * `A`: replace with rules set A
3937 * `B`: replace with rules set B
3938 * `C`: replace with rules set C
3939 * `D`: replace with rules set D
3940 * `a`: replace with rules set A, chance 90%
3941 * `b`: replace with rules set B, chance 80%
3942 * `c`: replace with rules set C, chance 70%
3943 * `d`: replace with rules set D, chance 60%
3944 * `+`: yaw the turtle right by `angle` parameter
3945 * `-`: yaw the turtle left by `angle` parameter
3946 * `&`: pitch the turtle down by `angle` parameter
3947 * `^`: pitch the turtle up by `angle` parameter
3948 * `/`: roll the turtle to the right by `angle` parameter
3949 * `*`: roll the turtle to the left by `angle` parameter
3950 * `[`: save in stack current state info
3951 * `]`: recover from stack state info
3954 Spawn a small apple tree:
3956 pos = {x=230,y=20,z=4}
3959 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3960 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3961 trunk="default:tree",
3962 leaves="default:leaves",
3966 trunk_type="single",
3969 fruit="default:apple"
3971 minetest.spawn_tree(pos,apple_tree)
3976 ### Object Properties
3981 collide_with_objects = true, -- collide with other objects if physical = true
3983 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
3984 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
3985 visual_size = {x = 1, y = 1},
3987 textures = {}, -- number of required textures depends on visual
3988 colors = {}, -- number of required colors depends on visual
3989 spritediv = {x = 1, y = 1},
3990 initial_sprite_basepos = {x = 0, y = 0},
3992 makes_footstep_sound = false,
3993 automatic_rotate = false,
3995 automatic_face_movement_dir = 0.0,
3996 -- ^ Automatically set yaw to movement direction, offset in degrees,
3997 -- 'false' to disable.
3998 automatic_face_movement_max_rotation_per_sec = -1,
3999 -- ^ Limit automatic rotation to this value in degrees per second,
4000 -- value < 0 no limit.
4001 backface_culling = true, -- false to disable backface_culling for model
4002 nametag = "", -- by default empty, for players their name is shown if empty
4003 nametag_color = <color>, -- sets color of nametag as ColorSpec
4004 infotext = "", -- by default empty, text to be shown when pointed at object
4007 ### Entity definition (`register_entity`)
4010 -- Deprecated: Everything in object properties is read directly from here
4012 initial_properties = --[[<initial object properties>]],
4014 on_activate = function(self, staticdata, dtime_s),
4015 on_step = function(self, dtime),
4016 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
4017 on_rightclick = function(self, clicker),
4018 get_staticdata = function(self),
4019 -- ^ Called sometimes; the string returned is passed to on_activate when
4020 -- the entity is re-activated from static state
4022 -- Also you can define arbitrary member variables here (see item definition for
4024 _custom_field = whatever,
4027 ### ABM (ActiveBlockModifier) definition (`register_abm`)
4030 label = "Lava cooling",
4031 -- ^ Descriptive label for profiling purposes (optional).
4032 -- Definitions with identical labels will be listed as one.
4033 -- In the following two fields, also group:groupname will work.
4034 nodenames = {"default:lava_source"},
4035 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
4036 ^ If left out or empty, any neighbor will do ]]
4037 interval = 1.0, -- Operation interval in seconds
4038 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
4039 catch_up = true, -- If true, catch-up behaviour is enabled --[[
4040 ^ The chance value is temporarily reduced when returning to
4041 an area to simulate time lost by the area being unattended.
4042 ^ Note chance value can often be reduced to 1 ]]
4043 action = func(pos, node, active_object_count, active_object_count_wider),
4046 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
4049 label = "Upgrade legacy doors",
4050 -- ^ Descriptive label for profiling purposes (optional).
4051 -- Definitions with identical labels will be listed as one.
4052 name = "modname:replace_legacy_door",
4053 nodenames = {"default:lava_source"},
4054 -- ^ List of node names to trigger the LBM on.
4055 -- Also non-registered nodes will work.
4056 -- Groups (as of group:groupname) will work as well.
4057 run_at_every_load = false,
4058 -- ^ Whether to run the LBM's action every time a block gets loaded,
4059 -- and not just for blocks that were saved last time before LBMs were
4060 -- introduced to the world.
4061 action = func(pos, node),
4064 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
4067 description = "Steel Axe",
4068 groups = {}, -- key = name, value = rating; rating = 1..3.
4069 if rating not applicable, use 1.
4070 e.g. {wool = 1, fluffy = 3}
4071 {soil = 2, outerspace = 1, crumbly = 1}
4072 {bendy = 2, snappy = 1},
4073 {hard = 1, metal = 1, spikes = 1}
4074 inventory_image = "default_tool_steelaxe.png",
4078 ^ An image file containing the palette of a node.
4079 ^ You can set the currently used color as the
4080 ^ "palette_index" field of the item stack metadata.
4081 ^ The palette is always stretched to fit indices
4082 ^ between 0 and 255, to ensure compatibility with
4083 ^ "colorfacedir" and "colorwallmounted" nodes.
4085 color = "0xFFFFFFFF",
4087 ^ The color of the item. The palette overrides this.
4089 wield_scale = {x = 1, y = 1, z = 1},
4092 liquids_pointable = false,
4093 tool_capabilities = {
4094 full_punch_interval = 1.0,
4098 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
4100 damage_groups = {groupname = damage},
4102 node_placement_prediction = nil,
4104 ^ If nil and item is node, prediction is made automatically
4105 ^ If nil and item is not a node, no prediction is made
4106 ^ If "" and item is anything, no prediction is made
4107 ^ Otherwise should be name of node which the client immediately places
4108 on ground when the player places the item. Server will always update
4109 actual result to client in a short moment.
4112 breaks = "default_tool_break", -- tools only
4113 place = --[[<SimpleSoundSpec>]],
4116 on_place = func(itemstack, placer, pointed_thing),
4118 ^ Shall place item and return the leftover itemstack
4119 ^ The placer may be any ObjectRef or nil.
4120 ^ default: minetest.item_place ]]
4121 on_secondary_use = func(itemstack, user, pointed_thing),
4123 ^ Same as on_place but called when pointing at nothing.
4124 ^ The user may be any ObjectRef or nil.
4125 ^ pointed_thing : always { type = "nothing" }
4127 on_drop = func(itemstack, dropper, pos),
4129 ^ Shall drop item and return the leftover itemstack
4130 ^ The dropper may be any ObjectRef or nil.
4131 ^ default: minetest.item_drop ]]
4132 on_use = func(itemstack, user, pointed_thing),
4135 ^ Function must return either nil if no item shall be removed from
4136 inventory, or an itemstack to replace the original itemstack.
4137 e.g. itemstack:take_item(); return itemstack
4138 ^ Otherwise, the function is free to do what it wants.
4139 ^ The user may be any ObjectRef or nil.
4140 ^ The default functions handle regular use cases.
4142 after_use = func(itemstack, user, node, digparams),
4145 ^ If defined, should return an itemstack and will be called instead of
4146 wearing out the tool. If returns nil, does nothing.
4147 If after_use doesn't exist, it is the same as:
4148 function(itemstack, user, node, digparams)
4149 itemstack:add_wear(digparams.wear)
4152 ^ The user may be any ObjectRef or nil.
4154 _custom_field = whatever,
4156 ^ Add your own custom fields. By convention, all custom field names
4157 should start with `_` to avoid naming collisions with future engine
4164 * `{name="image.png", animation={Tile Animation definition}}`
4165 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
4166 tileable_horizontal=bool}`
4167 * backface culling enabled by default for most nodes
4168 * tileable flags are info for shaders, how they should treat texture
4169 when displacement mapping is used
4170 Directions are from the point of view of the tile texture,
4171 not the node it's on
4172 * `{name="image.png", color=ColorSpec}`
4173 * the texture's color will be multiplied with this color.
4174 * the tile's color overrides the owning node's color in all cases.
4175 * deprecated, yet still supported field names:
4178 ### Tile animation definition
4181 type = "vertical_frames",
4183 -- ^ specify width of a frame in pixels
4185 -- ^ specify height of a frame in pixels
4187 -- ^ specify full loop length
4193 -- ^ specify width in number of frames
4195 -- ^ specify height in number of frames
4197 -- ^ specify length of a single frame
4200 ### Node definition (`register_node`)
4203 -- <all fields allowed in item definitions>,
4205 drawtype = "normal", -- See "Node drawtypes"
4206 visual_scale = 1.0, --[[
4207 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
4208 ^ "firelike", "mesh".
4209 ^ For plantlike and firelike, the image will start at the bottom of the
4210 ^ node, for the other drawtypes the image will be centered on the node.
4211 ^ Note that positioning for "torchlike" may still change. ]]
4212 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4213 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
4214 ^ List can be shortened to needed length ]]
4215 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4216 ^ Same as `tiles`, but these textures are drawn on top of the
4217 ^ base tiles. You can use this to colorize only specific parts of
4218 ^ your texture. If the texture name is an empty string, that
4219 ^ overlay is not drawn. Since such tiles are drawn twice, it
4220 ^ is not recommended to use overlays on very common nodes.
4221 special_tiles = {tile definition 1, Tile definition 2}, --[[
4222 ^ Special textures of node; used rarely (old field name: special_materials)
4223 ^ List can be shortened to needed length ]]
4224 color = ColorSpec, --[[
4225 ^ The node's original color will be multiplied with this color.
4226 ^ If the node has a palette, then this setting only has an effect
4227 ^ in the inventory and on the wield item. ]]
4228 use_texture_alpha = false, -- Use texture's alpha channel
4229 palette = "palette.png", --[[
4230 ^ The node's `param2` is used to select a pixel from the image
4231 ^ (pixels are arranged from left to right and from top to bottom).
4232 ^ The node's color will be multiplied with the selected pixel's
4233 ^ color. Tiles can override this behavior.
4234 ^ Only when `paramtype2` supports palettes. ]]
4235 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
4236 paramtype = "none", -- See "Nodes" --[[
4237 ^ paramtype = "light" allows light to propagate from or through the node with light value
4238 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
4239 paramtype2 = "none", -- See "Nodes"
4240 place_param2 = nil, -- Force value for param2 when player places node
4241 is_ground_content = true, -- If false, the cave generator will not carve through this
4242 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
4243 walkable = true, -- If true, objects collide with node
4244 pointable = true, -- If true, can be pointed at
4245 diggable = true, -- If false, can never be dug
4246 climbable = false, -- If true, can be climbed on (ladder)
4247 buildable_to = false, -- If true, placed nodes can replace this node
4248 floodable = false, --[[
4249 ^ If true, liquids flow into and replace this node.
4250 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4251 liquidtype = "none", -- "none"/"source"/"flowing"
4252 liquid_alternative_flowing = "", -- Flowing version of source liquid
4253 liquid_alternative_source = "", -- Source version of flowing liquid
4254 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
4255 liquid_renewable = true, --[[
4256 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
4258 ^ Block contains level in param2. Value is default level, used for snow.
4259 ^ Don't forget to use "leveled" type nodebox. ]]
4260 liquid_range = 8, -- number of flowing nodes around source (max. 8)
4261 drowning = 0, -- Player will take this amount of damage if no bubbles are left
4262 light_source = 0, --[[
4263 ^ Amount of light emitted by node.
4264 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
4265 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
4266 damage_per_second = 0, -- If player is inside node, this damage is caused
4267 node_box = {type="regular"}, -- See "Node boxes"
4268 connects_to = nodenames, --[[
4269 * Used for nodebox nodes with the type == "connected"
4270 * Specifies to what neighboring nodes connections will be drawn
4271 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
4272 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
4273 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
4275 selection_box = {type="regular"}, -- See "Node boxes" --[[
4276 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
4277 legacy_facedir_simple = false, -- Support maps made in and before January 2012
4278 legacy_wallmounted = false, -- Support maps made in and before January 2012
4279 waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
4280 ^ 1 - wave node like plants (top of node moves, bottom is fixed)
4281 ^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
4282 ^ caveats: not all models will properly wave
4283 ^ plantlike drawtype nodes can only wave like plants
4284 ^ allfaces_optional drawtype nodes can only wave like leaves --]]
4286 footstep = <SimpleSoundSpec>,
4287 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
4288 dug = <SimpleSoundSpec>,
4289 place = <SimpleSoundSpec>,
4290 place_failed = <SimpleSoundSpec>,
4292 drop = "", -- Name of dropped node when dug. Default is the node itself.
4295 max_items = 1, -- Maximum number of items to drop.
4296 items = { -- Choose max_items randomly from this list.
4298 items = {"foo:bar", "baz:frob"}, -- Items to drop.
4299 rarity = 1, -- Probability of dropping is 1 / rarity.
4300 inherit_color = true, -- To inherit palette color from the node
4305 on_construct = func(pos), --[[
4306 ^ Node constructor; called after adding node
4307 ^ Can set up metadata and stuff like that
4308 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4310 on_destruct = func(pos), --[[
4311 ^ Node destructor; called before removing node
4312 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4314 after_destruct = func(pos, oldnode), --[[
4315 ^ Node destructor; called after removing node
4316 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4318 on_flood = func(pos, oldnode, newnode), --[[
4319 ^ Called when a liquid (newnode) is about to flood oldnode, if
4320 ^ it has `floodable = true` in the nodedef. Not called for bulk
4321 ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
4322 ^ return true the node is not flooded, but on_flood callback will
4323 ^ most likely be called over and over again every liquid update
4324 ^ interval. Default: nil.
4325 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4327 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
4328 ^ Called after constructing node when node was placed using
4329 minetest.item_place_node / minetest.place_node
4330 ^ If return true no item is taken from itemstack
4332 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
4333 ^ oldmetadata is in table format
4334 ^ Called after destructing node when node was dug using
4335 minetest.node_dig / minetest.dig_node
4337 can_dig = function(pos, [player]) --[[
4338 ^ returns true if node can be dug, or false if not
4341 on_punch = func(pos, node, puncher, pointed_thing), --[[
4342 ^ default: minetest.node_punch
4343 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
4344 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
4346 ^ itemstack will hold clicker's wielded item
4347 ^ Shall return the leftover itemstack
4348 ^ Note: pointed_thing can be nil, if a mod calls this function
4349 This function does not get triggered by clients <=0.4.16 if the
4350 "formspec" node metadata field is set ]]
4352 on_dig = func(pos, node, digger), --[[
4353 ^ default: minetest.node_dig
4354 ^ By default: checks privileges, wears out tool and removes node ]]
4356 on_timer = function(pos,elapsed), --[[
4358 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
4359 ^ elapsed is the total time passed since the timer was started
4360 ^ return true to run the timer for another cycle with the same timeout value ]]
4362 on_receive_fields = func(pos, formname, fields, sender), --[[
4363 ^ fields = {name1 = value1, name2 = value2, ...}
4364 ^ Called when an UI form (e.g. sign text input) returns data
4367 allow_metadata_inventory_move = func(pos, from_list, from_index,
4368 to_list, to_index, count, player), --[[
4369 ^ Called when a player wants to move items inside the inventory
4370 ^ Return value: number of items allowed to move ]]
4372 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
4373 ^ Called when a player wants to put something into the inventory
4374 ^ Return value: number of items allowed to put
4375 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4377 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4378 ^ Called when a player wants to take something out of the inventory
4379 ^ Return value: number of items allowed to take
4380 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4382 on_metadata_inventory_move = func(pos, from_list, from_index,
4383 to_list, to_index, count, player),
4384 on_metadata_inventory_put = func(pos, listname, index, stack, player),
4385 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4386 ^ Called after the actual action has happened, according to what was allowed.
4387 ^ No return value ]]
4389 on_blast = func(pos, intensity), --[[
4390 ^ intensity: 1.0 = mid range of regular TNT
4391 ^ If defined, called when an explosion touches the node, instead of
4392 removing the node ]]
4395 ### Recipe for `register_craft` (shaped)
4398 output = 'default:pick_stone',
4400 {'default:cobble', 'default:cobble', 'default:cobble'},
4401 {'', 'default:stick', ''},
4402 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
4404 replacements = --[[<optional list of item pairs,
4405 replace one input item with another item on crafting>]]
4408 ### Recipe for `register_craft` (shapeless)
4412 output = 'mushrooms:mushroom_stew',
4415 "mushrooms:mushroom_brown",
4416 "mushrooms:mushroom_red",
4418 replacements = --[[<optional list of item pairs,
4419 replace one input item with another item on crafting>]]
4422 ### Recipe for `register_craft` (tool repair)
4425 type = "toolrepair",
4426 additional_wear = -0.02,
4429 ### Recipe for `register_craft` (cooking)
4433 output = "default:glass",
4434 recipe = "default:sand",
4438 ### Recipe for `register_craft` (furnace fuel)
4442 recipe = "default:leaves",
4446 ### Ore definition (`register_ore`)
4449 ore_type = "scatter", -- See "Ore types"
4450 ore = "default:stone_with_coal",
4451 wherein = "default:stone",
4452 -- ^ a list of nodenames is supported too
4453 clust_scarcity = 8*8*8,
4454 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
4455 -- ^ This value should be *MUCH* higher than your intuition might tell you!
4457 -- ^ Number of ores in a cluster
4459 -- ^ Size of the bounding box of the cluster
4460 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
4463 -- ^ Lower and upper limits for ore.
4464 -- ^ Limits are relative to y = water_level - 1 for core mapgen, or
4465 -- ^ relative to y = 0 for minetest.generate_ores().
4467 -- ^ Attributes for this ore generation
4468 noise_threshold = 0.5,
4469 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
4470 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
4471 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
4472 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
4473 random_factor = 1.0,
4474 -- ^ Multiplier of the randomness contribution to the noise value at any
4475 -- ^ given point to decide if ore should be placed. Set to 0 for solid veins.
4476 -- ^ This parameter is only valid for ore_type == "vein".
4477 biomes = {"desert", "rainforest"}
4478 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4479 -- ^ and ignored if the Mapgen being used does not support biomes.
4480 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4483 ### Biome definition (`register_biome`)
4486 The Biome API is still in an experimental phase and subject to change.
4490 node_dust = "default:snow",
4491 -- ^ Node dropped onto upper surface after all else is generated.
4492 node_top = "default:dirt_with_snow",
4494 -- ^ Node forming surface layer of biome and thickness of this layer.
4495 node_filler = "default:permafrost",
4497 -- ^ Node forming lower layer of biome and thickness of this layer.
4498 node_stone = "default:bluestone",
4499 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
4500 node_water_top = "default:ice",
4501 depth_water_top = 10,
4502 -- ^ Node forming a surface layer in seawater with the defined thickness.
4504 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
4505 node_river_water = "default:ice",
4506 -- ^ Node that replaces river water in mapgens that use default:river_water.
4507 node_riverbed = "default:gravel",
4509 -- ^ Node placed under river water and thickness of this layer.
4512 -- ^ Lower and upper limits for biome.
4513 -- ^ Limits are relative to y = water_level - 1.
4514 -- ^ Because biome is not recalculated for every node in a node column
4515 -- ^ some biome materials can exceed their limits, especially stone.
4516 -- ^ For each node column in a mapchunk, biome is only recalculated at column
4517 -- ^ top and at each of these surfaces:
4518 -- ^ Ground below air, water below air, ground below water.
4519 -- ^ The selected biome then stays in effect for all nodes below until
4520 -- ^ column base or the next biome recalculation.
4522 humidity_point = 50,
4523 -- ^ Characteristic average temperature and humidity for the biome.
4524 -- ^ These values create 'biome points' on a voronoi diagram that has heat
4525 -- ^ and humidity as axes. The resulting voronoi cells determine which
4526 -- ^ heat/humidity points belong to which biome, and therefore determine
4527 -- ^ the area and location of each biome in the world.
4528 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
4529 -- ^ diagram to result in roughly equal size biomes.
4530 -- ^ Heat and humidity have average values of 50, vary mostly between
4531 -- ^ 0 and 100 but also often exceed these values.
4532 -- ^ Heat is not in degrees celcius, both values are abstract.
4535 ### Decoration definition (`register_decoration`)
4538 deco_type = "simple", -- See "Decoration types"
4539 place_on = "default:dirt_with_grass",
4540 -- ^ Node (or list of nodes) that the decoration can be placed on
4542 -- ^ Size of divisions made in the chunk being generated.
4543 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
4545 -- ^ Ratio of the area to be uniformly filled by the decoration.
4546 -- ^ Used only if noise_params is not specified.
4547 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
4548 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
4549 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
4550 biomes = {"Oceanside", "Hills", "Plains"},
4551 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4552 -- ^ and ignored if the Mapgen being used does not support biomes.
4553 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4556 -- ^ Lower and upper limits for decoration.
4557 -- ^ Limits are relative to y = water_level - 1 for core mapgen, or
4558 -- ^ relative to y = 0 for minetest.generate_decorations().
4559 -- ^ This parameter refers to the `y` position of the decoration base, so
4560 -- the actual maximum height would be `height_max + size.Y`.
4561 spawn_by = "default:water",
4562 -- ^ Node (or list of nodes) that the decoration only spawns next to.
4563 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
4564 -- ^ one plane at Y = surface and one plane at Y = surface = + 1.
4566 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
4567 -- ^ If absent or -1, decorations occur next to any nodes.
4568 flags = "liquid_surface, force_placement",
4569 -- ^ Flags for all decoration types.
4570 -- ^ "liquid_surface": Instead of placement on the highest solid surface
4571 -- ^ in a mapchunk column, placement is on the highest liquid surface.
4572 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
4573 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
4575 ----- Simple-type parameters
4576 decoration = "default:grass",
4577 -- ^ The node name used as the decoration.
4578 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
4580 -- ^ Number of nodes high the decoration is made.
4581 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
4583 -- ^ Number of nodes the decoration can be at maximum.
4584 -- ^ If absent, the parameter 'height' is used as a constant.
4586 -- ^ Param2 value of placed decoration node.
4588 ----- Schematic-type parameters
4589 schematic = "foobar.mts",
4590 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
4591 -- ^ specified Minetest schematic file.
4592 -- ^ - OR -, could be the ID of a previously registered schematic
4593 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
4594 -- ^ and an optional table yslice_prob:
4596 size = {x=4, y=6, z=4},
4598 {name="default:cobble", param1=255, param2=0},
4599 {name="default:dirt_with_grass", param1=255, param2=0},
4600 {name="ignore", param1=255, param2=0},
4601 {name="air", param1=255, param2=0},
4610 -- ^ See 'Schematic specifier' for details.
4611 replacements = {["oldname"] = "convert_to", ...},
4612 flags = "place_center_x, place_center_y, place_center_z",
4613 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
4614 rotation = "90" -- rotate schematic 90 degrees on placement
4615 -- ^ Rotation can be "0", "90", "180", "270", or "random".
4618 ### Chat command definition (`register_chatcommand`)
4621 params = "<name> <privilege>", -- Short parameter description
4622 description = "Remove privilege from player", -- Full description
4623 privs = {privs=true}, -- Require the "privs" privilege to run
4624 func = function(name, param), -- Called when command is run.
4625 -- Returns boolean success and text output.
4628 ### Detached inventory callbacks
4631 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4632 -- ^ Called when a player wants to move items inside the inventory
4633 -- ^ Return value: number of items allowed to move
4635 allow_put = func(inv, listname, index, stack, player),
4636 -- ^ Called when a player wants to put something into the inventory
4637 -- ^ Return value: number of items allowed to put
4638 -- ^ Return value: -1: Allow and don't modify item count in inventory
4640 allow_take = func(inv, listname, index, stack, player),
4641 -- ^ Called when a player wants to take something out of the inventory
4642 -- ^ Return value: number of items allowed to take
4643 -- ^ Return value: -1: Allow and don't modify item count in inventory
4645 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4646 on_put = func(inv, listname, index, stack, player),
4647 on_take = func(inv, listname, index, stack, player),
4648 -- ^ Called after the actual action has happened, according to what was allowed.
4649 -- ^ No return value
4652 ### HUD Definition (`hud_add`, `hud_get`)
4655 hud_elem_type = "image", -- see HUD element types
4656 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
4657 position = {x=0.5, y=0.5},
4658 -- ^ Left corner position of element
4664 -- ^ Selected item in inventory. 0 for no item selected.
4666 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
4667 alignment = {x=0, y=0},
4668 -- ^ See "HUD Element Types"
4669 offset = {x=0, y=0},
4670 -- ^ See "HUD Element Types"
4671 size = { x=100, y=100 },
4672 -- ^ Size of element in pixels
4675 ### Particle definition (`add_particle`)
4678 pos = {x=0, y=0, z=0},
4679 velocity = {x=0, y=0, z=0},
4680 acceleration = {x=0, y=0, z=0},
4681 -- ^ Spawn particle at pos with velocity and acceleration
4683 -- ^ Disappears after expirationtime seconds
4685 collisiondetection = false,
4686 -- ^ collisiondetection: if true collides with physical objects
4687 collision_removal = false,
4688 -- ^ collision_removal: if true then particle is removed when it collides,
4689 -- ^ requires collisiondetection = true to have any effect
4691 -- ^ vertical: if true faces player using y axis only
4692 texture = "image.png",
4693 -- ^ Uses texture (string)
4694 playername = "singleplayer",
4695 -- ^ optional, if specified spawns particle only on the player's client
4696 animation = {Tile Animation definition},
4697 -- ^ optional, specifies how to animate the particle texture
4699 -- ^ optional, specify particle self-luminescence in darkness
4703 ### `ParticleSpawner` definition (`add_particlespawner`)
4708 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
4709 minpos = {x=0, y=0, z=0},
4710 maxpos = {x=0, y=0, z=0},
4711 minvel = {x=0, y=0, z=0},
4712 maxvel = {x=0, y=0, z=0},
4713 minacc = {x=0, y=0, z=0},
4714 maxacc = {x=0, y=0, z=0},
4719 -- ^ The particle's properties are random values in between the bounds:
4720 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
4721 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
4722 collisiondetection = false,
4723 -- ^ collisiondetection: if true uses collision detection
4724 collision_removal = false,
4725 -- ^ collision_removal: if true then particle is removed when it collides,
4726 -- ^ requires collisiondetection = true to have any effect
4727 attached = ObjectRef,
4728 -- ^ attached: if defined, particle positions, velocities and accelerations
4729 -- ^ are relative to this object's position and yaw.
4731 -- ^ vertical: if true faces player using y axis only
4732 texture = "image.png",
4733 -- ^ Uses texture (string)
4734 playername = "singleplayer"
4735 -- ^ Playername is optional, if specified spawns particle only on the player's client
4738 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
4741 url = "http://example.org",
4743 -- ^ Timeout for connection in seconds. Default is 3 seconds.
4744 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
4745 -- ^ Optional, if specified a POST request with post_data is performed.
4746 -- ^ Accepts both a string and a table. If a table is specified, encodes table
4747 -- ^ as x-www-form-urlencoded key-value pairs.
4748 -- ^ If post_data ist not specified, a GET request is performed instead.
4749 user_agent = "ExampleUserAgent",
4750 -- ^ Optional, if specified replaces the default minetest user agent with given string
4751 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
4752 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
4753 -- ^ that the header strings follow HTTP specification ("Key: Value").
4755 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
4758 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
4762 -- ^ If true, the request has finished (either succeeded, failed or timed out)
4764 -- ^ If true, the request was succesful
4766 -- ^ If true, the request timed out
4768 -- ^ HTTP status code