1 Minetest Lua Modding API Reference 0.4.13
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 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
67 It can also contain a settingtypes.txt in the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be displayed in the "Games" category in the settings tab.
72 Games can provide custom main menu images. They are put inside a `menu` directory inside the game directory.
74 The images are named `$identifier.png`, where `$identifier` is one of `overlay,background,footer,header`.
75 If you want to specify multiple images for one identifier, add additional images named like `$identifier.$n.png`, with an ascending number $n starting with 1,
76 and a random image will be chosen from the provided ones.
83 * `$path_share/games/gameid/mods/`
85 * `$path_user/games/gameid/mods/`
86 * `$path_user/mods/` (User-installed mods)
87 * `$worldpath/worldmods/`
89 In a run-in-place version (e.g. the distributed windows version):
91 * `minetest-0.4.x/games/gameid/mods/`
92 * `minetest-0.4.x/mods/` (User-installed mods)
93 * `minetest-0.4.x/worlds/worldname/worldmods/`
95 On an installed version on Linux:
97 * `/usr/share/minetest/games/gameid/mods/`
98 * `$HOME/.minetest/mods/` (User-installed mods)
99 * `$HOME/.minetest/worlds/worldname/worldmods`
101 Mod load path for world-specific games
102 --------------------------------------
103 It is possible to include a game in a world; in this case, no mods or
104 games are loaded or checked from anywhere else.
106 This is useful for e.g. adventure worlds.
108 This happens if the following directory exists:
112 Mods should be then be placed in:
118 Mods can be put in a subdirectory, if the parent directory, which otherwise
119 should be a mod, contains a file named `modpack.txt`. This file shall be
120 empty, except for lines starting with `#`, which are comments.
122 Mod directory structure
123 ------------------------
129 | |-- description.txt
130 | |-- settingtypes.txt
134 | | |-- modname_stuff.png
135 | | `-- modname_something_else.png
143 The location of this directory can be fetched by using
144 `minetest.get_modpath(modname)`.
147 List of mods that have to be loaded before loading this mod.
149 A single line contains a single modname.
151 Optional dependencies can be defined by appending a question mark
152 to a single modname. Their meaning is that if the specified mod
153 is missing, that does not prevent this mod from being loaded.
156 A screenshot shown in modmanager within mainmenu.
158 ### `description.txt`
159 A File containing description to be shown within mainmenu.
161 ### `settingtypes.txt`
162 A file in the same format as the one in builtin. It will be parsed by the
163 settings menu and the settings will be displayed in the "Mods" category.
166 The main Lua script. Running this script should register everything it
167 wants to register. Subsequent execution depends on minetest calling the
168 registered callbacks.
170 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
171 to read custom or existing settings at load time, if necessary.
174 Models for entities or meshnodes.
176 ### `textures`, `sounds`, `media`
177 Media files (textures, sounds, whatever) that will be transferred to the
178 client and will be available for use by the mod.
180 Naming convention for registered textual names
181 ----------------------------------------------
182 Registered names should generally be in this format:
184 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
186 This is to prevent conflicting names from corrupting maps and is
187 enforced by the mod loader.
190 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
191 So the name should be `experimental:tnt`.
193 Enforcement can be overridden by prefixing the name with `:`. This can
194 be used for overriding the registrations of some other mod.
196 Example: Any mod can redefine `experimental:tnt` by using the name
201 (also that mod is required to have `experimental` as a dependency)
203 The `:` prefix can also be used for maintaining backwards compatibility.
206 Aliases can be added by using `minetest.register_alias(name, convert_to)`.
208 This will make Minetest to convert things called name to things called
211 This can be used for maintaining backwards compatibility.
213 This can be also used for setting quick access names for things, e.g. if
214 you have an item called `epiclylongmodname:stuff`, you could do
216 minetest.register_alias("stuff", "epiclylongmodname:stuff")
218 and be able to use `/giveme stuff`.
222 Mods should generally prefix their textures with `modname_`, e.g. given
223 the mod name `foomod`, a texture could be called:
227 Textures are referred to by their complete name, or alternatively by
228 stripping out the file extension:
230 * e.g. `foomod_foothing.png`
231 * e.g. `foomod_foothing`
235 There are various texture modifiers that can be used
236 to generate textures on-the-fly.
238 ### Texture overlaying
239 Textures can be overlaid by putting a `^` between them.
243 default_dirt.png^default_grass_side.png
245 `default_grass_side.png` is overlayed over `default_dirt.png`.
246 The texture with the lower resolution will be automatically upscaled to the higher resolution texture.
249 Textures can be grouped together by enclosing them in `(` and `)`.
251 Example: `cobble.png^(thing1.png^thing2.png)`
253 A texture for `thing1.png^thing2.png` is created and the resulting
254 texture is overlaid over `cobble.png`.
256 ### Advanced texture modifiers
258 #### `[crack:<n>:<p>`
259 * `<n>` = animation frame count
260 * `<p>` = current animation frame
262 Draw a step of the crack animation on the texture.
266 default_cobble.png^[crack:10:1
268 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
273 * `<file>` = texture to combine
275 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
276 specified coordinates.
280 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
283 Brightens the texture.
287 tnt_tnt_side.png^[brighten
290 Makes the texture completely opaque.
294 default_leaves.png^[noalpha
296 #### `[makealpha:<r>,<g>,<b>`
297 Convert one color to transparency.
301 default_cobble.png^[makealpha:128,128,128
304 * `<t>` = transformation(s) to apply
306 Rotates and/or flips the image.
308 `<t>` can be a number (between 0 and 7) or a transform name.
309 Rotations are counter-clockwise.
312 1 R90 rotate by 90 degrees
313 2 R180 rotate by 180 degrees
314 3 R270 rotate by 270 degrees
316 5 FXR90 flip X then rotate by 90 degrees
318 7 FYR90 flip Y then rotate by 90 degrees
322 default_stone.png^[transformFXR90
324 #### `[inventorycube{<top>{<left>{<right>`
325 `^` is replaced by `&` in texture names.
327 Create an inventory cube texture using the side textures.
331 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
333 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
334 `dirt.png^grass_side.png` textures
336 #### `[lowpart:<percent>:<file>`
337 Blit the lower `<percent>`% part of `<file>` on the texture.
341 base.png^[lowpart:25:overlay.png
343 #### `[verticalframe:<t>:<n>`
344 * `<t>` = animation frame count
345 * `<n>` = current animation frame
347 Crops the texture to a frame of a vertical animation.
351 default_torch_animated.png^[verticalframe:16:8
354 Apply a mask to the base image.
356 The mask is applied using binary AND.
358 #### `[colorize:<color>:<ratio>`
359 Colorize the textures with the given color.
360 `<color>` is specified as a `ColorString`.
361 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
362 it is an int, then it specifies how far to interpolate between the
363 colors where 0 is only the texture color and 255 is only `<color>`. If
364 omitted, the alpha of `<color>` will be used as the ratio. If it is
365 the word "`alpha`", then each texture pixel will contain the RGB of
366 `<color>` and the alpha of `<color>` multiplied by the alpha of the
371 Only Ogg Vorbis files are supported.
373 For positional playing of sounds, only single-channel (mono) files are
374 supported. Otherwise OpenAL will play them non-positionally.
376 Mods should generally prefix their sounds with `modname_`, e.g. given
377 the mod name "`foomod`", a sound could be called:
381 Sounds are referred to by their name with a dot, a single digit and the
382 file extension stripped out. When a sound is played, the actual sound file
383 is chosen randomly from the matching sounds.
385 When playing the sound `foomod_foosound`, the sound is chosen randomly
386 from the available ones of the following files:
388 * `foomod_foosound.ogg`
389 * `foomod_foosound.0.ogg`
390 * `foomod_foosound.1.ogg`
392 * `foomod_foosound.9.ogg`
394 Examples of sound parameter tables:
396 -- Play location-less on all clients
398 gain = 1.0, -- default
400 -- Play location-less to a player
403 gain = 1.0, -- default
405 -- Play in a location
408 gain = 1.0, -- default
409 max_hear_distance = 32, -- default, uses an euclidean metric
411 -- Play connected to an object, looped
413 object = <an ObjectRef>,
414 gain = 1.0, -- default
415 max_hear_distance = 32, -- default, uses an euclidean metric
416 loop = true, -- only sounds connected to objects can be looped
419 ### `SimpleSoundSpec`
421 * e.g. `"default_place_node"`
423 * e.g. `{name="default_place_node"}`
424 * e.g. `{name="default_place_node", gain=1.0}`
426 Registered definitions of stuff
427 -------------------------------
428 Anything added using certain `minetest.register_*` functions get added to
429 the global `minetest.registered_*` tables.
431 * `minetest.register_entity(name, prototype table)`
432 * added to `minetest.registered_entities[name]`
434 * `minetest.register_node(name, node definition)`
435 * added to `minetest.registered_items[name]`
436 * added to `minetest.registered_nodes[name]`
438 * `minetest.register_tool(name, item definition)`
439 * added to `minetest.registered_items[name]`
441 * `minetest.register_craftitem(name, item definition)`
442 * added to `minetest.registered_items[name]`
444 * `minetest.register_biome(biome definition)`
445 * returns an integer uniquely identifying the registered biome
446 * added to `minetest.registered_biome` with the key of `biome.name`
447 * if `biome.name` is nil, the key is the returned ID
449 * `minetest.register_ore(ore definition)`
450 * returns an integer uniquely identifying the registered ore
451 * added to `minetest.registered_ores` with the key of `ore.name`
452 * if `ore.name` is nil, the key is the returned ID
454 * `minetest.register_decoration(decoration definition)`
455 * returns an integer uniquely identifying the registered decoration
456 * added to `minetest.registered_decorations` with the key of `decoration.name`
457 * if `decoration.name` is nil, the key is the returned ID
459 * `minetest.register_schematic(schematic definition)`
460 * returns an integer uniquely identifying the registered schematic
461 * added to `minetest.registered_schematic` with the key of `schematic.name`
462 * if `schematic.name` is nil, the key is the returned ID
463 * if the schematic is loaded from a file, schematic.name is set to the filename
464 * if the function is called when loading the mod, and schematic.name is a relative path,
465 * then the current mod path will be prepended to the schematic filename
467 * `minetest.clear_registered_biomes()`
468 * clears all biomes currently registered
470 * `minetest.clear_registered_ores()`
471 * clears all ores currently registered
473 * `minetest.clear_registered_decorations()`
474 * clears all decorations currently registered
476 * `minetest.clear_registered_schematics()`
477 * clears all schematics currently registered
479 Note that in some cases you will stumble upon things that are not contained
480 in these tables (e.g. when a mod has been removed). Always check for
481 existence before trying to access the fields.
483 Example: If you want to check the drawtype of a node, you could do:
485 local function get_nodedef_field(nodename, fieldname)
486 if not minetest.registered_nodes[nodename] then
489 return minetest.registered_nodes[nodename][fieldname]
491 local drawtype = get_nodedef_field(nodename, "drawtype")
493 Example: `minetest.get_item_group(name, group)` has been implemented as:
495 function minetest.get_item_group(name, group)
496 if not minetest.registered_items[name] or not
497 minetest.registered_items[name].groups[group] then
500 return minetest.registered_items[name].groups[group]
505 Nodes are the bulk data of the world: cubes and other things that take the
506 space of a cube. Huge amounts of them are handled efficiently, but they
509 The definition of a node is stored and can be accessed by name in
511 minetest.registered_nodes[node.name]
513 See "Registered definitions of stuff".
515 Nodes are passed by value between Lua and the engine.
516 They are represented by a table:
518 {name="name", param1=num, param2=num}
520 `param1` and `param2` are 8-bit integers. The engine uses them for certain
521 automated functions. If you don't use these functions, you can use them to
522 store arbitrary values.
524 The functions of `param1` and `param2` are determined by certain fields in the
527 `param1` is reserved for the engine when `paramtype != "none"`:
530 ^ The value stores light with and without sun in its upper and lower 4 bits
531 respectively. Allows light to propagate from or through the node with
532 light value falling by 1 per node. This is essential for a light source
533 node to spread its light.
535 `param2` is reserved for the engine when any of these are used:
537 liquidtype == "flowing"
538 ^ The level and some flags of the liquid is stored in param2
539 drawtype == "flowingliquid"
540 ^ The drawn liquid level is read from param2
541 drawtype == "torchlike"
542 drawtype == "signlike"
543 paramtype2 == "wallmounted"
544 ^ The rotation of the node is stored in param2. You can make this value
545 by using minetest.dir_to_wallmounted().
546 paramtype2 == "facedir"
547 ^ The rotation of the node is stored in param2. Furnaces and chests are
548 rotated this way. Can be made by using minetest.dir_to_facedir().
550 facedir modulo 4 = axisdir
551 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
552 facedir's two less significant bits are rotation around the axis
553 paramtype2 == "leveled"
554 paramtype2 == "degrotate"
555 ^ The rotation of this node is stored in param2. Plants are rotated this way.
556 Values range 0 - 179. The value stored in param2 is multiplied by two to
557 get the actual rotation of the node.
561 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
564 ^ defines list of collision boxes for the node. If empty, collision boxes
565 will be the same as nodeboxes, in case of any other nodes will be full cube
566 as in the example above.
568 Nodes can also contain extra data. See "Node Metadata".
572 There are a bunch of different looking node types.
574 Look for examples in `games/minimal` or `games/minetest_game`.
582 * `glasslike_framed_optional`
584 * `allfaces_optional`
591 * `nodebox` -- See below. (**Experimental!**)
592 * `mesh` -- use models for nodes
594 `*_optional` drawtypes need less rendering time if deactivated (always client side).
598 Node selection boxes are defined using "node boxes"
600 The `nodebox` node drawtype allows defining visual of nodes consisting of
601 arbitrary number of boxes. It allows defining stuff like stairs. Only the
602 `fixed` and `leveled` box type is supported for these.
604 Please note that this is still experimental, and may be incompatibly
605 changed in the future.
607 A nodebox is defined as any of:
610 -- A normal cube; the default in most things
614 -- A fixed box (facedir param2 is used, if applicable)
616 fixed = box OR {box1, box2, ...}
619 -- A box like the selection box for torches
620 -- (wallmounted param2 is used, if applicable)
621 type = "wallmounted",
627 -- A node that has optional boxes depending on neighbouring nodes'
628 -- presence and type. See also `connects_to`.
630 fixed = box OR {box1, box2, ...}
631 connect_top = box OR {box1, box2, ...}
632 connect_bottom = box OR {box1, box2, ...}
633 connect_front = box OR {box1, box2, ...}
634 connect_left = box OR {box1, box2, ...}
635 connect_back = box OR {box1, box2, ...}
636 connect_right = box OR {box1, box2, ...}
639 A `box` is defined as:
641 {x1, y1, z1, x2, y2, z2}
643 A box of a regular node would look like:
645 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
647 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
648 set to level from `param2`.
653 If drawtype `mesh` is used, tiles should hold model materials textures.
654 Only static meshes are implemented.
655 For supported model formats see Irrlicht engine documentation.
660 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
664 Offset that the noise is translated by (i.e. added) after calculation.
667 Factor that the noise is scaled by (i.e. multiplied) after calculation.
670 Vector containing values by which each coordinate is divided by before calculation.
671 Higher spread values result in larger noise features.
673 A value of `{x=250, y=250, z=250}` is common.
676 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
677 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
680 Number of times the noise gradient is accumulated into the noise.
682 Increase this number to increase the amount of detail in the resulting noise.
684 A value of `6` is common.
687 Factor by which the effect of the noise gradient function changes with each successive octave.
689 Values less than `1` make the details of successive octaves' noise diminish, while values
690 greater than `1` make successive octaves stronger.
692 A value of `0.6` is common.
695 Factor by which the noise feature sizes change with each successive octave.
697 A value of `2.0` is common.
700 Leave this field unset for no special handling.
702 Currently supported are `defaults`, `eased` and `absvalue`.
705 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
709 Maps noise gradient values onto a quintic S-curve before performing interpolation.
710 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
711 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
714 Accumulates the absolute value of each noise gradient result.
716 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
720 spread = {x=500, y=500, z=500},
725 flags = "defaults, absvalue"
727 ^ A single noise parameter table can be used to get 2D or 3D noise,
728 when getting 2D noise spread.z is ignored.
733 These tell in what manner the ore is generated.
735 All default ores are of the uniformly-distributed scatter type.
738 Randomly chooses a location and generates a cluster of ore.
740 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
741 that point is greater than the `noise_threshold`, giving the ability to create
742 a non-equal distribution of ore.
745 Creates a sheet of ore in a blob shape according to the 2D perlin noise
746 described by `noise_params` and `noise_threshold`. This is essentially an
747 improved version of the so-called "stratus" ore seen in some unofficial mods.
749 This sheet consists of vertical columns of uniform randomly distributed height,
750 varying between the inclusive range `column_height_min` and `column_height_max`.
751 If `column_height_min` is not specified, this parameter defaults to 1.
752 If `column_height_max` is not specified, this parameter defaults to `clust_size`
753 for reverse compatibility. New code should prefer `column_height_max`.
755 The `column_midpoint_factor` parameter controls the position of the column at which
756 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
757 columns grow equally starting from each direction. `column_midpoint_factor` is a
758 decimal number ranging in value from 0 to 1. If this parameter is not specified,
761 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
764 Creates a sheet of ore in a cloud-like puff shape.
766 As with the `sheet` ore type, the size and shape of puffs are described by
767 `noise_params` and `noise_threshold` and are placed at random vertical positions
768 within the currently generated chunk.
770 The vertical top and bottom displacement of each puff are determined by the noise
771 parameters `np_puff_top` and `np_puff_bottom`, respectively.
775 Creates a deformed sphere of ore according to 3d perlin noise described by
776 `noise_params`. The maximum size of the blob is `clust_size`, and
777 `clust_scarcity` has the same meaning as with the `scatter` type.
780 Creates veins of ore varying in density by according to the intersection of two
781 instances of 3d perlin noise with diffferent seeds, both described by
782 `noise_params`. `random_factor` varies the influence random chance has on
783 placement of an ore inside the vein, which is `1` by default. Note that
784 modifying this parameter may require adjusting `noise_threshold`.
785 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
786 by this ore type. This ore type is difficult to control since it is sensitive
787 to small changes. The following is a decent set of parameters to work from:
792 spread = {x=200, y=200, z=200},
798 noise_threshold = 1.6
800 WARNING: Use this ore type *very* sparingly since it is ~200x more
801 computationally expensive than any other ore.
805 See section "Flag Specifier Format".
807 Currently supported flags: `absheight`
810 Also produce this same ore between the height range of `-y_max` and `-y_min`.
812 Useful for having ore in sky realms without having to duplicate ore entries.
815 If set, puff ore generation will not taper down large differences in displacement
816 when approaching the edge of a puff. This flag has no effect for ore types other
819 ### `puff_additive_composition`
820 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
821 negative displacement, the sub-column at that point is not generated. With this
822 attribute set, puff ore generation will instead generate the absolute difference in
823 noise displacement values. This flag has no effect for ore types other than `puff`.
827 The varying types of decorations that can be placed.
830 Creates a 1 times `H` times 1 column of a specified node (or a random node from
831 a list, if a decoration list is specified). Can specify a certain node it must
832 spawn next to, such as water or lava, for example. Can also generate a
833 decoration of random height between a specified lower and upper bound.
834 This type of decoration is intended for placement of grass, flowers, cacti,
835 papyri, waterlilies and so on.
838 Copies a box of `MapNodes` from a specified schematic file (or raw description).
839 Can specify a probability of a node randomly appearing when placed.
840 This decoration type is intended to be used for multi-node sized discrete
841 structures, such as trees, cave spikes, rocks, and so on.
846 A schematic specifier identifies a schematic by either a filename to a
847 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
848 in the form of a table. This table specifies the following fields:
850 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
851 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
852 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
853 * The `data` field is a flat table of MapNode tables making up the schematic,
854 in the order of `[z [y [x]]]`. (required)
855 Each MapNode table contains:
856 * `name`: the name of the map node to place (required)
857 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
858 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
859 * `force_place`: boolean representing if the node should forcibly overwrite any
860 previous contents (default: false)
862 About probability values:
863 * A probability value of `0` or `1` means that node will never appear (0% chance).
864 * A probability value of `254` or `255` means the node will always appear (100% chance).
865 * If the probability value `p` is greater than `1`, then there is a
866 `(p / 256 * 100)` percent chance that node will appear when the schematic is
872 See section "Flag Specifier Format".
874 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
877 * `place_center_x`: Placement of this decoration is centered along the X axis.
878 * `place_center_y`: Placement of this decoration is centered along the Y axis.
879 * `place_center_z`: Placement of this decoration is centered along the Z axis.
880 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
885 The position field is used for all element types.
887 To account for differing resolutions, the position coordinates are the percentage
888 of the screen, ranging in value from `0` to `1`.
890 The name field is not yet used, but should contain a description of what the
891 HUD element represents. The direction field is the direction in which something
894 `0` draws from left to right, `1` draws from right to left, `2` draws from
895 top to bottom, and `3` draws from bottom to top.
897 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
898 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
899 Fractional values can be used.
901 The `offset` field specifies a pixel offset from the position. Contrary to position,
902 the offset is not scaled to screen size. This allows for some precisely-positioned
905 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
907 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
909 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
910 in the experimental stages.
913 Displays an image on the HUD.
915 * `scale`: The scale of the image, with 1 being the original texture size.
916 Only the X coordinate scale is used (positive values).
917 Negative values represent that percentage of the screen it
918 should take; e.g. `x=-100` means 100% (width).
919 * `text`: The name of the texture that is displayed.
920 * `alignment`: The alignment of the image.
921 * `offset`: offset in pixels from position.
924 Displays text on the HUD.
926 * `scale`: Defines the bounding rectangle of the text.
927 A value such as `{x=100, y=100}` should work.
928 * `text`: The text to be displayed in the HUD element.
929 * `number`: An integer containing the RGB value of the color used to draw the text.
930 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
931 * `alignment`: The alignment of the text.
932 * `offset`: offset in pixels from position.
935 Displays a horizontal bar made up of half-images.
937 * `text`: The name of the texture that is used.
938 * `number`: The number of half-textures that are displayed.
939 If odd, will end with a vertically center-split texture.
941 * `offset`: offset in pixels from position.
942 * `size`: If used, will force full-image size to this value (override texture pack image size)
945 * `text`: The name of the inventory list to be displayed.
946 * `number`: Number of items in the inventory to be displayed.
947 * `item`: Position of item that is selected.
949 * `offset`: offset in pixels from position.
952 Displays distance to selected world position.
954 * `name`: The name of the waypoint.
955 * `text`: Distance suffix. Can be blank.
956 * `number:` An integer containing the RGB value of the color used to draw the text.
957 * `world_pos`: World position of the waypoint.
959 Representations of simple things
960 --------------------------------
964 {x=num, y=num, z=num}
966 For helper functions see "Vector helpers".
970 * `{type="node", under=pos, above=pos}`
971 * `{type="object", ref=ObjectRef}`
973 Flag Specifier Format
974 ---------------------
975 Flags using the standardized flag specifier format can be specified in either of
976 two ways, by string or table.
978 The string format is a comma-delimited set of flag names; whitespace and
979 unrecognized flag fields are ignored. Specifying a flag in the string sets the
980 flag, and specifying a flag prefixed by the string `"no"` explicitly
981 clears the flag from whatever the default may be.
983 In addition to the standard string flag format, the schematic flags field can
984 also be a table of flag names to boolean values representing whether or not the
985 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
986 is present, mapped to a boolean of any value, the specified flag is unset.
988 E.g. A flag field of value
990 {place_center_x = true, place_center_y=false, place_center_z=true}
994 {place_center_x = true, noplace_center_y=true, place_center_z=true}
996 which is equivalent to
998 "place_center_x, noplace_center_y, place_center_z"
1002 "place_center_x, place_center_z"
1004 since, by default, no schematic attributes are set.
1010 There are three kinds of items: nodes, tools and craftitems.
1012 * Node (`register_node`): A node from the world.
1013 * Tool (`register_tool`): A tool/weapon that can dig and damage
1014 things according to `tool_capabilities`.
1015 * Craftitem (`register_craftitem`): A miscellaneous item.
1018 Items and item stacks can exist in three formats: Serializes, table format
1022 This is called "stackstring" or "itemstring":
1024 * e.g. `'default:dirt 5'`
1025 * e.g. `'default:pick_wood 21323'`
1026 * e.g. `'default:apple'`
1033 {name="default:dirt", count=5, wear=0, metadata=""}
1035 A wooden pick about 1/3 worn out:
1037 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1041 {name="default:apple", count=1, wear=0, metadata=""}
1044 A native C++ format with many helper methods. Useful for converting
1045 between formats. See the Class reference section for details.
1047 When an item must be passed to a function, it can usually be in any of
1053 In a number of places, there is a group table. Groups define the
1054 properties of a thing (item, node, armor of entity, capabilities of
1055 tool) in such a way that the engine and other mods can can interact with
1056 the thing without actually knowing what the thing is.
1059 Groups are stored in a table, having the group names with keys and the
1060 group ratings as values. For example:
1062 groups = {crumbly=3, soil=1}
1065 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1066 -- ^ A more special dirt-kind of thing
1068 Groups always have a rating associated with them. If there is no
1069 useful meaning for a rating for an enabled group, it shall be `1`.
1071 When not defined, the rating of a group defaults to `0`. Thus when you
1072 read groups, you must interpret `nil` and `0` as the same value, `0`.
1074 You can read the rating of a group for an item or a node by using
1076 minetest.get_item_group(itemname, groupname)
1079 Groups of items can define what kind of an item it is (e.g. wool).
1082 In addition to the general item things, groups are used to define whether
1083 a node is destroyable and how long it takes to destroy by a tool.
1085 ### Groups of entities
1086 For entities, groups are, as of now, used only for calculating damage.
1087 The rating is the percentage of damage caused by tools with this damage group.
1088 See "Entity damage mechanism".
1090 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1091 object.set_armor_groups({fleshy=30, cracky=80})
1094 Groups in tools define which groups of nodes and entities they are
1097 ### Groups in crafting recipes
1098 An example: Make meat soup from any meat, any water and any bowl:
1101 output = 'food:meat_soup_raw',
1107 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1110 Another example: Make red wool from white wool and red dye:
1114 output = 'wool:red',
1115 recipe = {'wool:white', 'group:dye,basecolor_red'},
1119 * `immortal`: Disables the group damage system for an entity
1120 * `level`: Can be used to give an additional sense of progression in the game.
1121 * A larger level will cause e.g. a weapon of a lower level make much less
1122 damage, and get worn out much faster, or not be able to get drops
1123 from destroyed nodes.
1124 * `0` is something that is directly accessible at the start of gameplay
1125 * There is no upper limit
1126 * `dig_immediate`: (player can always pick up node without tool wear)
1127 * `2`: node is removed without tool wear after 0.5 seconds or so
1129 * `3`: node is removed without tool wear immediately (torch)
1130 * `disable_jump`: Player (and possibly other things) cannot jump from node
1131 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1132 * `bouncy`: value is bounce speed in percent
1133 * `falling_node`: if there is no walkable block under the node it will fall
1134 * `attached_node`: if the node under it is not a walkable block the node will be
1135 dropped as an item. If the node is wallmounted the wallmounted direction is
1137 * `soil`: saplings will grow on nodes in this group
1138 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1139 connect to each other
1141 ### Known damage and digging time defining groups
1142 * `crumbly`: dirt, sand
1143 * `cracky`: tough but crackable stuff like stone.
1144 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1145 plants, wire, sheets of metal
1146 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1147 * `fleshy`: Living things like animals and the player. This could imply
1148 some blood effects when hitting.
1149 * `explody`: Especially prone to explosions
1150 * `oddly_breakable_by_hand`:
1151 Can be added to nodes that shouldn't logically be breakable by the
1152 hand but are. Somewhat similar to `dig_immediate`, but times are more
1153 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1154 speed of a tool if the tool can dig at a faster speed than this
1155 suggests for the hand.
1157 ### Examples of custom groups
1158 Item groups are often used for defining, well, _groups of items_.
1159 * `meat`: any meat-kind of a thing (rating might define the size or healing
1160 ability or be irrelevant -- it is not defined as of yet)
1161 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1163 * `flammable`: can be set on fire. Rating might define the intensity of the
1164 fire, affecting e.g. the speed of the spreading of an open fire.
1165 * `wool`: any wool (any origin, any color)
1166 * `metal`: any metal
1167 * `weapon`: any weapon
1168 * `heavy`: anything considerably heavy
1170 ### Digging time calculation specifics
1171 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1172 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1173 faster digging time.
1175 The `level` group is used to limit the toughness of nodes a tool can dig
1176 and to scale the digging times / damage to a greater extent.
1178 **Please do understand this**, otherwise you cannot use the system to it's
1181 Tools define their properties by a list of parameters for groups. They
1182 cannot dig other groups; thus it is important to use a standard bunch of
1183 groups to enable interaction with tools.
1185 #### Tools definition
1188 * Full punch interval
1189 * Maximum drop level
1190 * For an arbitrary list of groups:
1191 * Uses (until the tool breaks)
1192 * Maximum level (usually `0`, `1`, `2` or `3`)
1196 #### Full punch interval
1197 When used as a weapon, the tool will do full damage if this time is spent
1198 between punches. If e.g. half the time is spent, the tool will do half
1201 #### Maximum drop level
1202 Suggests the maximum level of node, when dug with the tool, that will drop
1203 it's useful item. (e.g. iron ore to drop a lump of iron).
1205 This is not automated; it is the responsibility of the node definition
1209 Determines how many uses the tool has when it is used for digging a node,
1210 of this group, of the maximum level. For lower leveled nodes, the use count
1211 is multiplied by `3^leveldiff`.
1213 * `uses=10, leveldiff=0`: actual uses: 10
1214 * `uses=10, leveldiff=1`: actual uses: 30
1215 * `uses=10, leveldiff=2`: actual uses: 90
1218 Tells what is the maximum level of a node of this group that the tool will
1222 List of digging times for different ratings of the group, for nodes of the
1225 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1226 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1227 for this group, and unable to dig the rating `1`, which is the toughest.
1228 Unless there is a matching group that enables digging otherwise.
1231 List of damage for groups of entities. See "Entity damage mechanism".
1233 #### Example definition of the capabilities of a tool
1235 tool_capabilities = {
1236 full_punch_interval=1.5,
1239 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1241 damage_groups = {fleshy=2},
1244 This makes the tool be able to dig nodes that fulfil both of these:
1246 * Have the `crumbly` group
1247 * Have a `level` group less or equal to `2`
1249 Table of resulting digging times:
1251 crumbly 0 1 2 3 4 <- level
1253 1 0.80 1.60 1.60 - -
1254 2 0.60 1.20 1.20 - -
1255 3 0.40 0.80 0.80 - -
1257 level diff: 2 1 0 -1 -2
1259 Table of resulting tool uses:
1268 * At `crumbly==0`, the node is not diggable.
1269 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1270 easy nodes to be quickly breakable.
1271 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1273 Entity damage mechanism
1274 -----------------------
1278 foreach group in cap.damage_groups:
1279 damage += cap.damage_groups[group] * limit(actual_interval /
1280 cap.full_punch_interval, 0.0, 1.0)
1281 * (object.armor_groups[group] / 100.0)
1282 -- Where object.armor_groups[group] is 0 for inexistent values
1285 Client predicts damage based on damage groups. Because of this, it is able to
1286 give an immediate response when an entity is damaged or dies; the response is
1287 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1289 Currently a smoke puff will appear when an entity dies.
1291 The group `immortal` completely disables normal damage.
1293 Entities can define a special armor group, which is `punch_operable`. This
1294 group disables the regular damage mechanism for players punching it by hand or
1295 a non-tool item, so that it can do something else than take damage.
1297 On the Lua side, every punch calls:
1299 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
1301 This should never be called directly, because damage is usually not handled by
1304 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1305 accessed unless absolutely required, to encourage interoperability.
1306 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1307 * `tool_capabilities` can be `nil`.
1308 * `direction` is a unit vector, pointing from the source of the punch to
1311 To punch an entity/object in Lua, call:
1313 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1315 * Return value is tool wear.
1316 * Parameters are equal to the above callback.
1317 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1318 `direction` will be automatically filled in based on the location of `puncher`.
1322 The instance of a node in the world normally only contains the three values
1323 mentioned in "Nodes". However, it is possible to insert extra data into a
1324 node. It is called "node metadata"; See "`NodeMetaRef`".
1326 Metadata contains two things:
1331 Some of the values in the key-value store are handled specially:
1333 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1334 * `infotext`: Text shown on the screen when the node is pointed at
1338 local meta = minetest.get_meta(pos)
1339 meta:set_string("formspec",
1341 "list[context;main;0,0;8,4;]"..
1342 "list[current_player;main;0,5;8,4;]")
1343 meta:set_string("infotext", "Chest");
1344 local inv = meta:get_inventory()
1345 inv:set_size("main", 8*4)
1346 print(dump(meta:to_table()))
1349 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1350 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1351 [10] = "", [11] = "", [12] = "", [13] = "",
1352 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1353 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1354 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1355 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1359 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1366 Formspec defines a menu. Currently not much else than inventories are
1367 supported. It is a string, with a somewhat strange format.
1369 Spaces and newlines can be inserted between the blocks, as is used in the
1377 list[context;main;0,0;8,4;]
1378 list[current_player;main;0,5;8,4;]
1383 list[context;fuel;2,3;1,1;]
1384 list[context;src;2,1;1,1;]
1385 list[context;dst;5,1;2,2;]
1386 list[current_player;main;0,5;8,4;]
1388 #### Minecraft-like player inventory
1391 image[1,0.6;1,2;player.png]
1392 list[current_player;main;0,3.5;8,4;]
1393 list[current_player;craft;3,0;3,3;]
1394 list[current_player;craftpreview;7,1;1,1;]
1398 #### `size[<W>,<H>,<fixed_size>]`
1399 * Define the size of the menu in inventory slots
1400 * `fixed_size`: `true`/`false` (optional)
1401 * deprecated: `invsize[<W>,<H>;]`
1403 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1404 * Show an inventory list
1406 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1407 * Show an inventory list
1409 #### `listring[<inventory location>;<list name>]`
1410 * Allows to create a ring of inventory lists
1411 * Shift-clicking on items in one element of the ring
1412 * will send them to the next inventory list inside the ring
1413 * The first occurrence of an element inside the ring will
1414 * determine the inventory where items will be sent to
1417 * Shorthand for doing `listring[<inventory location>;<list name>]`
1418 * for the last two inventory lists added by list[...]
1420 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1421 * Sets background color of slots as `ColorString`
1422 * Sets background color of slots on mouse hovering
1424 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1425 * Sets background color of slots as `ColorString`
1426 * Sets background color of slots on mouse hovering
1427 * Sets color of slots border
1429 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1430 * Sets background color of slots as `ColorString`
1431 * Sets background color of slots on mouse hovering
1432 * Sets color of slots border
1433 * Sets default background color of tooltips
1434 * Sets default font color of tooltips
1436 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1437 * Adds tooltip for an element
1438 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1439 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1441 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1443 * Position and size units are inventory slots
1445 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1446 * Show an inventory image of registered item/node
1447 * Position and size units are inventory slots
1449 #### `bgcolor[<color>;<fullscreen>]`
1450 * Sets background color of formspec as `ColorString`
1451 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1453 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1454 * Use a background. Inventory rectangles are not drawn then.
1455 * Position and size units are inventory slots
1456 * Example for formspec 8x4 in 16x resolution: image shall be sized
1457 8 times 16px times 4 times 16px.
1459 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1460 * Use a background. Inventory rectangles are not drawn then.
1461 * Position and size units are inventory slots
1462 * Example for formspec 8x4 in 16x resolution:
1463 image shall be sized 8 times 16px times 4 times 16px
1464 * If `true` the background is clipped to formspec size
1465 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1467 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1468 * Textual password style field; will be sent to server when a button is clicked
1469 * `x` and `y` position the field relative to the top left of the menu
1470 * `w` and `h` are the size of the field
1471 * fields are a set height, but will be vertically centred on `h`
1472 * Position and size units are inventory slots
1473 * `name` is the name of the field as returned in fields to `on_receive_fields`
1474 * `label`, if not blank, will be text printed on the top left above the field
1476 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1477 * Textual field; will be sent to server when a button is clicked
1478 * `x` and `y` position the field relative to the top left of the menu
1479 * `w` and `h` are the size of the field
1480 * fields are a set height, but will be vertically centred on `h`
1481 * Position and size units are inventory slots
1482 * `name` is the name of the field as returned in fields to `on_receive_fields`
1483 * `label`, if not blank, will be text printed on the top left above the field
1484 * `default` is the default value of the field
1485 * `default` may contain variable references such as `${text}'` which
1486 will fill the value from the metadata value `text`
1487 * **Note**: no extra text or more than a single variable is supported ATM.
1489 #### `field[<name>;<label>;<default>]`
1490 * as above, but without position/size units
1491 * special field for creating simple forms, such as sign text input
1492 * must be used without a `size[]` element
1493 * a "Proceed" button will be added automatically
1495 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1496 * same as fields above, but with multi-line input
1498 #### `label[<X>,<Y>;<label>]`
1499 * `x` and `y` work as per field
1500 * `label` is the text on the label
1501 * Position and size units are inventory slots
1503 #### `vertlabel[<X>,<Y>;<label>]`
1504 * Textual label drawn vertically
1505 * `x` and `y` work as per field
1506 * `label` is the text on the label
1507 * Position and size units are inventory slots
1509 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1510 * Clickable button. When clicked, fields will be sent.
1511 * `x`, `y` and `name` work as per field
1512 * `w` and `h` are the size of the button
1513 * `label` is the text on the button
1514 * Position and size units are inventory slots
1516 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1517 * `x`, `y`, `w`, `h`, and `name` work as per button
1518 * `texture name` is the filename of an image
1519 * Position and size units are inventory slots
1521 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1522 * `x`, `y`, `w`, `h`, and `name` work as per button
1523 * `texture name` is the filename of an image
1524 * Position and size units are inventory slots
1525 * `noclip=true` means the image button doesn't need to be within specified formsize
1526 * `drawborder`: draw button border or not
1527 * `pressed texture name` is the filename of an image on pressed state
1529 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1530 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1531 * `item name` is the registered name of an item/node,
1532 tooltip will be made out of its description
1533 to override it use tooltip element
1534 * Position and size units are inventory slots
1536 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1537 * When clicked, fields will be sent and the form will quit.
1539 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1540 * When clicked, fields will be sent and the form will quit.
1542 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1543 * Scrollable item list showing arbitrary text elements
1544 * `x` and `y` position the itemlist relative to the top left of the menu
1545 * `w` and `h` are the size of the itemlist
1546 * `name` fieldname sent to server on doubleclick value is current selected element
1547 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1548 * if you want a listelement to start with "#" write "##".
1550 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1551 * Scrollable itemlist showing arbitrary text elements
1552 * `x` and `y` position the item list relative to the top left of the menu
1553 * `w` and `h` are the size of the item list
1554 * `name` fieldname sent to server on doubleclick value is current selected element
1555 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1556 * if you want a listelement to start with "#" write "##"
1557 * index to be selected within textlist
1558 * `true`/`false`: draw transparent background
1559 * see also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1561 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1562 * show a tab**header** at specific position (ignores formsize)
1563 * `x` and `y` position the itemlist relative to the top left of the menu
1564 * `name` fieldname data is transferred to Lua
1565 * `caption 1`...: name shown on top of tab
1566 * `current_tab`: index of selected tab 1...
1567 * `transparent` (optional): show transparent
1568 * `draw_border` (optional): draw border
1570 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1571 * simple colored semitransparent box
1572 * `x` and `y` position the box relative to the top left of the menu
1573 * `w` and `h` are the size of box
1574 * `color` is color specified as a `ColorString`
1576 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1577 * show a dropdown field
1578 * **Important note**: There are two different operation modes:
1579 1. handle directly on change (only changed dropdown is submitted)
1580 2. read the value on pressing a button (all dropdown values are available)
1581 * `x` and `y` position of dropdown
1583 * fieldname data is transferred to Lua
1584 * items to be shown in dropdown
1585 * index of currently selected dropdown item
1587 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]`
1589 * `x` and `y`: position of checkbox
1590 * `name` fieldname data is transferred to Lua
1591 * `label` to be shown left of checkbox
1592 * `selected` (optional): `true`/`false`
1593 * `tooltip` (optional)
1595 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1597 * there are two ways to use it:
1598 1. handle the changed event (only changed scrollbar is available)
1599 2. read the value on pressing a button (all scrollbars are available)
1600 * `x` and `y`: position of trackbar
1601 * `w` and `h`: width and height
1602 * `orientation`: `vertical`/`horizontal`
1603 * fieldname data is transferred to Lua
1604 * value this trackbar is set to (`0`-`1000`)
1605 * see also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1607 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1608 * show scrollable table using options defined by the previous `tableoptions[]`
1609 * displays cells as defined by the previous `tablecolumns[]`
1610 * `x` and `y`: position the itemlist relative to the top left of the menu
1611 * `w` and `h` are the size of the itemlist
1612 * `name`: fieldname sent to server on row select or doubleclick
1613 * `cell 1`...`cell n`: cell contents given in row-major order
1614 * `selected idx`: index of row to be selected within table (first row = `1`)
1615 * see also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1617 #### `tableoptions[<opt 1>;<opt 2>;...]`
1618 * sets options for `table[]`
1620 * default text color (`ColorString`), defaults to `#FFFFFF`
1621 * `background=#RRGGBB`
1622 * table background color (`ColorString`), defaults to `#000000`
1623 * `border=<true/false>`
1624 * should the table be drawn with a border? (default: `true`)
1625 * `highlight=#RRGGBB`
1626 * highlight background color (`ColorString`), defaults to `#466432`
1627 * `highlight_text=#RRGGBB`
1628 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1629 * `opendepth=<value>`
1630 * all subtrees up to `depth < value` are open (default value = `0`)
1631 * only useful when there is a column of type "tree"
1633 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1634 * sets columns for `table[]`
1635 * types: `text`, `image`, `color`, `indent`, `tree`
1636 * `text`: show cell contents as text
1637 * `image`: cell contents are an image index, use column options to define images
1638 * `color`: cell contents are a ColorString and define color of following cell
1639 * `indent`: cell contents are a number and define indentation of following cell
1640 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1643 * for `text` and `image`: content alignment within cells.
1644 Available values: `left` (default), `center`, `right`, `inline`
1646 * for `text` and `image`: minimum width in em (default: `0`)
1647 * for `indent` and `tree`: indent width in em (default: `1.5`)
1648 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1649 Exception: defaults to 0 for indent columns
1650 * `tooltip=<value>`: tooltip text (default: empty)
1651 * `image` column options:
1652 * `0=<value>` sets image for image index 0
1653 * `1=<value>` sets image for image index 1
1654 * `2=<value>` sets image for image index 2
1655 * and so on; defined indices need not be contiguous empty or
1656 non-numeric cells are treated as `0`.
1657 * `color` column options:
1658 * `span=<value>`: number of following columns to affect (default: infinite)
1660 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1661 pass key press events to formspec!
1665 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1666 * `"current_player"`: Player to whom the menu is shown
1667 * `"player:<name>"`: Any player
1668 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1669 * `"detached:<name>"`: A detached inventory
1673 `#RGB` defines a color in hexadecimal format.
1675 `#RGBA` defines a color in hexadecimal format and alpha channel.
1677 `#RRGGBB` defines a color in hexadecimal format.
1679 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1681 Named colors are also supported and are equivalent to
1682 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1683 To specify the value of the alpha channel, append `#AA` to the end of the color name
1684 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1685 value must (always) be two hexadecimal digits.
1689 A ColorSpec specifies a 32-bit color. It can be written in either:
1690 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
1691 `colorspec = {a=255, r=0, g=255, b=0}`
1692 numerical form, the raw integer value of an ARGB8 quad:
1693 `colorspec = 0xFF00FF00`
1694 or string form, a ColorString (defined above):
1695 `colorspec = "green"`
1699 * `vector.new(a[, b, c])`: returns a vector:
1700 * A copy of `a` if `a` is a vector.
1701 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
1702 * `vector.direction(p1, p2)`: returns a vector
1703 * `vector.distance(p1, p2)`: returns a number
1704 * `vector.length(v)`: returns a number
1705 * `vector.normalize(v)`: returns a vector
1706 * `vector.round(v)`: returns a vector, each dimension rounded to floor
1707 * `vector.apply(v, func)`: returns a vector
1708 * `vector.equals(v1, v2)`: returns a boolean
1710 For the following functions `x` can be either a vector or a number:
1712 * `vector.add(v, x)`: returns a vector
1713 * `vector.subtract(v, x)`: returns a vector
1714 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
1715 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
1719 * `dump2(obj, name="_", dumped={})`
1720 * Return object serialized as a string, handles reference loops
1721 * `dump(obj, dumped={})`
1722 * Return object serialized as a string
1723 * `math.hypot(x, y)`
1724 * Get the hypotenuse of a triangle with legs x and y.
1725 Useful for distance calculation.
1726 * `math.sign(x, tolerance)`
1727 * Get the sign of a number.
1728 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1729 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1730 * sep_is_pattern=false)`
1731 * If `max_splits` is negative, do not limit splits.
1732 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1733 * e.g. `string:split("a,b", ",") == {"a","b"}`
1735 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1736 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns `"(X,Y,Z)"`
1737 * Convert position to a printable string
1738 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
1739 * `minetest.string_to_pos(string)`: returns a position
1740 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1741 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
1742 * Converts a string representing an area box into two positions
1743 * `minetest.formspec_escape(string)`: returns a string
1744 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1745 * `minetest.is_yes(arg)`
1746 * returns whether `arg` can be interpreted as yes
1747 * `minetest.get_us_time()`
1748 * returns time with microsecond precision. May not return wall time.
1749 * `table.copy(table)`: returns a table
1750 * returns a deep copy of `table`
1752 `minetest` namespace reference
1753 ------------------------------
1757 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
1758 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1759 * Useful for loading additional `.lua` modules or static data from mod
1760 * `minetest.get_modnames()`: returns a list of installed mods
1761 * Return a list of installed mods, sorted alphabetically
1762 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1763 * Useful for storing custom data
1764 * `minetest.is_singleplayer()`
1765 * `minetest.features`
1766 * Table containing API feature flags: `{foo=true, bar=true}`
1767 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1768 * `arg`: string or table in format `{foo=true, bar=true}`
1769 * `missing_features`: `{foo=true, bar=true}`
1770 * `minetest.get_player_information(player_name)`: returns a table containing
1771 information about player. Example return value:
1773 address = "127.0.0.1", -- IP address of client
1774 ip_version = 4, -- IPv4 / IPv6
1775 min_rtt = 0.01, -- minimum round trip time
1776 max_rtt = 0.2, -- maximum round trip time
1777 avg_rtt = 0.02, -- average round trip time
1778 min_jitter = 0.01, -- minimum packet time jitter
1779 max_jitter = 0.5, -- maximum packet time jitter
1780 avg_jitter = 0.03, -- average packet time jitter
1781 connection_uptime = 200, -- seconds since client connected
1783 -- following information is available on debug build only!!!
1784 -- DO NOT USE IN MODS
1785 --ser_vers = 26, -- serialization version used by client
1786 --prot_vers = 23, -- protocol version used by client
1787 --major = 0, -- major version number
1788 --minor = 4, -- minor version number
1789 --patch = 10, -- patch version number
1790 --vers_string = "0.4.9-git", -- full version string
1791 --state = "Active" -- current client state
1793 * `minetest.mkdir(path)`: returns success.
1794 * Creates a directory specified by `path`, creating parent directories
1795 if they don't exist.
1796 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
1798 * nil: return all entries,
1799 * true: return only subdirectory names, or
1800 * false: return only file names.
1803 * `minetest.debug(...)`
1804 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
1805 * `minetest.log([level,] text)`
1806 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
1807 `"info"`, or `"verbose"`. Default is `"none"`.
1809 ### Registration functions
1810 Call these functions only at load time!
1812 * `minetest.register_entity(name, prototype table)`
1813 * `minetest.register_abm(abm definition)`
1814 * `minetest.register_lbm(lbm definition)`
1815 * `minetest.register_node(name, node definition)`
1816 * `minetest.register_tool(name, item definition)`
1817 * `minetest.register_craftitem(name, item definition)`
1818 * `minetest.register_alias(name, convert_to)`
1819 * `minetest.register_craft(recipe)`
1820 * `minetest.register_ore(ore definition)`
1821 * `minetest.register_decoration(decoration definition)`
1822 * `minetest.override_item(name, redefinition)`
1823 * Overrides fields of an item registered with register_node/tool/craftitem.
1824 * Note: Item must already be defined, (opt)depend on the mod defining it.
1825 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
1827 * `minetest.clear_registered_ores()`
1828 * `minetest.clear_registered_decorations()`
1830 ### Global callback registration functions
1831 Call these functions only at load time!
1833 * `minetest.register_globalstep(func(dtime))`
1834 * Called every server step, usually interval of 0.1s
1835 * `minetest.register_on_shutdown(func())`
1836 * Called before server shutdown
1837 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
1838 callbacks **will likely not be run**. Data should be saved at
1839 semi-frequent intervals as well as on server shutdown.
1840 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
1841 * Called when a node has been placed
1842 * If return `true` no item is taken from `itemstack`
1843 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
1845 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
1846 * Called when a node has been dug.
1847 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
1849 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
1850 * Called when a node is punched
1851 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
1852 * Called after generating a piece of world. Modifying nodes inside the area
1853 is a bit faster than usually.
1854 * `minetest.register_on_newplayer(func(ObjectRef))`
1855 * Called after a new player has been created
1856 * `minetest.register_on_dieplayer(func(ObjectRef))`
1857 * Called when a player dies
1858 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
1859 * Called when a player is punched
1860 * `player` - ObjectRef - Player that was punched
1861 * `hitter` - ObjectRef - Player that hit
1862 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
1863 * `tool_capabilities`: capability table of used tool (can be nil)
1864 * `dir`: unit vector of direction of punch. Always defined. Points from
1865 the puncher to the punched.
1866 * `damage` - number that represents the damage calculated by the engine
1867 * should return `true` to prevent the default damage mechanism
1868 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
1869 * Called when the player gets damaged or healed
1870 * `player`: ObjectRef of the player
1871 * `hp_change`: the amount of change. Negative when it is damage.
1872 * `modifier`: when true, the function should return the actual hp_change.
1873 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
1874 modifiers can return true as a second argument to stop the execution of further functions.
1875 Non-modifiers receive the final hp change calculated by the modifiers.
1876 * `minetest.register_on_respawnplayer(func(ObjectRef))`
1877 * Called when player is to be respawned
1878 * Called _before_ repositioning of player occurs
1879 * return true in func to disable regular player placement
1880 * `minetest.register_on_prejoinplayer(func(name, ip))`
1881 * Called before a player joins the game
1882 * If it returns a string, the player is disconnected with that string as reason
1883 * `minetest.register_on_joinplayer(func(ObjectRef))`
1884 * Called when a player joins the game
1885 * `minetest.register_on_leaveplayer(func(ObjectRef))`
1886 * Called when a player leaves the game
1887 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
1888 * Called when a player cheats
1889 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
1890 * `"moved_too_fast"`
1891 * `"interacted_too_far"`
1892 * `"finished_unknown_dig"`
1895 * `minetest.register_on_chat_message(func(name, message))`
1896 * Called always when a player says something
1897 * Return `true` to mark the message as handled, which means that it will not be sent to other players
1898 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
1899 * Called when a button is pressed in player's inventory form
1900 * Newest functions are called first
1901 * If function returns `true`, remaining functions are not called
1902 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
1903 * Called when `player` crafts something
1904 * `itemstack` is the output
1905 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
1906 * `craft_inv` is the inventory with the crafting grid
1907 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
1908 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
1909 * The same as before, except that it is called before the player crafts, to make
1910 craft prediction, and it should not change anything.
1911 * `minetest.register_on_protection_violation(func(pos, name))`
1912 * Called by `builtin` and mods when a player violates protection at a position
1913 (eg, digs a node or punches a protected entity).
1914 * The registered functions can be called using `minetest.record_protection_violation`
1915 * The provided function should check that the position is protected by the mod
1916 calling this function before it prints a message, if it does, to allow for
1917 multiple protection mods.
1918 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
1919 * Called when an item is eaten, by `minetest.item_eat`
1920 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
1922 ### Other registration functions
1923 * `minetest.register_chatcommand(cmd, chatcommand definition)`
1924 * `minetest.register_privilege(name, definition)`
1925 * `definition`: `"description text"`
1926 * `definition`: `{ description = "description text", give_to_singleplayer = boolean, -- default: true }`
1927 * To allow players with basic_privs to grant, see basic_privs minetest.conf setting.
1928 * `minetest.register_authentication_handler(handler)`
1929 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
1932 * `minetest.setting_set(name, value)`
1933 * Setting names can't contain whitespace or any of `="{}#`.
1934 * Setting values can't contain the sequence `\n"""`.
1935 * Setting names starting with "secure." can't be set.
1936 * `minetest.setting_get(name)`: returns string or `nil`
1937 * `minetest.setting_setbool(name, value)`
1938 * See documentation on `setting_set` for restrictions.
1939 * `minetest.setting_getbool(name)`: returns boolean or `nil`
1940 * `minetest.setting_get_pos(name)`: returns position or nil
1941 * `minetest.setting_save()`, returns `nil`, save all settings to config file
1944 * `minetest.notify_authentication_modified(name)`
1945 * Should be called by the authentication handler if privileges changes.
1946 * To report everybody, set `name=nil`.
1947 * `minetest.get_password_hash(name, raw_password)`
1948 * Convert a name-password pair to a password hash that Minetest can use.
1949 * The returned value alone is not a good basis for password checks based
1950 * on comparing the password hash in the database with the password hash
1951 * from the function, with an externally provided password, as the hash
1952 * in the db might use the new SRP verifier format.
1953 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
1954 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
1955 * Convert between two privilege representations
1956 * `minetest.set_player_password(name, password_hash)`
1957 * `minetest.set_player_privs(name, {priv1=true,...})`
1958 * `minetest.get_player_privs(name) -> {priv1=true,...}`
1959 * `minetest.auth_reload()`
1960 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
1961 * A quickhand for checking privileges.
1962 * `player_or_name`: Either a Player object or the name of a player.
1963 * `...` is either a list of strings, e.g. `"priva", "privb"` or
1964 a table, e.g. `{ priva = true, privb = true }`.
1965 * `minetest.get_player_ip(name)`: returns an IP address string
1967 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
1968 and `minetest.auth_reload` call the authetification handler.
1971 * `minetest.chat_send_all(text)`
1972 * `minetest.chat_send_player(name, text)`
1974 ### Environment access
1975 * `minetest.set_node(pos, node)`
1976 * `minetest.add_node(pos, node): alias set_node(pos, node)`
1977 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
1978 * `minetest.swap_node(pos, node`
1979 * Set node at position, but don't remove metadata
1980 * `minetest.remove_node(pos)`
1981 * Equivalent to `set_node(pos, "air")`
1982 * `minetest.get_node(pos)`
1983 * Returns the node at the given position as table in the format
1984 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
1986 * `minetest.get_node_or_nil(pos)`
1987 * Same as `get_node` but returns `nil` for unloaded areas.
1988 * `minetest.get_node_light(pos, timeofday)`
1989 * Gets the light value at the given position. Note that the light value
1990 "inside" the node at the given position is returned, so you usually want
1991 to get the light value of a neighbor.
1992 * `pos`: The position where to measure the light.
1993 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
1994 * Returns a number between `0` and `15` or `nil`
1995 * `minetest.place_node(pos, node)`
1996 * Place node with the same effects that a player would cause
1997 * `minetest.dig_node(pos)`
1998 * Dig node with the same effects that a player would cause
1999 * Returns `true` if successful, `false` on failure (e.g. protected location)
2000 * `minetest.punch_node(pos)`
2001 * Punch node with the same effects that a player would cause
2003 * `minetest.find_nodes_with_meta(pos1, pos2)`
2004 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2005 * `minetest.get_meta(pos)`
2006 * Get a `NodeMetaRef` at that position
2007 * `minetest.get_node_timer(pos)`
2008 * Get `NodeTimerRef`
2010 * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
2011 * Returns `ObjectRef`, or `nil` if failed
2012 * `minetest.add_item(pos, item)`: Spawn item
2013 * Returns `ObjectRef`, or `nil` if failed
2014 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2015 * `minetest.get_objects_inside_radius(pos, radius)`
2016 * `radius`: using an euclidean metric
2017 * `minetest.set_timeofday(val)`
2018 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2019 * `minetest.get_timeofday()`
2020 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2021 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2022 * accounting for time changes.
2023 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
2024 * `radius`: using a maximum metric
2025 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2026 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
2027 * returns as second value a table with the count of the individual nodes found
2028 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2029 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
2030 * returned positions are nodes with a node air above
2031 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2032 * `minetest.get_perlin(noiseparams)`
2033 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2034 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2035 * `minetest.get_voxel_manip([pos1, pos2])`
2036 * Return voxel manipulator object.
2037 * Loads the manipulator from the map if positions are passed.
2038 * `minetest.set_gen_notify(flags, {deco_ids})`
2039 * Set the types of on-generate notifications that should be collected
2040 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2041 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2042 * The second parameter is a list of IDS of decorations which notification is requested for
2043 * `get_gen_notify()`: returns a flagstring and a table with the deco_ids
2044 * `minetest.get_mapgen_object(objectname)`
2045 * Return requested mapgen object if available (see "Mapgen objects")
2046 * `minetest.get_biome_id(biome_name)`
2047 * Returns the biome id, as used in the biomemap Mapgen object, for a
2048 given biome_name string.
2049 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2050 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2051 * `minetest.set_mapgen_params(MapgenParams)`
2052 * Set map generation parameters
2053 * Function cannot be called after the registration period; only initialization
2054 and `on_mapgen_init`
2055 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2057 * Leave field unset to leave that parameter unchanged
2058 * `flags` contains a comma-delimited string of flags to set,
2059 or if the prefix `"no"` is attached, clears instead.
2060 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2061 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2062 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2063 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2064 should be applied to the default config or current active config
2065 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2066 * `minetest.generate_ores(vm, pos1, pos2)`
2067 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2068 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2069 * `minetest.generate_decorations(vm, pos1, pos2)`
2070 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2071 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2072 * `minetest.clear_objects([options])`
2073 * Clear all objects in the environment
2074 * Takes an optional table as an argument with the field `mode`.
2075 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2076 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2077 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2078 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2079 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2080 * fetched from memory, loaded from disk, or if inexistent, generates them.
2081 * If `callback` is a valid Lua function, this will be called for each block emerged.
2082 * The function signature of callback is:
2083 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2084 * - `blockpos` is the *block* coordinates of the block that had been emerged
2085 * - `action` could be one of the following constant values:
2086 * `core.EMERGE_CANCELLED`, `core.EMERGE_ERRORED`, `core.EMERGE_FROM_MEMORY`,
2087 * `core.EMERGE_FROM_DISK`, `core.EMERGE_GENERATED`
2088 * - `calls_remaining` is the number of callbacks to be expected after this one
2089 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2090 * parameter was absent)
2091 * `minetest.delete_area(pos1, pos2)`
2092 * delete all mapblocks in the area from pos1 to pos2, inclusive
2093 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2094 * Check if there is a direct line of sight between `pos1` and `pos2`
2095 * Returns the position of the blocking node when `false`
2096 * `pos1`: First position
2097 * `pos2`: Second position
2098 * `stepsize`: smaller gives more accurate results but requires more computing
2099 time. Default is `1`.
2100 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2101 * returns table containing path
2102 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2103 * `pos1`: start position
2104 * `pos2`: end position
2105 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2106 * `max_jump`: maximum height difference to consider walkable
2107 * `max_drop`: maximum height difference to consider droppable
2108 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2109 * `minetest.spawn_tree (pos, {treedef})`
2110 * spawns L-system tree at given `pos` with definition in `treedef` table
2111 * Warning: L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
2112 Often these bugs appear as subtle shadows in water.
2113 * `minetest.transforming_liquid_add(pos)`
2114 * add node to liquid update queue
2115 * `minetest.get_node_max_level(pos)`
2116 * get max available level for leveled node
2117 * `minetest.get_node_level(pos)`
2118 * get level of leveled node (water, snow)
2119 * `minetest.set_node_level(pos, level)`
2120 * set level of leveled node, default `level` equals `1`
2121 * if `totallevel > maxlevel`, returns rest (`total-max`).
2122 * `minetest.add_node_level(pos, level)`
2123 * increase level of leveled node by level, default `level` equals `1`
2124 * if `totallevel > maxlevel`, returns rest (`total-max`)
2125 * can be negative for decreasing
2128 `minetest.get_inventory(location)`: returns an `InvRef`
2131 * `{type="player", name="celeron55"}`
2132 * `{type="node", pos={x=, y=, z=}}`
2133 * `{type="detached", name="creative"}`
2134 * `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
2135 * callbacks: See "Detached inventory callbacks"
2136 * Creates a detached inventory. If it already exists, it is cleared.
2137 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2138 returns left over ItemStack
2139 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2142 * `minetest.show_formspec(playername, formname, formspec)`
2143 * `playername`: name of player to show formspec
2144 * `formname`: name passed to `on_player_receive_fields` callbacks.
2145 It should follow the `"modname:<whatever>"` naming convention
2146 * `formspec`: formspec to display
2147 * `minetest.formspec_escape(string)`: returns a string
2148 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2149 * `minetest.explode_table_event(string)`: returns a table
2150 * returns e.g. `{type="CHG", row=1, column=2}`
2152 * `"INV"`: no row selected)
2153 * `"CHG"`: selected)
2154 * `"DCL"`: double-click
2155 * `minetest.explode_textlist_event(string)`: returns a table
2156 * returns e.g. `{type="CHG", index=1}`
2158 * `"INV"`: no row selected)
2159 * `"CHG"`: selected)
2160 * `"DCL"`: double-click
2161 * `minetest.explode_scrollbar_event(string)`: returns a table
2162 * returns e.g. `{type="CHG", value=500}`
2164 * `"INV"`: something failed
2165 * `"CHG"`: has been changed
2166 * `"VAL"`: not changed
2169 * `minetest.inventorycube(img1, img2, img3)`
2170 * Returns a string for making an image of a cube (useful as an item image)
2171 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2172 * Get position of a `pointed_thing` (that you can get from somewhere)
2173 * `minetest.dir_to_facedir(dir, is6d)`
2174 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2175 * passing something non-`nil`/`false` for the optional second parameter causes it to
2176 take the y component into account
2177 * `minetest.facedir_to_dir(facedir)`
2178 * Convert a facedir back into a vector aimed directly out the "back" of a node
2179 * `minetest.dir_to_wallmounted(dir)`
2180 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2181 * `minetest.wallmounted_to_dir(wallmounted)`
2182 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2183 * `minetest.get_node_drops(nodename, toolname)`
2184 * Returns list of item names.
2185 * **Note**: This will be removed or modified in a future version.
2186 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2187 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2188 * `input.width` = for example `3`
2189 * `input.items` = for example
2190 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2191 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2192 * `output.time` = a number, if unsuccessful: `0`
2193 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2194 `decremented_input.items`
2195 * `decremented_input` = like `input`
2196 * `minetest.get_craft_recipe(output)`: returns input
2197 * returns last registered recipe for output item (node)
2198 * `output` is a node or item type such as `"default:torch"`
2199 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2200 * `input.width` = for example `3`
2201 * `input.items` = for example
2202 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2203 * `input.items` = `nil` if no recipe found
2204 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2205 * returns indexed table with all registered recipes for query item (node)
2206 or `nil` if no recipe was found
2207 * recipe entry table:
2209 method = 'normal' or 'cooking' or 'fuel'
2210 width = 0-3, 0 means shapeless recipe
2211 items = indexed [1-9] table with recipe items
2212 output = string with item name and quantity
2214 * Example query for `"default:gold_ingot"` will return table:
2216 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2217 items = {1 = "default:gold_lump"}},
2218 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2219 items = {1 = "default:goldblock"}}
2221 * `minetest.handle_node_drops(pos, drops, digger)`
2222 * `drops`: list of itemstrings
2223 * Handles drops from nodes after digging: Default action is to put them into
2225 * Can be overridden to get different functionality (e.g. dropping items on
2229 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2230 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2231 * Find who has done something to a node, or near a node
2232 * `actor`: `"player:<name>"`, also `"liquid"`.
2233 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2234 * Revert latest actions of someone
2235 * `actor`: `"player:<name>"`, also `"liquid"`.
2237 ### Defaults for the `on_*` item definition functions
2238 These functions return the leftover itemstack.
2240 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2241 * Place item as a node
2242 * `param2` overrides `facedir` and wallmounted `param2`
2243 * returns `itemstack, success`
2244 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2246 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2247 * Use one of the above based on what the item is.
2248 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2249 * **Note**: is not called when wielded item overrides `on_place`
2250 * `param2` overrides `facedir` and wallmounted `param2`
2251 * returns `itemstack, success`
2252 * `minetest.item_drop(itemstack, dropper, pos)`
2254 * `minetest.item_eat(hp_change, replace_with_item)`
2256 * `replace_with_item` is the itemstring which is added to the inventory.
2257 If the player is eating a stack, then replace_with_item goes to a
2258 different spot. Can be `nil`
2259 * See `minetest.do_item_eat`
2261 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2262 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2263 * Calls functions registered by `minetest.register_on_punchnode()`
2264 * `minetest.node_dig(pos, node, digger)`
2265 * Checks if node can be dug, puts item into inventory, removes node
2266 * Calls functions registered by `minetest.registered_on_dignodes()`
2269 * `minetest.sound_play(spec, parameters)`: returns a handle
2270 * `spec` is a `SimpleSoundSpec`
2271 * `parameters` is a sound parameter table
2272 * `minetest.sound_stop(handle)`
2275 * `minetest.after(time, func, ...)`
2276 * Call the function `func` after `time` seconds, may be fractional
2277 * Optional: Variable number of arguments that are passed to `func`
2280 * `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
2281 and `reconnect` == true displays a reconnect button.
2282 * `minetest.get_server_status()`: returns server status string
2285 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2286 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2287 * `minetest.ban_player(name)`: ban a player
2288 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2289 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2292 * `minetest.add_particle(particle definition)`
2293 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2294 size, collisiondetection, texture, playername)`
2296 * `minetest.add_particlespawner(particlespawner definition)`
2297 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2298 * Returns an `id`, and -1 if adding didn't succeed
2299 * `Deprecated: minetest.add_particlespawner(amount, time,
2303 minexptime, maxexptime,
2305 collisiondetection, texture, playername)`
2307 * `minetest.delete_particlespawner(id, player)``
2308 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2309 * If playername is specified, only deletes on the player's client,
2310 * otherwise on all clients
2313 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2314 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2315 * Apply the specified probability values to the specified nodes in `probability_list`.
2316 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2317 * `pos` is the 3D vector specifying the absolute coordinates of the
2318 node being modified,
2319 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2320 * If there are two or more entries with the same pos value, the
2322 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2323 * If `probability_list` equals `nil`, no probabilities are applied.
2324 * Slice probability works in the same manner, except takes a field
2325 called `ypos` instead which
2326 indicates the y position of the slice with a probability applied.
2327 * If slice probability list equals `nil`, no slice probabilities are applied.
2328 * Saves schematic in the Minetest Schematic format to filename.
2330 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2331 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2332 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2333 * If the `rotation` parameter is omitted, the schematic is not rotated.
2334 * `replacements` = `{["old_name"] = "convert_to", ...}`
2335 * `force_placement` is a boolean indicating whether nodes other than `air` and
2336 `ignore` are replaced by the schematic
2337 * Returns nil if the schematic could not be loaded.
2339 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2340 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2341 specified VoxelManip object `vmanip` instead of the whole map.
2342 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
2343 containing the full area required, and true if the whole schematic was able to fit.
2344 * Returns nil if the schematic could not be loaded.
2345 * After execution, any external copies of the VoxelManip contents are invalidated.
2347 * `minetest.serialize_schematic(schematic, format, options)`
2348 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2349 * in the `format` of either "mts" or "lua".
2350 * "mts" - a string containing the binary MTS data used in the MTS file format
2351 * "lua" - a string containing Lua code representing the schematic in table format
2352 * `options` is a table containing the following optional parameters:
2353 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2354 * position comments for every X row generated in the schematic data for easier reading.
2355 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2356 * will use that number of spaces as indentation instead of a tab character.
2359 * `minetest.request_http_api()`:
2360 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
2361 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
2362 otherwise returns `nil`.
2363 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
2365 * Only works at init time and must be called from the mod's main scope (not from a function).
2366 * Function only exists if minetest server was built with cURL support.
2367 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
2369 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
2370 * Performs given request asynchronously and calls callback upon completion
2371 * callback: `function(HTTPRequestResult res)`
2372 * Use this HTTP function if you are unsure, the others are for advanced use.
2373 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
2374 * Performs given request asynchronously and returns handle for `minetest.http_fetch_async_get`
2375 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
2376 * Return response data for given asynchronous HTTP request
2379 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2380 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2381 * Gives a unique hash number for a node position (16+16+16=48bit)
2382 * `minetest.get_position_from_hash(hash)`: returns a position
2383 * Inverse transform of `minetest.hash_node_position`
2384 * `minetest.get_item_group(name, group)`: returns a rating
2385 * Get rating of a group of an item. (`0` means: not in group)
2386 * `minetest.get_node_group(name, group)`: returns a rating
2387 * Deprecated: An alias for the former.
2388 * `minetest.raillike_group(name)`: returns a rating
2389 * Returns rating of the connect_to_raillike group corresponding to name
2390 * If name is not yet the name of a connect_to_raillike group, a new group id
2391 * is created, with that name
2392 * `minetest.get_content_id(name)`: returns an integer
2393 * Gets the internal content ID of `name`
2394 * `minetest.get_name_from_content_id(content_id)`: returns a string
2395 * Gets the name of the content with that content ID
2396 * `minetest.parse_json(string[, nullvalue])`: returns something
2397 * Convert a string containing JSON data into the Lua equivalent
2398 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2399 * On success returns a table, a string, a number, a boolean or `nullvalue`
2400 * On failure outputs an error message and returns `nil`
2401 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2402 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2403 * Convert a Lua table into a JSON string
2404 * styled: Outputs in a human-readable format if this is set, defaults to false
2405 * Unserializable things like functions and userdata are saved as null.
2406 * **Warning**: JSON is more strict than the Lua table format.
2407 1. You can only use strings and positive integers of at least one as keys.
2408 2. You can not mix string and integer keys.
2409 This is due to the fact that JSON has two distinct array and object values.
2410 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2411 * `minetest.serialize(table)`: returns a string
2412 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2413 into string form readable by `minetest.deserialize`
2414 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2415 * `minetest.deserialize(string)`: returns a table
2416 * Convert a string returned by `minetest.deserialize` into a table
2417 * `string` is loaded in an empty sandbox environment.
2418 * Will load functions, but they cannot access the global environment.
2419 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2420 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2421 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2422 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2423 * Compress a string of data.
2424 * `method` is a string identifying the compression method to be used.
2425 * Supported compression methods:
2426 * Deflate (zlib): `"deflate"`
2427 * `...` indicates method-specific arguments. Currently defined arguments are:
2428 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2429 * `minetest.decompress(compressed_data, method, ...)`: returns data
2430 * Decompress a string of data (using ZLib).
2431 * See documentation on `minetest.compress()` for supported compression methods.
2432 * currently supported.
2433 * `...` indicates method-specific arguments. Currently, no methods use this.
2434 * `minetest.is_protected(pos, name)`: returns boolean
2435 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2436 actions, defineable by mods, due to some mod-defined ownership-like concept.
2437 Returns false or nil, if the player is allowed to do such actions.
2438 * This function should be overridden by protection mods and should be used to
2439 check if a player can interact at a position.
2440 * This function should call the old version of itself if the position is not
2441 protected by the mod.
2444 local old_is_protected = minetest.is_protected
2445 function minetest.is_protected(pos, name)
2446 if mymod:position_protected_from(pos, name) then
2449 return old_is_protected(pos, name)
2451 * `minetest.record_protection_violation(pos, name)`
2452 * This function calls functions registered with
2453 `minetest.register_on_protection_violation`.
2454 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2455 * Attempt to predict the desired orientation of the facedir-capable node
2456 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2457 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2458 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2459 is an optional table containing extra tweaks to the placement code:
2460 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2461 orientation on the wall.
2462 * `force_wall` : if `true`, always place the node in wall orientation.
2463 * `force_ceiling`: if `true`, always place on the ceiling.
2464 * `force_floor`: if `true`, always place the node on the floor.
2465 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2466 the floor or ceiling
2467 * The first four options are mutually-exclusive; the last in the list takes
2468 precedence over the first.
2469 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2470 * calls `rotate_and_place()` with infinitestacks set according to the state of
2471 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2474 * `minetest.forceload_block(pos)`
2475 * forceloads the position `pos`.
2476 * returns `true` if area could be forceloaded
2477 * Please note that forceloaded areas are saved when the server restarts.
2479 * `minetest.forceload_free_block(pos)`
2480 * stops forceloading the position `pos`
2482 * `minetest.request_insecure_environment()`: returns an environment containing
2483 insecure functions if the calling mod has been listed as trusted in the
2484 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
2485 * Only works at init time and must be called from the mod's main scope (not from a function).
2486 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
2489 * `minetest.global_exists(name)`
2490 * Checks if a global variable has been set, without triggering a warning.
2493 * `minetest.env`: `EnvRef` of the server environment and world.
2494 * Any function in the minetest namespace can be called using the syntax
2495 `minetest.env:somefunction(somearguments)`
2496 instead of `minetest.somefunction(somearguments)`
2497 * Deprecated, but support is not to be dropped soon
2500 * `minetest.registered_items`
2501 * Map of registered items, indexed by name
2502 * `minetest.registered_nodes`
2503 * Map of registered node definitions, indexed by name
2504 * `minetest.registered_craftitems`
2505 * Map of registered craft item definitions, indexed by name
2506 * `minetest.registered_tools`
2507 * Map of registered tool definitions, indexed by name
2508 * `minetest.registered_entities`
2509 * Map of registered entity prototypes, indexed by name
2510 * `minetest.object_refs`
2511 * Map of object references, indexed by active object id
2512 * `minetest.luaentities`
2513 * Map of Lua entities, indexed by active object id
2514 * `minetest.registered_ores`
2515 * List of registered ore definitions.
2516 * `minetest.registered_biomes`
2517 * List of registered biome definitions.
2518 * `minetest.registered_decorations`
2519 * List of registered decoration definitions.
2525 Node metadata: reference extra data and functionality stored in a node.
2526 Can be gotten via `minetest.get_meta(pos)`.
2529 * `set_string(name, value)`
2530 * `get_string(name)`
2531 * `set_int(name, value)`
2533 * `set_float(name, value)`
2535 * `get_inventory()`: returns `InvRef`
2536 * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
2537 * `from_table(nil or {})`
2538 * See "Node Metadata"
2541 Node Timers: a high resolution persistent per-node timer.
2542 Can be gotten via `minetest.get_node_timer(pos)`.
2545 * `set(timeout,elapsed)`
2546 * set a timer's state
2547 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2548 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2549 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2552 * equivalent to `set(timeout,0)`
2555 * `get_timeout()`: returns current timeout in seconds
2556 * if `timeout` equals `0`, timer is inactive
2557 * `get_elapsed()`: returns current elapsed time in seconds
2558 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2559 * `is_started()`: returns boolean state of timer
2560 * returns `true` if timer is started, otherwise `false`
2563 Moving things in the game are generally these.
2565 This is basically a reference to a C++ `ServerActiveObject`
2568 * `remove()`: remove object (after returning from Lua)
2569 * Note: Doesn't work on players, use minetest.kick_player instead
2570 * `getpos()`: returns `{x=num, y=num, z=num}`
2571 * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
2572 * `moveto(pos, continuous=false)`: interpolated move
2573 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2574 * `puncher` = another `ObjectRef`,
2575 * `time_from_last_punch` = time since last punch action of the puncher
2576 * `direction`: can be `nil`
2577 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2578 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2579 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2580 * `get_inventory()`: returns an `InvRef`
2581 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2582 * `get_wield_index()`: returns the index of the wielded item
2583 * `get_wielded_item()`: returns an `ItemStack`
2584 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2585 * `set_armor_groups({group1=rating, group2=rating, ...})`
2586 * `get_armor_groups()`: returns a table with the armor group ratings
2587 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
2588 * `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
2589 * `set_attach(parent, bone, position, rotation)`
2591 * `position`: `{x=num, y=num, z=num}` (relative)
2592 * `rotation`: `{x=num, y=num, z=num}`
2593 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
2595 * `set_bone_position(bone, position, rotation)`
2597 * `position`: `{x=num, y=num, z=num}` (relative)
2598 * `rotation`: `{x=num, y=num, z=num}`
2599 * `get_bone_position(bone)`: returns position and rotation of the bone
2600 * `set_properties(object property table)`
2601 * `get_properties()`: returns object property table
2602 * `is_player()`: returns true for players, false otherwise
2603 * `get_nametag_attributes()`
2604 * returns a table with the attributes of the nametag of an object
2606 color = {a=0..255, r=0..255, g=0..255, b=0..255},
2609 * `set_nametag_attributes(attributes)`
2610 * sets the attributes of the nametag of an object
2614 text = "My Nametag",
2617 ##### LuaEntitySAO-only (no-op for other objects)
2618 * `setvelocity({x=num, y=num, z=num})`
2619 * `getvelocity()`: returns `{x=num, y=num, z=num}`
2620 * `setacceleration({x=num, y=num, z=num})`
2621 * `getacceleration()`: returns `{x=num, y=num, z=num}`
2623 * `getyaw()`: returns number in radians
2624 * `settexturemod(mod)`
2625 * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2626 select_horiz_by_yawpitch=false)`
2627 * Select sprite from spritesheet with optional animation and DM-style
2628 texture selection based on yaw relative to camera
2629 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2632 ##### Player-only (no-op for other objects)
2633 * `get_player_name()`: returns `""` if is not a player
2634 * `get_player_velocity()`: returns `nil` if is not a player otherwise a table {x, y, z} representing the player's instantaneous velocity in nodes/s
2635 * `get_look_dir()`: get camera direction as a unit vector
2636 * `get_look_pitch()`: pitch in radians
2637 * `get_look_yaw()`: yaw in radians (wraps around pretty randomly as of now)
2638 * `set_look_pitch(radians)`: sets look pitch
2639 * `set_look_yaw(radians)`: sets look yaw
2640 * `get_breath()`: returns players breath
2641 * `set_breath(value)`: sets players breath
2643 * `0`: player is drowning,
2644 * `1`-`10`: remaining number of bubbles
2645 * `11`: bubbles bar is not shown
2646 * `set_inventory_formspec(formspec)`
2647 * Redefine player's inventory form
2648 * Should usually be called in on_joinplayer
2649 * `get_inventory_formspec()`: returns a formspec string
2650 * `get_player_control()`: returns table with player pressed keys
2651 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2652 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2653 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2654 * `set_physics_override(override_table)`
2655 * `override_table` is a table with the following fields:
2656 * `speed`: multiplier to default walking speed value (default: `1`)
2657 * `jump`: multiplier to default jump value (default: `1`)
2658 * `gravity`: multiplier to default gravity value (default: `1`)
2659 * `sneak`: whether player can sneak (default: `true`)
2660 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2661 * `get_physics_override()`: returns the table given to set_physics_override
2662 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
2664 * `hud_remove(id)`: remove the HUD element of the specified id
2665 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2666 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2667 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2668 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2669 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
2670 * pass a table containing a `true`/`false` value of each flag to be set or unset
2671 * if a flag equals `nil`, the flag is not modified
2672 * note that setting `minimap` modifies the client's permission to view the minimap -
2673 * the client may locally elect to not view the minimap
2674 * `hud_get_flags()`: returns a table containing status of hud flags
2675 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
2676 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2677 * `count`: number of items, must be between `1` and `23`
2678 * `hud_get_hotbar_itemcount`: returns number of visible items
2679 * `hud_set_hotbar_image(texturename)`
2680 * sets background image for hotbar
2681 * `hud_get_hotbar_image`: returns texturename
2682 * `hud_set_hotbar_selected_image(texturename)`
2683 * sets image for selected item of hotbar
2684 * `hud_get_hotbar_selected_image`: returns texturename
2685 * `hud_replace_builtin(name, hud_definition)`
2686 * replace definition of a builtin hud element
2687 * `name`: `"breath"` or `"health"`
2688 * `hud_definition`: definition to replace builtin definition
2689 * `set_sky(bgcolor, type, {texture names})`
2690 * `bgcolor`: ColorSpec, defaults to white
2692 * `"regular"`: Uses 0 textures, `bgcolor` ignored
2693 * `"skybox"`: Uses 6 textures, `bgcolor` used
2694 * `"plain"`: Uses 0 textures, `bgcolor` used
2695 * `get_sky()`: returns bgcolor, type and a table with the textures
2696 * `override_day_night_ratio(ratio or nil)`
2697 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
2698 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
2699 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
2700 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
2702 set animation for player model in third person view
2704 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
2705 {x=168, y=187}, -- < walk animation key frames
2706 {x=189, y=198}, -- < dig animation key frames
2707 {x=200, y=219}, -- < walk+dig animation key frames
2708 frame_speed=30): -- < animation frame speed
2709 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
2710 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
2711 * in first person view
2712 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
2713 * `get_eye_offset()`: returns offset_first and offset_third
2716 An `InvRef` is a reference to an inventory.
2719 * `is_empty(listname)`: return `true` if list is empty
2720 * `get_size(listname)`: get size of a list
2721 * `set_size(listname, size)`: set size of a list
2722 * returns `false` on error (e.g. invalid `listname` or `size`)
2723 * `get_width(listname)`: get width of a list
2724 * `set_width(listname, width)`: set width of list; currently used for crafting
2725 * `get_stack(listname, i)`: get a copy of stack index `i` in list
2726 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
2727 * `get_list(listname)`: return full list
2728 * `set_list(listname, list)`: set full list (size will not change)
2729 * `get_lists()`: returns list of inventory lists
2730 * `set_lists(lists)`: sets inventory lists (size will not change)
2731 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
2732 * `room_for_item(listname, stack):` returns `true` if the stack of items
2733 can be fully added to the list
2734 * `contains_item(listname, stack)`: returns `true` if the stack of items
2735 can be fully taken from the list
2736 * `remove_item(listname, stack)`: take as many items as specified from the list,
2737 returns the items that were actually removed (as an `ItemStack`) -- note that
2738 any item metadata is ignored, so attempting to remove a specific unique
2739 item this way will likely remove the wrong one -- to do that use `set_stack`
2740 with an empty `ItemStack`
2741 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
2742 * returns `{type="undefined"}` in case location is not known
2745 A fast access data structure to store areas, and find areas near a given position or area.
2746 Every area has a `data` string attribute to store additional information.
2747 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
2748 If you chose the parameter-less constructor, a fast implementation will be automatically chosen for you.
2751 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`. (optional) Boolean values `include_borders` and `include_data` control what's copied.
2752 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain the position `pos`. (optional) Boolean values `include_borders` and `include_data` control what's copied.
2753 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`: returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive). If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area. (optional) Boolean values `include_borders` and `include_data` control what's copied.
2754 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID, or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area. `data` is a string stored with the area. If passed, `id` will be used as the internal area ID, it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it, or insertions are likely to fail due to conflicts.
2755 * `reserve(count)`: reserves resources for at most `count` many contained areas. Only needed for efficiency, and only some implementations profit.
2756 * `remove_area(id)`: removes the area with the given id from the store, returns success.
2757 * `set_cache_params(params)`: sets params for the included prefiltering cache. Calling invalidates the cache, so that its elements have to be newly generated.
2760 enabled = boolean, -- whether to enable, default true
2761 block_radius = number, -- the radius (in nodes) of the areas the cache generates prefiltered lists for, minimum 16, default 64
2762 limit = number, -- the cache's size, minimum 20, default 1000
2764 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
2765 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
2766 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore. Returns success and, optionally, an error message.
2767 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
2770 An `ItemStack` is a stack of items.
2772 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
2773 an itemstring, a table or `nil`.
2776 * `is_empty()`: Returns `true` if stack is empty.
2777 * `get_name()`: Returns item name (e.g. `"default:stone"`).
2778 * `set_name(item_name)`: Returns boolean success.
2779 Clears item on failure.
2780 * `get_count()`: Returns number of items on the stack.
2781 * `set_count(count)`
2782 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
2783 * `set_wear(wear)`: Returns boolean success.
2784 Clears item on failure.
2785 * `get_metadata()`: Returns metadata (a string attached to an item stack).
2786 * `set_metadata(metadata)`: Returns true.
2787 * `clear()`: removes all items from the stack, making it empty.
2788 * `replace(item)`: replace the contents of this stack.
2789 * `item` can also be an itemstring or table.
2790 * `to_string()`: Returns the stack in itemstring form.
2791 * `to_table()`: Returns the stack in Lua table form.
2792 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
2793 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
2794 * `is_known()`: Returns `true` if the item name refers to a defined item type.
2795 * `get_definition()`: Returns the item definition table.
2796 * `get_tool_capabilities()`: Returns the digging properties of the item,
2797 or those of the hand if none are defined for this item type
2798 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
2799 * `add_item(item)`: Put some item or stack onto this stack.
2800 Returns leftover `ItemStack`.
2801 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
2803 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
2804 Returns taken `ItemStack`.
2805 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
2806 Returns taken `ItemStack`.
2809 A 16-bit pseudorandom number generator.
2810 Uses a well-known LCG algorithm introduced by K&R.
2812 It can be created via `PseudoRandom(seed)`.
2815 * `next()`: return next integer random number [`0`...`32767`]
2816 * `next(min, max)`: return next integer random number [`min`...`max`]
2817 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
2818 due to the simple implementation making bad distribution otherwise.
2821 A 32-bit pseudorandom number generator.
2822 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
2824 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
2827 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
2828 * `next(min, max)`: return next integer random number [`min`...`max`]
2829 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
2830 * This is only a rough approximation of a normal distribution with mean=(max-min)/2 and variance=1
2831 * Increasing num_trials improves accuracy of the approximation
2834 Interface for the operating system's crypto-secure PRNG.
2836 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
2837 be found on the system.
2840 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
2843 A perlin noise generator.
2844 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
2845 or `PerlinNoise(noiseparams)`.
2846 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2847 or `minetest.get_perlin(noiseparams)`.
2850 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
2851 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
2853 ### `PerlinNoiseMap`
2854 A fast, bulk perlin noise generator.
2856 It can be created via `PerlinNoiseMap(noiseparams, size)` or
2857 `minetest.get_perlin_map(noiseparams, size)`.
2859 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
2860 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
2863 For each of the functions with an optional `buffer` parameter: If `buffer` is not
2864 nil, this table will be used to store the result instead of creating a new table.
2868 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
2869 with values starting at `pos={x=,y=}`
2870 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
2871 of 3D noise with values starting at `pos={x=,y=,z=}`
2872 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
2873 with values starting at `pos={x=,y=}`
2874 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
2875 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
2876 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
2877 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
2878 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
2879 takes a chunk of `slice_size`.
2880 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
2881 `noisevals = noise:getMapSlice({y=20}, {y=2})`
2882 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
2883 the starting position of the most recently calculated noise.
2884 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
2885 `noise:calc3dMap({x=1000, y=1000, z=1000})`
2886 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
2890 #### About VoxelManip
2891 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
2892 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
2893 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
2894 to with other methods of setting nodes. For example, nodes will not have their construction and
2895 destruction callbacks run, and no rollback information is logged.
2897 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
2898 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
2899 of high level node placement features, perhaps minetest.set_node() is better suited for the job.
2901 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
2902 VoxelManip is most effective when setting very large areas of map at once - for example, if only
2903 setting a 5x5x5 node area, a minetest.set_node() loop may be more optimal. Always profile code
2904 using both methods of map manipulation to determine which is most appropriate for your usage.
2906 #### Using VoxelManip
2907 A VoxelManip object can be created any time using either:
2908 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
2910 If the optional position parameters are present for either of these routines, the specified region
2911 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
2912 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
2914 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
2915 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
2916 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
2917 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
2919 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
2920 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
2921 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
2923 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
2924 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
2925 `VoxelManip:get_light_data()` for node light levels, and
2926 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
2928 See section 'Flat array format' for more details.
2930 It is very important to understand that the tables returned by any of the above three functions
2931 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
2932 data will *not* magically update itself if another function modifies the internal VoxelManip state.
2933 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
2934 otherwise explicitly stated.
2936 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
2937 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
2938 `VoxelManip:set_light_data()` for node light levels, and
2939 `VoxelManip:set_param2_data()` for the node type-dependent "param2" values.
2941 The parameter to each of the above three functions can use any table at all in the same flat array
2942 format as produced by get_data() et al. and is *not required* to be a table retrieved from get_data().
2944 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
2945 to the map by calling `VoxelManip:write_to_map()`.
2947 Finally, a call to `VoxelManip:update_map()` is required to re-calculate lighting and set the blocks
2948 as being modified so that connected clients are sent the updated parts of map.
2951 ##### Flat array format
2953 `Nx = p2.X - p1.X + 1`,
2954 `Ny = p2.Y - p1.Y + 1`, and
2955 `Nz = p2.Z - p1.Z + 1`.
2957 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
2958 the expression `Nx * Ny * Nz`.
2960 Positions offset from p1 are present in the array with the format of:
2963 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
2964 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
2966 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
2967 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
2969 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
2971 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
2975 and the array index for a position p contained completely in p1..p2 is:
2977 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
2979 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
2980 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
2981 for a single point in a flat VoxelManip array.
2984 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
2985 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
2986 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
2987 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
2988 After registration of a node, its Content ID will remain the same throughout execution of the mod.
2989 Note that the node being queried needs to have already been been registered.
2991 The following builtin node types have their Content IDs defined as constants:
2993 core.CONTENT_UNKNOWN (ID for "unknown" nodes)
2994 core.CONTENT_AIR (ID for "air" nodes)
2995 core.CONTENT_IGNORE (ID for "ignore" nodes)
2998 ##### Mapgen VoxelManip objects
2999 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3000 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3001 but with a few differences:
3003 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3004 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3005 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3006 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3007 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3008 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3009 consistency with the current map state. For this reason, calling any of the following functions:
3010 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3011 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3012 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3013 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3014 * `VoxelManip:update_map()` does not need to be called after `write_to_map()`. The map update is performed
3015 automatically after all on_generated callbacks have been run for that generated block.
3017 ##### Other API functions operating on a VoxelManip
3018 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3019 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3020 written all buffered data back to the VoxelManip object, save for special situations where the modder
3021 desires to only have certain liquid nodes begin flowing.
3023 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3024 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3026 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3027 except instead of placing the specified schematic directly on the map at the specified position, it
3028 will place the schematic inside of the VoxelManip.
3031 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3032 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3033 `VoxelManip:get_node_at()`.
3034 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3035 filled with "ignore" nodes.
3036 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3037 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3038 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3039 object in the same callback it had been created.
3040 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3041 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3042 buffer the function can use to write map data to instead of returning a new table each call. This
3043 greatly enhances performance by avoiding unnecessary memory allocations.
3046 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3047 the region formed by `p1` and `p2`.
3048 * returns actual emerged `pmin`, actual emerged `pmax`
3049 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
3050 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3051 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3052 the `VoxelManip` at that position
3053 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3054 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3055 * returns raw node data in the form of an array of node content IDs
3056 * if the param `buffer` is present, this table will be used to store the result instead
3057 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3058 * `update_map()`: Update map after writing chunk back to map.
3059 * To be used only by `VoxelManip` objects created by the mod itself;
3060 not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
3061 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3062 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3063 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3064 * (`p1`, `p2`) is the area in which lighting is set;
3065 defaults to the whole area if left out
3066 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3067 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3068 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3069 * `light = day + (night * 16)`
3070 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3072 * expects lighting data in the same format that `get_light_data()` returns
3073 * `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
3074 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3075 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3076 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3077 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3079 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3080 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3081 * `update_liquids()`: Update liquid flow
3082 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3083 had been modified since the last read from map, due to a call to
3084 `minetest.set_data()` on the loaded area elsewhere
3085 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3088 A helper class for voxel areas.
3089 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3090 The coordinates are *inclusive*, like most other things in Minetest.
3093 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3094 `MinEdge` and `MaxEdge`
3095 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3096 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3097 * useful for things like `VoxelManip`, raw Schematic specifiers,
3098 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3099 * `indexp(p)`: same as above, except takes a vector
3100 * `position(i)`: returns the absolute position vector corresponding to index `i`
3101 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3102 * `containsp(p)`: same as above, except takes a vector
3103 * `containsi(i)`: same as above, except takes an index `i`
3104 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3105 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3106 * `iterp(minp, maxp)`: same as above, except takes a vector
3109 An interface to read config files in the format of `minetest.conf`.
3111 It can be created via `Settings(filename)`.
3114 * `get(key)`: returns a value
3115 * `get_bool(key)`: returns a boolean
3117 * `remove(key)`: returns a boolean (`true` for success)
3118 * `get_names()`: returns `{key1,...}`
3119 * `write()`: returns a boolean (`true` for success)
3120 * write changes to file
3121 * `to_table()`: returns `{[key1]=value1,...}`
3125 A mapgen object is a construct used in map generation. Mapgen objects can be used
3126 by an `on_generate` callback to speed up operations by avoiding unnecessary
3127 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3128 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3129 was called outside of an `on_generate()` callback, `nil` is returned.
3131 The following Mapgen objects are currently available:
3134 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3135 emerged position, in that order. All mapgens support this object.
3138 Returns an array containing the y coordinates of the ground levels of nodes in
3139 the most recently generated chunk by the current mapgen.
3142 Returns an array containing the biome IDs of nodes in the most recently
3143 generated chunk by the current mapgen.
3146 Returns an array containing the temperature values of nodes in the most
3147 recently generated chunk by the current mapgen.
3150 Returns an array containing the humidity values of nodes in the most recently
3151 generated chunk by the current mapgen.
3154 Returns a table mapping requested generation notification types to arrays of
3155 positions at which the corresponding generated structures are located at within
3156 the current chunk. To set the capture of positions of interest to be recorded
3157 on generate, use `minetest.set_gen_notify()`.
3159 Possible fields of the table returned are:
3165 * `large_cave_begin`
3169 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3170 numeric unique decoration ID.
3174 * Functions receive a "luaentity" as `self`:
3175 * It has the member `.name`, which is the registered name `("mod:thing")`
3176 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3177 * The original prototype stuff is visible directly via a metatable
3179 * `on_activate(self, staticdata)`
3180 * Called when the object is instantiated.
3181 * `on_step(self, dtime)`
3182 * Called on every server tick, after movement and collision processing.
3183 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3185 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir`
3186 * Called when somebody punches the object.
3187 * Note that you probably want to handle most punches using the
3188 automatic armor group system.
3189 * `puncher`: an `ObjectRef` (can be `nil`)
3190 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3191 * `tool_capabilities`: capability table of used tool (can be `nil`)
3192 * `dir`: unit vector of direction of punch. Always defined. Points from
3193 the puncher to the punched.
3194 * `on_rightclick(self, clicker)`
3195 * `get_staticdata(self)`
3196 * Should return a string that will be passed to `on_activate` when
3197 the object is instantiated the next time.
3202 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
3203 Often these bugs appear as subtle shadows in water.
3208 axiom, --string initial tree axiom
3209 rules_a, --string rules set A
3210 rules_b, --string rules set B
3211 rules_c, --string rules set C
3212 rules_d, --string rules set D
3213 trunk, --string trunk node name
3214 leaves, --string leaves node name
3215 leaves2, --string secondary leaves node name
3216 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3217 angle, --num angle in deg
3218 iterations, --num max # of iterations, usually 2 -5
3219 random_level, --num factor to lower nr of iterations, usually 0 - 3
3220 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3221 -- 2x2 nodes or 3x3 in cross shape
3222 thin_branches, --boolean true -> use thin (1 node) branches
3223 fruit, --string fruit node name
3224 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3225 seed, --num random seed; if no seed is provided, the engine will create one
3228 ### Key for Special L-System Symbols used in Axioms
3230 * `G`: move forward one unit with the pen up
3231 * `F`: move forward one unit with the pen down drawing trunks and branches
3232 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3233 * `T`: move forward one unit with the pen down drawing trunks only
3234 * `R`: move forward one unit with the pen down placing fruit
3235 * `A`: replace with rules set A
3236 * `B`: replace with rules set B
3237 * `C`: replace with rules set C
3238 * `D`: replace with rules set D
3239 * `a`: replace with rules set A, chance 90%
3240 * `b`: replace with rules set B, chance 80%
3241 * `c`: replace with rules set C, chance 70%
3242 * `d`: replace with rules set D, chance 60%
3243 * `+`: yaw the turtle right by `angle` parameter
3244 * `-`: yaw the turtle left by `angle` parameter
3245 * `&`: pitch the turtle down by `angle` parameter
3246 * `^`: pitch the turtle up by `angle` parameter
3247 * `/`: roll the turtle to the right by `angle` parameter
3248 * `*`: roll the turtle to the left by `angle` parameter
3249 * `[`: save in stack current state info
3250 * `]`: recover from stack state info
3253 Spawn a small apple tree:
3255 pos = {x=230,y=20,z=4}
3258 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3259 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3260 trunk="default:tree",
3261 leaves="default:leaves",
3265 trunk_type="single",
3268 fruit="default:apple"
3270 minetest.spawn_tree(pos,apple_tree)
3275 ### Object Properties
3280 collide_with_objects = true, -- collide with other objects if physical=true
3282 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
3283 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
3284 visual_size = {x=1, y=1},
3286 textures = {}, -- number of required textures depends on visual
3287 colors = {}, -- number of required colors depends on visual
3288 spritediv = {x=1, y=1},
3289 initial_sprite_basepos = {x=0, y=0},
3291 makes_footstep_sound = false,
3292 automatic_rotate = false,
3294 automatic_face_movement_dir = 0.0,
3295 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
3296 automatic_face_movement_max_rotation_per_sec = -1,
3297 -- ^ limit automatic rotation to this value in degrees per second. values < 0 no limit
3298 backface_culling = true, -- false to disable backface_culling for model
3299 nametag = "", -- by default empty, for players their name is shown if empty
3300 nametag_color = <color>, -- sets color of nametag as ColorSpec
3301 infotext = "", -- by default empty, text to be shown when pointed at object
3304 ### Entity definition (`register_entity`)
3307 -- Deprecated: Everything in object properties is read directly from here
3309 initial_properties = --[[<initial object properties>]],
3311 on_activate = function(self, staticdata, dtime_s),
3312 on_step = function(self, dtime),
3313 on_punch = function(self, hitter),
3314 on_rightclick = function(self, clicker),
3315 get_staticdata = function(self),
3316 -- ^ Called sometimes; the string returned is passed to on_activate when
3317 -- the entity is re-activated from static state
3319 -- Also you can define arbitrary member variables here
3320 myvariable = whatever,
3323 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3326 -- In the following two fields, also group:groupname will work.
3327 nodenames = {"default:lava_source"},
3328 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
3329 ^ If left out or empty, any neighbor will do ]]
3330 interval = 1.0, -- Operation interval in seconds
3331 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
3332 catch_up = true, -- If true, catch-up behaviour is enabled --[[
3333 ^ The chance value is temporarily reduced when returning to
3334 an area to simulate time lost by the area being unattended.
3335 ^ Note chance value can often be reduced to 1 ]]
3336 action = func(pos, node, active_object_count, active_object_count_wider),
3339 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
3342 name = "modname:replace_legacy_door",
3343 nodenames = {"default:lava_source"},
3344 -- ^ List of node names to trigger the LBM on.
3345 -- Also non-registered nodes will work.
3346 -- Groups (as of group:groupname) will work as well.
3347 run_at_every_load = false,
3348 -- ^ Whether to run the LBM's action every time a block gets loaded,
3349 -- and not just for blocks that were saved last time before LBMs were
3350 -- introduced to the world.
3351 action = func(pos, node),
3354 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
3357 description = "Steel Axe",
3358 groups = {}, -- key=name, value=rating; rating=1..3.
3359 if rating not applicable, use 1.
3360 e.g. {wool=1, fluffy=3}
3361 {soil=2, outerspace=1, crumbly=1}
3362 {bendy=2, snappy=1},
3363 {hard=1, metal=1, spikes=1}
3364 inventory_image = "default_tool_steelaxe.png",
3366 wield_scale = {x=1,y=1,z=1},
3369 liquids_pointable = false,
3370 tool_capabilities = {
3371 full_punch_interval = 1.0,
3375 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
3376 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
3378 damage_groups = {groupname=damage},
3380 node_placement_prediction = nil,
3382 ^ If nil and item is node, prediction is made automatically
3383 ^ If nil and item is not a node, no prediction is made
3384 ^ If "" and item is anything, no prediction is made
3385 ^ Otherwise should be name of node which the client immediately places
3386 on ground when the player places the item. Server will always update
3387 actual result to client in a short moment.
3390 place = --[[<SimpleSoundSpec>]],
3393 on_place = func(itemstack, placer, pointed_thing),
3395 ^ Shall place item and return the leftover itemstack
3396 ^ default: minetest.item_place ]]
3397 on_secondary_use = func(itemstack, user, pointed_thing),
3399 ^ Same as on_place but called when pointing at nothing.
3400 ^ pointed_thing : always { type = "nothing" }
3402 on_drop = func(itemstack, dropper, pos),
3404 ^ Shall drop item and return the leftover itemstack
3405 ^ default: minetest.item_drop ]]
3406 on_use = func(itemstack, user, pointed_thing),
3409 ^ Function must return either nil if no item shall be removed from
3410 inventory, or an itemstack to replace the original itemstack.
3411 e.g. itemstack:take_item(); return itemstack
3412 ^ Otherwise, the function is free to do what it wants.
3413 ^ The default functions handle regular use cases.
3415 after_use = func(itemstack, user, node, digparams),
3418 ^ If defined, should return an itemstack and will be called instead of
3419 wearing out the tool. If returns nil, does nothing.
3420 If after_use doesn't exist, it is the same as:
3421 function(itemstack, user, node, digparams)
3422 itemstack:add_wear(digparams.wear)
3430 * `{name="image.png", animation={Tile Animation definition}}`
3431 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
3432 tileable_horizontal=bool}`
3433 * backface culling enabled by default for most nodes
3434 * tileable flags are info for shaders, how they should treat texture
3435 when displacement mapping is used
3436 Directions are from the point of view of the tile texture,
3437 not the node it's on
3438 * deprecated, yet still supported field names:
3441 ### Tile animation definition
3442 * `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
3444 ### Node definition (`register_node`)
3447 -- <all fields allowed in item definitions>,
3449 drawtype = "normal", -- See "Node drawtypes"
3450 visual_scale = 1.0, --[[
3451 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
3452 ^ For plantlike, the image will start at the bottom of the node; for the
3453 ^ other drawtypes, the image will be centered on the node.
3454 ^ Note that positioning for "torchlike" may still change. ]]
3455 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
3456 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
3457 ^ List can be shortened to needed length ]]
3458 special_tiles = {tile definition 1, Tile definition 2}, --[[
3459 ^ Special textures of node; used rarely (old field name: special_materials)
3460 ^ List can be shortened to needed length ]]
3462 use_texture_alpha = false, -- Use texture's alpha channel
3463 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
3464 paramtype = "none", -- See "Nodes" --[[
3465 ^ paramtype = "light" allows light to propagate from or through the node with light value
3466 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
3467 paramtype2 = "none", -- See "Nodes"
3468 is_ground_content = true, -- If false, the cave generator will not carve through this
3469 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
3470 walkable = true, -- If true, objects collide with node
3471 pointable = true, -- If true, can be pointed at
3472 diggable = true, -- If false, can never be dug
3473 climbable = false, -- If true, can be climbed on (ladder)
3474 buildable_to = false, -- If true, placed nodes can replace this node
3475 floodable = false, -- If true, liquids flow into and replace this node
3476 liquidtype = "none", -- "none"/"source"/"flowing"
3477 liquid_alternative_flowing = "", -- Flowing version of source liquid
3478 liquid_alternative_source = "", -- Source version of flowing liquid
3479 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
3480 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
3482 ^ Block contains level in param2. Value is default level, used for snow.
3483 ^ Don't forget to use "leveled" type nodebox. ]]
3484 liquid_range = 8, -- number of flowing nodes around source (max. 8)
3485 drowning = 0, -- Player will take this amount of damage if no bubbles are left
3486 light_source = 0, -- Amount of light emitted by node
3487 damage_per_second = 0, -- If player is inside node, this damage is caused
3488 node_box = {type="regular"}, -- See "Node boxes"
3489 connects_to = nodenames, --[[
3490 * Used for nodebox nodes with the type == "connected"
3491 * Specifies to what neighboring nodes connections will be drawn
3492 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
3493 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
3494 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
3496 selection_box = {type="regular"}, -- See "Node boxes" --[[
3497 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
3498 legacy_facedir_simple = false, -- Support maps made in and before January 2012
3499 legacy_wallmounted = false, -- Support maps made in and before January 2012
3501 footstep = <SimpleSoundSpec>,
3502 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
3503 dug = <SimpleSoundSpec>,
3504 place = <SimpleSoundSpec>,
3505 place_failed = <SimpleSoundSpec>,
3507 drop = "", -- Name of dropped node when dug. Default is the node itself.
3510 max_items = 1, -- Maximum number of items to drop.
3511 items = { -- Choose max_items randomly from this list.
3513 items = {"foo:bar", "baz:frob"}, -- Choose one item randomly from this list.
3514 rarity = 1, -- Probability of getting is 1 / rarity.
3519 on_construct = func(pos), --[[
3520 ^ Node constructor; called after adding node
3521 ^ Can set up metadata and stuff like that
3522 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3524 on_destruct = func(pos), --[[
3525 ^ Node destructor; called before removing node
3526 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3528 after_destruct = func(pos, oldnode), --[[
3529 ^ Node destructor; called after removing node
3530 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3533 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
3534 ^ Called after constructing node when node was placed using
3535 minetest.item_place_node / minetest.place_node
3536 ^ If return true no item is taken from itemstack
3538 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
3539 ^ oldmetadata is in table format
3540 ^ Called after destructing node when node was dug using
3541 minetest.node_dig / minetest.dig_node
3543 can_dig = function(pos, [player]) --[[
3544 ^ returns true if node can be dug, or false if not
3547 on_punch = func(pos, node, puncher, pointed_thing), --[[
3548 ^ default: minetest.node_punch
3549 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
3550 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
3552 ^ if defined, itemstack will hold clicker's wielded item
3553 ^ Shall return the leftover itemstack
3554 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
3556 on_dig = func(pos, node, digger), --[[
3557 ^ default: minetest.node_dig
3558 ^ By default: checks privileges, wears out tool and removes node ]]
3560 on_timer = function(pos,elapsed), --[[
3562 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
3563 ^ elapsed is the total time passed since the timer was started
3564 ^ return true to run the timer for another cycle with the same timeout value ]]
3566 on_receive_fields = func(pos, formname, fields, sender), --[[
3567 ^ fields = {name1 = value1, name2 = value2, ...}
3568 ^ Called when an UI form (e.g. sign text input) returns data
3571 allow_metadata_inventory_move = func(pos, from_list, from_index,
3572 to_list, to_index, count, player), --[[
3573 ^ Called when a player wants to move items inside the inventory
3574 ^ Return value: number of items allowed to move ]]
3576 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
3577 ^ Called when a player wants to put something into the inventory
3578 ^ Return value: number of items allowed to put
3579 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3581 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3582 ^ Called when a player wants to take something out of the inventory
3583 ^ Return value: number of items allowed to take
3584 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3586 on_metadata_inventory_move = func(pos, from_list, from_index,
3587 to_list, to_index, count, player),
3588 on_metadata_inventory_put = func(pos, listname, index, stack, player),
3589 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3590 ^ Called after the actual action has happened, according to what was allowed.
3591 ^ No return value ]]
3593 on_blast = func(pos, intensity), --[[
3594 ^ intensity: 1.0 = mid range of regular TNT
3595 ^ If defined, called when an explosion touches the node, instead of
3596 removing the node ]]
3599 ### Recipe for `register_craft` (shaped)
3602 output = 'default:pick_stone',
3604 {'default:cobble', 'default:cobble', 'default:cobble'},
3605 {'', 'default:stick', ''},
3606 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
3608 replacements = --[[<optional list of item pairs,
3609 replace one input item with another item on crafting>]]
3612 ### Recipe for `register_craft` (shapeless)
3616 output = 'mushrooms:mushroom_stew',
3619 "mushrooms:mushroom_brown",
3620 "mushrooms:mushroom_red",
3622 replacements = --[[<optional list of item pairs,
3623 replace one input item with another item on crafting>]]
3626 ### Recipe for `register_craft` (tool repair)
3629 type = "toolrepair",
3630 additional_wear = -0.02,
3633 ### Recipe for `register_craft` (cooking)
3637 output = "default:glass",
3638 recipe = "default:sand",
3642 ### Recipe for `register_craft` (furnace fuel)
3646 recipe = "default:leaves",
3650 ### Ore definition (`register_ore`)
3653 ore_type = "scatter", -- See "Ore types"
3654 ore = "default:stone_with_coal",
3655 wherein = "default:stone",
3656 -- ^ a list of nodenames is supported too
3657 clust_scarcity = 8*8*8,
3658 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
3659 -- ^ This value should be *MUCH* higher than your intuition might tell you!
3661 -- ^ Number of ores in a cluster
3663 -- ^ Size of the bounding box of the cluster
3664 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
3668 -- ^ Attributes for this ore generation
3669 noise_threshold = 0.5,
3670 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
3671 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
3672 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
3673 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
3674 random_factor = 1.0,
3675 -- ^ Multiplier of the randomness contribution to the noise value at any
3676 -- given point to decide if ore should be placed. Set to 0 for solid veins.
3677 -- ^ This parameter is only valid for ore_type == "vein".
3678 biomes = {"desert", "rainforest"}
3679 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3680 -- ^ and ignored if the Mapgen being used does not support biomes.
3681 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3684 ### Biome definition (`register_biome`)
3688 node_dust = "default:snow",
3689 -- ^ Node dropped onto upper surface after all else is generated.
3690 node_top = "default:dirt_with_snow",
3692 -- ^ Node forming surface layer of biome and thickness of this layer.
3693 node_filler = "default:permafrost",
3695 -- ^ Node forming lower layer of biome and thickness of this layer.
3696 node_stone = "default:bluestone",
3697 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
3698 node_water_top = "default:ice",
3699 depth_water_top = 10,
3700 -- ^ Node forming a surface layer in seawater with the defined thickness.
3702 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
3703 node_river_water = "default:ice",
3704 -- ^ Node that replaces river water in mapgens that use default:river_water.
3707 -- ^ Lower and upper limits for biome.
3708 -- ^ Because biome is not recalculated for every node in a node column
3709 -- ^ some biome materials can exceed their limits, especially stone.
3710 -- ^ For each node column in a mapchunk, biome is only recalculated at column
3711 -- ^ top and at each of these surfaces:
3712 -- ^ Ground below air, water below air, ground below water.
3713 -- ^ The selected biome then stays in effect for all nodes below until
3714 -- ^ column base or the next biome recalculation.
3716 humidity_point = 50,
3717 -- ^ Characteristic average temperature and humidity for the biome.
3718 -- ^ These values create 'biome points' on a voronoi diagram that has heat
3719 -- ^ and humidity as axes. The resulting voronoi cells determine which
3720 -- ^ heat/humidity points belong to which biome, and therefore determine
3721 -- ^ the area and location of each biome in the world.
3722 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
3723 -- ^ diagram to result in roughly equal size biomes.
3724 -- ^ Heat and humidity have average values of 50, vary mostly between
3725 -- ^ 0 and 100 but also often exceed these values.
3726 -- ^ Heat is not in degrees celcius, both values are abstract.
3729 ### Decoration definition (`register_decoration`)
3732 deco_type = "simple", -- See "Decoration types"
3733 place_on = "default:dirt_with_grass",
3734 -- ^ Node that decoration can be placed on
3736 -- ^ Size of divisions made in the chunk being generated.
3737 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
3739 -- ^ Ratio of the area to be uniformly filled by the decoration.
3740 -- ^ Used only if noise_params is not specified.
3741 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
3742 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
3743 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
3744 biomes = {"Oceanside", "Hills", "Plains"},
3745 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3746 -- ^ and ignored if the Mapgen being used does not support biomes.
3747 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3750 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
3751 -- ^ This parameter refers to the `y` position of the decoration base, so
3752 -- the actual maximum height would be `height_max + size.Y`.
3753 flags = "liquid_surface, force_placement",
3754 -- ^ Flags for all decoration types.
3755 -- ^ "liquid_surface": Instead of placement on the highest solid surface
3756 -- ^ in a mapchunk column, placement is on the highest liquid surface.
3757 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
3758 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
3760 ----- Simple-type parameters
3761 decoration = "default:grass",
3762 -- ^ The node name used as the decoration.
3763 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
3765 -- ^ Number of nodes high the decoration is made.
3766 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
3768 -- ^ Number of nodes the decoration can be at maximum.
3769 -- ^ If absent, the parameter 'height' is used as a constant.
3770 spawn_by = "default:water",
3771 -- ^ Node that the decoration only spawns next to.
3772 -- ^ The neighbours checked are the 8 nodes horizontally surrounding the lowest node of the
3773 -- ^ decoration, and the 8 nodes horizontally surrounding the ground node below the decoration.
3775 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
3776 -- ^ If absent or -1, decorations occur next to any nodes.
3778 ----- Schematic-type parameters
3779 schematic = "foobar.mts",
3780 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
3781 -- ^ specified Minetest schematic file.
3782 -- ^ - OR -, could be the ID of a previously registered schematic
3783 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
3784 -- ^ and an optional table yslice_prob:
3786 size = {x=4, y=6, z=4},
3788 {name="default:cobble", param1=255, param2=0},
3789 {name="default:dirt_with_grass", param1=255, param2=0},
3790 {name="ignore", param1=255, param2=0},
3791 {name="air", param1=255, param2=0},
3800 -- ^ See 'Schematic specifier' for details.
3801 replacements = {["oldname"] = "convert_to", ...},
3802 flags = "place_center_x, place_center_y, place_center_z",
3803 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
3804 rotation = "90" -- rotate schematic 90 degrees on placement
3805 -- ^ Rotation can be "0", "90", "180", "270", or "random".
3808 ### Chat command definition (`register_chatcommand`)
3811 params = "<name> <privilege>", -- Short parameter description
3812 description = "Remove privilege from player", -- Full description
3813 privs = {privs=true}, -- Require the "privs" privilege to run
3814 func = function(name, param), -- Called when command is run.
3815 -- Returns boolean success and text output.
3818 ### Detached inventory callbacks
3821 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3822 -- ^ Called when a player wants to move items inside the inventory
3823 -- ^ Return value: number of items allowed to move
3825 allow_put = func(inv, listname, index, stack, player),
3826 -- ^ Called when a player wants to put something into the inventory
3827 -- ^ Return value: number of items allowed to put
3828 -- ^ Return value: -1: Allow and don't modify item count in inventory
3830 allow_take = func(inv, listname, index, stack, player),
3831 -- ^ Called when a player wants to take something out of the inventory
3832 -- ^ Return value: number of items allowed to take
3833 -- ^ Return value: -1: Allow and don't modify item count in inventory
3835 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3836 on_put = func(inv, listname, index, stack, player),
3837 on_take = func(inv, listname, index, stack, player),
3838 -- ^ Called after the actual action has happened, according to what was allowed.
3839 -- ^ No return value
3842 ### HUD Definition (`hud_add`, `hud_get`)
3845 hud_elem_type = "image", -- see HUD element types
3846 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
3847 position = {x=0.5, y=0.5},
3848 -- ^ Left corner position of element
3854 -- ^ Selected item in inventory. 0 for no item selected.
3856 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
3857 alignment = {x=0, y=0},
3858 -- ^ See "HUD Element Types"
3859 offset = {x=0, y=0},
3860 -- ^ See "HUD Element Types"
3861 size = { x=100, y=100 },
3862 -- ^ Size of element in pixels
3865 ### Particle definition (`add_particle`)
3868 pos = {x=0, y=0, z=0},
3869 velocity = {x=0, y=0, z=0},
3870 acceleration = {x=0, y=0, z=0},
3871 -- ^ Spawn particle at pos with velocity and acceleration
3873 -- ^ Disappears after expirationtime seconds
3875 collisiondetection = false,
3876 -- ^ collisiondetection: if true collides with physical objects
3878 -- ^ vertical: if true faces player using y axis only
3879 texture = "image.png",
3880 -- ^ Uses texture (string)
3881 playername = "singleplayer"
3882 -- ^ optional, if specified spawns particle only on the player's client
3885 ### `ParticleSpawner` definition (`add_particlespawner`)
3890 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
3891 minpos = {x=0, y=0, z=0},
3892 maxpos = {x=0, y=0, z=0},
3893 minvel = {x=0, y=0, z=0},
3894 maxvel = {x=0, y=0, z=0},
3895 minacc = {x=0, y=0, z=0},
3896 maxacc = {x=0, y=0, z=0},
3901 -- ^ The particle's properties are random values in between the bounds:
3902 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
3903 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
3904 collisiondetection = false,
3905 -- ^ collisiondetection: if true uses collision detection
3907 -- ^ vertical: if true faces player using y axis only
3908 texture = "image.png",
3909 -- ^ Uses texture (string)
3910 playername = "singleplayer"
3911 -- ^ Playername is optional, if specified spawns particle only on the player's client
3914 ### `HTTPRequest` definition (`http_fetch`, `http_fetch_async`)
3917 url = "http://example.org",
3919 -- ^ Timeout for connection in seconds. Default is 3 seconds.
3920 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
3921 -- ^ Optional, if specified a POST request with post_data is performed.
3922 -- ^ Accepts both a string and a table. If a table is specified, encodes table
3923 -- ^ as x-www-form-urlencoded key-value pairs.
3924 -- ^ If post_data ist not specified, a GET request is performed instead.
3925 user_agent = "ExampleUserAgent",
3926 -- ^ Optional, if specified replaces the default minetest user agent with given string
3927 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
3928 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
3929 -- ^ that the header strings follow HTTP specification ("Key: Value").
3931 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
3934 ### `HTTPRequestResult` definition (`http_fetch` callback, `http_fetch_async_get`)
3938 -- ^ If true, the request has finished (either succeeded, failed or timed out)
3940 -- ^ If true, the request was succesful
3942 -- ^ If true, the request timed out
3944 -- ^ HTTP status code