1 Minetest Lua Modding API Reference 0.5.0
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
67 It can also contain a settingtypes.txt in the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be displayed
69 in the "Games" category in the settings tab.
73 Games can provide custom main menu images. They are put inside a `menu` directory
74 inside the game directory.
76 The images are named `$identifier.png`, where `$identifier` is
77 one of `overlay,background,footer,header`.
78 If you want to specify multiple images for one identifier, add additional images named
79 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
80 image will be chosen from the provided ones.
87 * `$path_share/games/gameid/mods/`
89 * `$path_user/games/gameid/mods/`
90 * `$path_user/mods/` (User-installed mods)
91 * `$worldpath/worldmods/`
93 In a run-in-place version (e.g. the distributed windows version):
95 * `minetest-0.4.x/games/gameid/mods/`
96 * `minetest-0.4.x/mods/` (User-installed mods)
97 * `minetest-0.4.x/worlds/worldname/worldmods/`
99 On an installed version on Linux:
101 * `/usr/share/minetest/games/gameid/mods/`
102 * `$HOME/.minetest/mods/` (User-installed mods)
103 * `$HOME/.minetest/worlds/worldname/worldmods`
105 Mod load path for world-specific games
106 --------------------------------------
107 It is possible to include a game in a world; in this case, no mods or
108 games are loaded or checked from anywhere else.
110 This is useful for e.g. adventure worlds.
112 This happens if the following directory exists:
116 Mods should be then be placed in:
122 Mods can be put in a subdirectory, if the parent directory, which otherwise
123 should be a mod, contains a file named `modpack.txt`. This file shall be
124 empty, except for lines starting with `#`, which are comments.
126 Mod directory structure
127 ------------------------
133 | |-- description.txt
134 | |-- settingtypes.txt
138 | | |-- modname_stuff.png
139 | | `-- modname_something_else.png
148 The location of this directory can be fetched by using
149 `minetest.get_modpath(modname)`.
152 List of mods that have to be loaded before loading this mod.
154 A single line contains a single modname.
156 Optional dependencies can be defined by appending a question mark
157 to a single modname. Their meaning is that if the specified mod
158 is missing, that does not prevent this mod from being loaded.
161 A screenshot shown in the mod manager within the main menu. It should
162 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
164 ### `description.txt`
165 A File containing description to be shown within mainmenu.
167 ### `settingtypes.txt`
168 A file in the same format as the one in builtin. It will be parsed by the
169 settings menu and the settings will be displayed in the "Mods" category.
172 The main Lua script. Running this script should register everything it
173 wants to register. Subsequent execution depends on minetest calling the
174 registered callbacks.
176 `minetest.settings` can be used to read custom or existing settings at load
177 time, if necessary. (See `Settings`)
180 Models for entities or meshnodes.
182 ### `textures`, `sounds`, `media`
183 Media files (textures, sounds, whatever) that will be transferred to the
184 client and will be available for use by the mod.
187 Translation files for the clients. (See `Translations`)
189 Naming convention for registered textual names
190 ----------------------------------------------
191 Registered names should generally be in this format:
195 `<whatever>` can have these characters:
199 This is to prevent conflicting names from corrupting maps and is
200 enforced by the mod loader.
203 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
204 So the name should be `experimental:tnt`.
206 Enforcement can be overridden by prefixing the name with `:`. This can
207 be used for overriding the registrations of some other mod.
209 Example: Any mod can redefine `experimental:tnt` by using the name
214 (also that mod is required to have `experimental` as a dependency)
216 The `:` prefix can also be used for maintaining backwards compatibility.
219 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
220 `minetest.register_alias_force(name, convert_to)`.
222 This will make Minetest to convert things called name to things called
225 The only difference between `minetest.register_alias` and
226 `minetest.register_alias_force` is that if an item called `name` exists,
227 `minetest.register_alias` will do nothing while
228 `minetest.register_alias_force` will unregister it.
230 This can be used for maintaining backwards compatibility.
232 This can be also used for setting quick access names for things, e.g. if
233 you have an item called `epiclylongmodname:stuff`, you could do
235 minetest.register_alias("stuff", "epiclylongmodname:stuff")
237 and be able to use `/giveme stuff`.
241 Mods should generally prefix their textures with `modname_`, e.g. given
242 the mod name `foomod`, a texture could be called:
246 Textures are referred to by their complete name, or alternatively by
247 stripping out the file extension:
249 * e.g. `foomod_foothing.png`
250 * e.g. `foomod_foothing`
254 There are various texture modifiers that can be used
255 to generate textures on-the-fly.
257 ### Texture overlaying
258 Textures can be overlaid by putting a `^` between them.
262 default_dirt.png^default_grass_side.png
264 `default_grass_side.png` is overlayed over `default_dirt.png`.
265 The texture with the lower resolution will be automatically upscaled to
266 the higher resolution texture.
269 Textures can be grouped together by enclosing them in `(` and `)`.
271 Example: `cobble.png^(thing1.png^thing2.png)`
273 A texture for `thing1.png^thing2.png` is created and the resulting
274 texture is overlaid on top of `cobble.png`.
277 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
278 passing complex texture names as arguments. Escaping is done with backslash and
279 is required for `^` and `:`.
281 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
283 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
284 on top of `cobble.png`.
286 ### Advanced texture modifiers
288 #### `[crack:<n>:<p>`
289 * `<n>` = animation frame count
290 * `<p>` = current animation frame
292 Draw a step of the crack animation on the texture.
296 default_cobble.png^[crack:10:1
298 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
303 * `<file>` = texture to combine
305 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
306 specified coordinates.
310 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
312 #### `[resize:<w>x<h>`
313 Resizes the texture to the given dimensions.
317 default_sandstone.png^[resize:16x16
320 Makes the base image transparent according to the given ratio.
322 `r` must be between 0 and 255.
323 0 means totally transparent. 255 means totally opaque.
327 default_sandstone.png^[opacity:127
329 #### `[invert:<mode>`
330 Inverts the given channels of the base image.
331 Mode may contain the characters "r", "g", "b", "a".
332 Only the channels that are mentioned in the mode string will be inverted.
336 default_apple.png^[invert:rgb
339 Brightens the texture.
343 tnt_tnt_side.png^[brighten
346 Makes the texture completely opaque.
350 default_leaves.png^[noalpha
352 #### `[makealpha:<r>,<g>,<b>`
353 Convert one color to transparency.
357 default_cobble.png^[makealpha:128,128,128
360 * `<t>` = transformation(s) to apply
362 Rotates and/or flips the image.
364 `<t>` can be a number (between 0 and 7) or a transform name.
365 Rotations are counter-clockwise.
368 1 R90 rotate by 90 degrees
369 2 R180 rotate by 180 degrees
370 3 R270 rotate by 270 degrees
372 5 FXR90 flip X then rotate by 90 degrees
374 7 FYR90 flip Y then rotate by 90 degrees
378 default_stone.png^[transformFXR90
380 #### `[inventorycube{<top>{<left>{<right>`
381 Escaping does not apply here and `^` is replaced by `&` in texture names instead.
383 Create an inventory cube texture using the side textures.
387 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
389 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
390 `dirt.png^grass_side.png` textures
392 #### `[lowpart:<percent>:<file>`
393 Blit the lower `<percent>`% part of `<file>` on the texture.
397 base.png^[lowpart:25:overlay.png
399 #### `[verticalframe:<t>:<n>`
400 * `<t>` = animation frame count
401 * `<n>` = current animation frame
403 Crops the texture to a frame of a vertical animation.
407 default_torch_animated.png^[verticalframe:16:8
410 Apply a mask to the base image.
412 The mask is applied using binary AND.
414 #### `[sheet:<w>x<h>:<x>,<y>`
415 Retrieves a tile at position x,y from the base image
416 which it assumes to be a tilesheet with dimensions w,h.
419 #### `[colorize:<color>:<ratio>`
420 Colorize the textures with the given color.
421 `<color>` is specified as a `ColorString`.
422 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
423 it is an int, then it specifies how far to interpolate between the
424 colors where 0 is only the texture color and 255 is only `<color>`. If
425 omitted, the alpha of `<color>` will be used as the ratio. If it is
426 the word "`alpha`", then each texture pixel will contain the RGB of
427 `<color>` and the alpha of `<color>` multiplied by the alpha of the
430 #### `[multiply:<color>`
431 Multiplies texture colors with the given color.
432 `<color>` is specified as a `ColorString`.
433 Result is more like what you'd expect if you put a color on top of another
434 color. Meaning white surfaces get a lot of your new color while black parts don't
439 The goal of hardware coloring is to simplify the creation of
440 colorful nodes. If your textures use the same pattern, and they only
441 differ in their color (like colored wool blocks), you can use hardware
442 coloring instead of creating and managing many texture files.
443 All of these methods use color multiplication (so a white-black texture
444 with red coloring will result in red-black color).
447 This method is useful if you wish to create nodes/items with
448 the same texture, in different colors, each in a new node/item definition.
451 When you register an item or node, set its `color` field (which accepts a
452 `ColorSpec`) to the desired color.
454 An `ItemStack`s static color can be overwritten by the `color` metadata
455 field. If you set that field to a `ColorString`, that color will be used.
458 Each tile may have an individual static color, which overwrites every
459 other coloring methods. To disable the coloring of a face,
460 set its color to white (because multiplying with white does nothing).
461 You can set the `color` property of the tiles in the node's definition
462 if the tile is in table format.
465 For nodes and items which can have many colors, a palette is more
466 suitable. A palette is a texture, which can contain up to 256 pixels.
467 Each pixel is one possible color for the node/item.
468 You can register one node/item, which can have up to 256 colors.
470 #### Palette indexing
471 When using palettes, you always provide a pixel index for the given
472 node or `ItemStack`. The palette is read from left to right and from
473 top to bottom. If the palette has less than 256 pixels, then it is
474 stretched to contain exactly 256 pixels (after arranging the pixels
475 to one line). The indexing starts from 0.
478 * 16x16 palette, index = 0: the top left corner
479 * 16x16 palette, index = 4: the fifth pixel in the first row
480 * 16x16 palette, index = 16: the pixel below the top left corner
481 * 16x16 palette, index = 255: the bottom right corner
482 * 2 (width)x4 (height) palette, index=31: the top left corner.
483 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
484 to ensure the total 256 pixels.
485 * 2x4 palette, index=32: the top right corner
486 * 2x4 palette, index=63: the top right corner
487 * 2x4 palette, index=64: the pixel below the top left corner
489 #### Using palettes with items
490 When registering an item, set the item definition's `palette` field to
491 a texture. You can also use texture modifiers.
493 The `ItemStack`'s color depends on the `palette_index` field of the
494 stack's metadata. `palette_index` is an integer, which specifies the
495 index of the pixel to use.
497 #### Linking palettes with nodes
498 When registering a node, set the item definition's `palette` field to
499 a texture. You can also use texture modifiers.
500 The node's color depends on its `param2`, so you also must set an
501 appropriate `drawtype`:
502 * `drawtype = "color"` for nodes which use their full `param2` for
503 palette indexing. These nodes can have 256 different colors.
504 The palette should contain 256 pixels.
505 * `drawtype = "colorwallmounted"` for nodes which use the first
506 five bits (most significant) of `param2` for palette indexing.
507 The remaining three bits are describing rotation, as in `wallmounted`
508 draw type. Division by 8 yields the palette index (without stretching the
509 palette). These nodes can have 32 different colors, and the palette
510 should contain 32 pixels.
512 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
513 pixel will be picked from the palette.
514 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
515 pixel will be picked from the palette.
516 * `drawtype = "colorfacedir"` for nodes which use the first
517 three bits of `param2` for palette indexing. The remaining
518 five bits are describing rotation, as in `facedir` draw type.
519 Division by 32 yields the palette index (without stretching the
520 palette). These nodes can have 8 different colors, and the
521 palette should contain 8 pixels.
523 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
524 first (= 0 + 1) pixel will be picked from the palette.
525 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
526 second (= 1 + 1) pixel will be picked from the palette.
528 To colorize a node on the map, set its `param2` value (according
529 to the node's draw type).
531 ### Conversion between nodes in the inventory and the on the map
532 Static coloring is the same for both cases, there is no need
535 If the `ItemStack`'s metadata contains the `color` field, it will be
536 lost on placement, because nodes on the map can only use palettes.
538 If the `ItemStack`'s metadata contains the `palette_index` field, it is
539 automatically transferred between node and item forms by the engine,
540 when a player digs or places a colored node.
541 You can disable this feature by setting the `drop` field of the node
542 to itself (without metadata).
543 To transfer the color to a special drop, you need a drop table.
546 minetest.register_node("mod:stone", {
547 description = "Stone",
548 tiles = {"default_stone.png"},
549 paramtype2 = "color",
550 palette = "palette.png",
553 -- assume that mod:cobblestone also has the same palette
554 {items = {"mod:cobblestone"}, inherit_color = true },
559 ### Colored items in craft recipes
560 Craft recipes only support item strings, but fortunately item strings
561 can also contain metadata. Example craft recipe registration:
563 minetest.register_craft({
564 output = minetest.itemstring_with_palette("wool:block", 3),
572 To set the `color` field, you can use `minetest.itemstring_with_color`.
574 Metadata field filtering in the `recipe` field are not supported yet,
575 so the craft output is independent of the color of the ingredients.
579 Sometimes hardware coloring is not enough, because it affects the
580 whole tile. Soft texture overlays were added to Minetest to allow
581 the dynamic coloring of only specific parts of the node's texture.
582 For example a grass block may have colored grass, while keeping the
585 These overlays are 'soft', because unlike texture modifiers, the layers
586 are not merged in the memory, but they are simply drawn on top of each
587 other. This allows different hardware coloring, but also means that
588 tiles with overlays are drawn slower. Using too much overlays might
591 For inventory and wield images you can specify overlays which
592 hardware coloring does not modify. You have to set `inventory_overlay`
593 and `wield_overlay` fields to an image name.
595 To define a node overlay, simply set the `overlay_tiles` field of the node
596 definition. These tiles are defined in the same way as plain tiles:
597 they can have a texture name, color etc.
598 To skip one face, set that overlay tile to an empty string.
600 Example (colored grass block):
602 minetest.register_node("default:dirt_with_grass", {
603 description = "Dirt with Grass",
604 -- Regular tiles, as usual
605 -- The dirt tile disables palette coloring
606 tiles = {{name = "default_grass.png"},
607 {name = "default_dirt.png", color = "white"}},
608 -- Overlay tiles: define them in the same style
609 -- The top and bottom tile does not have overlay
610 overlay_tiles = {"", "",
611 {name = "default_grass_side.png", tileable_vertical = false}},
612 -- Global color, used in inventory
614 -- Palette in the world
615 paramtype2 = "color",
616 palette = "default_foilage.png",
621 Only Ogg Vorbis files are supported.
623 For positional playing of sounds, only single-channel (mono) files are
624 supported. Otherwise OpenAL will play them non-positionally.
626 Mods should generally prefix their sounds with `modname_`, e.g. given
627 the mod name "`foomod`", a sound could be called:
631 Sounds are referred to by their name with a dot, a single digit and the
632 file extension stripped out. When a sound is played, the actual sound file
633 is chosen randomly from the matching sounds.
635 When playing the sound `foomod_foosound`, the sound is chosen randomly
636 from the available ones of the following files:
638 * `foomod_foosound.ogg`
639 * `foomod_foosound.0.ogg`
640 * `foomod_foosound.1.ogg`
642 * `foomod_foosound.9.ogg`
644 Examples of sound parameter tables:
646 -- Play locationless on all clients
648 gain = 1.0, -- default
649 fade = 0.0, -- default, change to a value > 0 to fade the sound in
650 pitch = 1.0, -- default
652 -- Play locationless to one player
655 gain = 1.0, -- default
656 fade = 0.0, -- default, change to a value > 0 to fade the sound in
657 pitch = 1.0, -- default
659 -- Play locationless to one player, looped
662 gain = 1.0, -- default
665 -- Play in a location
667 pos = {x = 1, y = 2, z = 3},
668 gain = 1.0, -- default
669 max_hear_distance = 32, -- default, uses an euclidean metric
671 -- Play connected to an object, looped
673 object = <an ObjectRef>,
674 gain = 1.0, -- default
675 max_hear_distance = 32, -- default, uses an euclidean metric
679 Looped sounds must either be connected to an object or played locationless to
680 one player using `to_player = name,`
682 ### `SimpleSoundSpec`
684 * e.g. `"default_place_node"`
686 * e.g. `{name = "default_place_node"}`
687 * e.g. `{name = "default_place_node", gain = 1.0}`
688 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
690 Registered definitions of stuff
691 -------------------------------
692 Anything added using certain `minetest.register_*` functions get added to
693 the global `minetest.registered_*` tables.
695 * `minetest.register_entity(name, prototype table)`
696 * added to `minetest.registered_entities[name]`
698 * `minetest.register_node(name, node definition)`
699 * added to `minetest.registered_items[name]`
700 * added to `minetest.registered_nodes[name]`
702 * `minetest.register_tool(name, item definition)`
703 * added to `minetest.registered_items[name]`
705 * `minetest.register_craftitem(name, item definition)`
706 * added to `minetest.registered_items[name]`
708 * `minetest.unregister_item(name)`
709 * Unregisters the item name from engine, and deletes the entry with key
710 * `name` from `minetest.registered_items` and from the associated item
711 * table according to its nature: `minetest.registered_nodes[]` etc
713 * `minetest.register_biome(biome definition)`
714 * returns an integer uniquely identifying the registered biome
715 * added to `minetest.registered_biome` with the key of `biome.name`
716 * if `biome.name` is nil, the key is the returned ID
718 * `minetest.unregister_biome(name)`
719 * Unregisters the biome name from engine, and deletes the entry with key
720 * `name` from `minetest.registered_biome`
722 * `minetest.register_ore(ore definition)`
723 * returns an integer uniquely identifying the registered ore
724 * added to `minetest.registered_ores` with the key of `ore.name`
725 * if `ore.name` is nil, the key is the returned ID
727 * `minetest.register_decoration(decoration definition)`
728 * returns an integer uniquely identifying the registered decoration
729 * added to `minetest.registered_decorations` with the key of `decoration.name`
730 * if `decoration.name` is nil, the key is the returned ID
732 * `minetest.register_schematic(schematic definition)`
733 * returns an integer uniquely identifying the registered schematic
734 * added to `minetest.registered_schematic` with the key of `schematic.name`
735 * if `schematic.name` is nil, the key is the returned ID
736 * if the schematic is loaded from a file, schematic.name is set to the filename
737 * if the function is called when loading the mod, and schematic.name is a relative
738 path, then the current mod path will be prepended to the schematic filename
740 * `minetest.clear_registered_biomes()`
741 * clears all biomes currently registered
743 * `minetest.clear_registered_ores()`
744 * clears all ores currently registered
746 * `minetest.clear_registered_decorations()`
747 * clears all decorations currently registered
749 * `minetest.clear_registered_schematics()`
750 * clears all schematics currently registered
752 Note that in some cases you will stumble upon things that are not contained
753 in these tables (e.g. when a mod has been removed). Always check for
754 existence before trying to access the fields.
756 Example: If you want to check the drawtype of a node, you could do:
758 local function get_nodedef_field(nodename, fieldname)
759 if not minetest.registered_nodes[nodename] then
762 return minetest.registered_nodes[nodename][fieldname]
764 local drawtype = get_nodedef_field(nodename, "drawtype")
766 Example: `minetest.get_item_group(name, group)` has been implemented as:
768 function minetest.get_item_group(name, group)
769 if not minetest.registered_items[name] or not
770 minetest.registered_items[name].groups[group] then
773 return minetest.registered_items[name].groups[group]
778 Nodes are the bulk data of the world: cubes and other things that take the
779 space of a cube. Huge amounts of them are handled efficiently, but they
782 The definition of a node is stored and can be accessed by name in
784 minetest.registered_nodes[node.name]
786 See "Registered definitions of stuff".
788 Nodes are passed by value between Lua and the engine.
789 They are represented by a table:
791 {name="name", param1=num, param2=num}
793 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
794 them for certain automated functions. If you don't use these functions, you can
795 use them to store arbitrary values.
797 The functions of `param1` and `param2` are determined by certain fields in the
800 `param1` is reserved for the engine when `paramtype != "none"`:
803 ^ The value stores light with and without sun in its upper and lower 4 bits
804 respectively. Allows light to propagate from or through the node with
805 light value falling by 1 per node. This is essential for a light source
806 node to spread its light.
808 `param2` is reserved for the engine when any of these are used:
810 liquidtype == "flowing"
811 ^ The level and some flags of the liquid is stored in param2
812 drawtype == "flowingliquid"
813 ^ The drawn liquid level is read from param2
814 drawtype == "torchlike"
815 drawtype == "signlike"
816 paramtype2 == "wallmounted"
817 ^ The rotation of the node is stored in param2. You can make this value
818 by using minetest.dir_to_wallmounted().
819 paramtype2 == "facedir"
820 ^ The rotation of the node is stored in param2. Furnaces and chests are
821 rotated this way. Can be made by using minetest.dir_to_facedir().
823 facedir / 4 = axis direction:
824 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
825 facedir modulo 4 = rotation around that axis
826 paramtype2 == "leveled"
827 paramtype2 == "degrotate"
828 ^ The rotation of this node is stored in param2. Plants are rotated this way.
829 Values range 0 - 179. The value stored in param2 is multiplied by two to
830 get the actual rotation of the node.
831 paramtype2 == "meshoptions"
832 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
833 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
834 a mesh selector. Currently the following meshes are choosable:
835 0 = a "x" shaped plant (ordinary plant)
836 1 = a "+" shaped plant (just rotated 45 degrees)
837 2 = a "*" shaped plant with 3 faces instead of 2
838 3 = a "#" shaped plant with 4 faces instead of 2
839 4 = a "#" shaped plant with 4 faces that lean outwards
840 5-7 are unused and reserved for future meshes.
841 Bits 3 through 7 are optional flags that can be combined and give these
843 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
844 bit 4 (0x10) - Makes the plant mesh 1.4x larger
845 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
846 bits 6-7 are reserved for future use.
847 paramtype2 == "color"
848 ^ `param2` tells which color is picked from the palette.
849 The palette should have 256 pixels.
850 paramtype2 == "colorfacedir"
851 ^ Same as `facedir`, but with colors.
852 The first three bits of `param2` tells which color
853 is picked from the palette.
854 The palette should have 8 pixels.
855 paramtype2 == "colorwallmounted"
856 ^ Same as `wallmounted`, but with colors.
857 The first five bits of `param2` tells which color
858 is picked from the palette.
859 The palette should have 32 pixels.
860 paramtype2 == "glasslikeliquidlevel"
861 ^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
862 param2 defines 64 levels of internal liquid.
863 Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
865 Nodes can also contain extra data. See "Node Metadata".
869 There are a bunch of different looking node types.
871 Look for examples in `games/minimal` or `games/minetest_game`.
879 * `glasslike_framed_optional`
881 * `allfaces_optional`
888 * `nodebox` -- See below. (**Experimental!**)
889 * `mesh` -- use models for nodes
892 `*_optional` drawtypes need less rendering time if deactivated (always client side).
896 Node selection boxes are defined using "node boxes"
898 The `nodebox` node drawtype allows defining visual of nodes consisting of
899 arbitrary number of boxes. It allows defining stuff like stairs. Only the
900 `fixed` and `leveled` box type is supported for these.
902 Please note that this is still experimental, and may be incompatibly
903 changed in the future.
905 A nodebox is defined as any of:
908 -- A normal cube; the default in most things
912 -- A fixed box (facedir param2 is used, if applicable)
914 fixed = box OR {box1, box2, ...}
917 -- A box like the selection box for torches
918 -- (wallmounted param2 is used, if applicable)
919 type = "wallmounted",
925 -- A node that has optional boxes depending on neighbouring nodes'
926 -- presence and type. See also `connects_to`.
928 fixed = box OR {box1, box2, ...}
929 connect_top = box OR {box1, box2, ...}
930 connect_bottom = box OR {box1, box2, ...}
931 connect_front = box OR {box1, box2, ...}
932 connect_left = box OR {box1, box2, ...}
933 connect_back = box OR {box1, box2, ...}
934 connect_right = box OR {box1, box2, ...}
937 A `box` is defined as:
939 {x1, y1, z1, x2, y2, z2}
941 A box of a regular node would look like:
943 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
945 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
946 set to level from `param2`.
951 If drawtype `mesh` is used, tiles should hold model materials textures.
952 Only static meshes are implemented.
953 For supported model formats see Irrlicht engine documentation.
958 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
962 Offset that the noise is translated by (i.e. added) after calculation.
965 Factor that the noise is scaled by (i.e. multiplied) after calculation.
968 Vector containing values by which each coordinate is divided by before calculation.
969 Higher spread values result in larger noise features.
971 A value of `{x=250, y=250, z=250}` is common.
974 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
975 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
978 Number of times the noise gradient is accumulated into the noise.
980 Increase this number to increase the amount of detail in the resulting noise.
982 A value of `6` is common.
985 Factor by which the effect of the noise gradient function changes with each successive octave.
987 Values less than `1` make the details of successive octaves' noise diminish, while values
988 greater than `1` make successive octaves stronger.
990 A value of `0.6` is common.
993 Factor by which the noise feature sizes change with each successive octave.
995 A value of `2.0` is common.
998 Leave this field unset for no special handling.
1000 Currently supported are `defaults`, `eased` and `absvalue`.
1003 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
1007 Maps noise gradient values onto a quintic S-curve before performing interpolation.
1008 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
1009 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
1012 Accumulates the absolute value of each noise gradient result.
1014 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
1019 spread = {x=500, y=500, z=500},
1024 flags = "defaults, absvalue"
1026 ^ A single noise parameter table can be used to get 2D or 3D noise,
1027 when getting 2D noise spread.z is ignored.
1032 These tell in what manner the ore is generated.
1034 All default ores are of the uniformly-distributed scatter type.
1037 Randomly chooses a location and generates a cluster of ore.
1039 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
1040 that point is greater than the `noise_threshold`, giving the ability to create
1041 a non-equal distribution of ore.
1044 Creates a sheet of ore in a blob shape according to the 2D perlin noise
1045 described by `noise_params` and `noise_threshold`. This is essentially an
1046 improved version of the so-called "stratus" ore seen in some unofficial mods.
1048 This sheet consists of vertical columns of uniform randomly distributed height,
1049 varying between the inclusive range `column_height_min` and `column_height_max`.
1050 If `column_height_min` is not specified, this parameter defaults to 1.
1051 If `column_height_max` is not specified, this parameter defaults to `clust_size`
1052 for reverse compatibility. New code should prefer `column_height_max`.
1054 The `column_midpoint_factor` parameter controls the position of the column at which
1055 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
1056 columns grow equally starting from each direction. `column_midpoint_factor` is a
1057 decimal number ranging in value from 0 to 1. If this parameter is not specified,
1060 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
1063 Creates a sheet of ore in a cloud-like puff shape.
1065 As with the `sheet` ore type, the size and shape of puffs are described by
1066 `noise_params` and `noise_threshold` and are placed at random vertical positions
1067 within the currently generated chunk.
1069 The vertical top and bottom displacement of each puff are determined by the noise
1070 parameters `np_puff_top` and `np_puff_bottom`, respectively.
1073 Creates a deformed sphere of ore according to 3d perlin noise described by
1074 `noise_params`. The maximum size of the blob is `clust_size`, and
1075 `clust_scarcity` has the same meaning as with the `scatter` type.
1078 Creates veins of ore varying in density by according to the intersection of two
1079 instances of 3d perlin noise with diffferent seeds, both described by
1080 `noise_params`. `random_factor` varies the influence random chance has on
1081 placement of an ore inside the vein, which is `1` by default. Note that
1082 modifying this parameter may require adjusting `noise_threshold`.
1083 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
1084 by this ore type. This ore type is difficult to control since it is sensitive
1085 to small changes. The following is a decent set of parameters to work from:
1090 spread = {x=200, y=200, z=200},
1096 noise_threshold = 1.6
1098 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
1099 computationally expensive than any other ore.
1102 Creates a single undulating ore stratum that is continuous across mapchunk
1103 borders and horizontally spans the world.
1104 The 2D perlin noise described by `noise_params` varies the Y co-ordinate of the
1105 stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
1106 varies the stratum's vertical thickness (in units of nodes). Due to being
1107 continuous across mapchunk borders the stratum's vertical thickness is
1109 `y_min` and `y_max` define the limits of the ore generation and for performance
1110 reasons should be set as close together as possible but without clipping the
1111 stratum's Y variation.
1112 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
1113 solid-ore stratum would require a `clust_scarcity` of 1.
1114 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
1115 `random_factor` are ignored by this ore type.
1119 See section "Flag Specifier Format".
1121 Currently supported flags:
1122 `puff_cliffs`, `puff_additive_composition`.
1125 If set, puff ore generation will not taper down large differences in displacement
1126 when approaching the edge of a puff. This flag has no effect for ore types other
1129 ### `puff_additive_composition`
1130 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
1131 negative displacement, the sub-column at that point is not generated. With this
1132 attribute set, puff ore generation will instead generate the absolute difference in
1133 noise displacement values. This flag has no effect for ore types other than `puff`.
1137 The varying types of decorations that can be placed.
1140 Creates a 1 times `H` times 1 column of a specified node (or a random node from
1141 a list, if a decoration list is specified). Can specify a certain node it must
1142 spawn next to, such as water or lava, for example. Can also generate a
1143 decoration of random height between a specified lower and upper bound.
1144 This type of decoration is intended for placement of grass, flowers, cacti,
1145 papyri, waterlilies and so on.
1148 Copies a box of `MapNodes` from a specified schematic file (or raw description).
1149 Can specify a probability of a node randomly appearing when placed.
1150 This decoration type is intended to be used for multi-node sized discrete
1151 structures, such as trees, cave spikes, rocks, and so on.
1155 --------------------
1156 A schematic specifier identifies a schematic by either a filename to a
1157 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
1158 in the form of a table. This table specifies the following fields:
1160 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
1161 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
1162 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
1163 * The `data` field is a flat table of MapNode tables making up the schematic,
1164 in the order of `[z [y [x]]]`. (required)
1165 Each MapNode table contains:
1166 * `name`: the name of the map node to place (required)
1167 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
1168 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
1169 * `force_place`: boolean representing if the node should forcibly overwrite any
1170 previous contents (default: false)
1172 About probability values:
1174 * A probability value of `0` or `1` means that node will never appear (0% chance).
1175 * A probability value of `254` or `255` means the node will always appear (100% chance).
1176 * If the probability value `p` is greater than `1`, then there is a
1177 `(p / 256 * 100)` percent chance that node will appear when the schematic is
1181 Schematic attributes
1182 --------------------
1183 See section "Flag Specifier Format".
1185 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
1188 * `place_center_x`: Placement of this decoration is centered along the X axis.
1189 * `place_center_y`: Placement of this decoration is centered along the Y axis.
1190 * `place_center_z`: Placement of this decoration is centered along the Z axis.
1191 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
1196 The position field is used for all element types.
1198 To account for differing resolutions, the position coordinates are the percentage
1199 of the screen, ranging in value from `0` to `1`.
1201 The name field is not yet used, but should contain a description of what the
1202 HUD element represents. The direction field is the direction in which something
1205 `0` draws from left to right, `1` draws from right to left, `2` draws from
1206 top to bottom, and `3` draws from bottom to top.
1208 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1209 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1210 Fractional values can be used.
1212 The `offset` field specifies a pixel offset from the position. Contrary to position,
1213 the offset is not scaled to screen size. This allows for some precisely-positioned
1216 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1218 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1220 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1221 in the experimental stages.
1224 Displays an image on the HUD.
1226 * `scale`: The scale of the image, with 1 being the original texture size.
1227 Only the X coordinate scale is used (positive values).
1228 Negative values represent that percentage of the screen it
1229 should take; e.g. `x=-100` means 100% (width).
1230 * `text`: The name of the texture that is displayed.
1231 * `alignment`: The alignment of the image.
1232 * `offset`: offset in pixels from position.
1235 Displays text on the HUD.
1237 * `scale`: Defines the bounding rectangle of the text.
1238 A value such as `{x=100, y=100}` should work.
1239 * `text`: The text to be displayed in the HUD element.
1240 * `number`: An integer containing the RGB value of the color used to draw the text.
1241 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1242 * `alignment`: The alignment of the text.
1243 * `offset`: offset in pixels from position.
1246 Displays a horizontal bar made up of half-images.
1248 * `text`: The name of the texture that is used.
1249 * `number`: The number of half-textures that are displayed.
1250 If odd, will end with a vertically center-split texture.
1252 * `offset`: offset in pixels from position.
1253 * `size`: If used, will force full-image size to this value (override texture pack image size)
1256 * `text`: The name of the inventory list to be displayed.
1257 * `number`: Number of items in the inventory to be displayed.
1258 * `item`: Position of item that is selected.
1260 * `offset`: offset in pixels from position.
1263 Displays distance to selected world position.
1265 * `name`: The name of the waypoint.
1266 * `text`: Distance suffix. Can be blank.
1267 * `number:` An integer containing the RGB value of the color used to draw the text.
1268 * `world_pos`: World position of the waypoint.
1270 Representations of simple things
1271 --------------------------------
1275 {x=num, y=num, z=num}
1277 For helper functions see "Vector helpers".
1280 * `{type="nothing"}`
1281 * `{type="node", under=pos, above=pos}`
1282 * `{type="object", ref=ObjectRef}`
1284 Flag Specifier Format
1285 ---------------------
1286 Flags using the standardized flag specifier format can be specified in either of
1287 two ways, by string or table.
1289 The string format is a comma-delimited set of flag names; whitespace and
1290 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1291 flag, and specifying a flag prefixed by the string `"no"` explicitly
1292 clears the flag from whatever the default may be.
1294 In addition to the standard string flag format, the schematic flags field can
1295 also be a table of flag names to boolean values representing whether or not the
1296 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1297 is present, mapped to a boolean of any value, the specified flag is unset.
1299 E.g. A flag field of value
1301 {place_center_x = true, place_center_y=false, place_center_z=true}
1305 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1307 which is equivalent to
1309 "place_center_x, noplace_center_y, place_center_z"
1313 "place_center_x, place_center_z"
1315 since, by default, no schematic attributes are set.
1321 There are three kinds of items: nodes, tools and craftitems.
1323 * Node (`register_node`): A node from the world.
1324 * Tool (`register_tool`): A tool/weapon that can dig and damage
1325 things according to `tool_capabilities`.
1326 * Craftitem (`register_craftitem`): A miscellaneous item.
1329 All item stacks have an amount between 0 to 65535. It is 1 by
1330 default. Tool item stacks can not have an amount greater than 1.
1332 Tools use a wear (=damage) value ranging from 0 to 65535. The
1333 value 0 is the default and used is for unworn tools. The values
1334 1 to 65535 are used for worn tools, where a higher value stands for
1335 a higher wear. Non-tools always have a wear value of 0.
1338 Items and item stacks can exist in three formats: Serializes, table format
1342 This is called "stackstring" or "itemstring". It is a simple string with
1343 1-3 components: the full item identifier, an optional amount and an optional
1346 <identifier> [<amount>[ <wear>]]
1350 * `'default:apple'`: 1 apple
1351 * `'default:dirt 5'`: 5 dirt
1352 * `'default:pick_stone'`: a new stone pickaxe
1353 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1360 {name="default:dirt", count=5, wear=0, metadata=""}
1362 A wooden pick about 1/3 worn out:
1364 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1368 {name="default:apple", count=1, wear=0, metadata=""}
1371 A native C++ format with many helper methods. Useful for converting
1372 between formats. See the Class reference section for details.
1374 When an item must be passed to a function, it can usually be in any of
1380 In a number of places, there is a group table. Groups define the
1381 properties of a thing (item, node, armor of entity, capabilities of
1382 tool) in such a way that the engine and other mods can can interact with
1383 the thing without actually knowing what the thing is.
1386 Groups are stored in a table, having the group names with keys and the
1387 group ratings as values. For example:
1389 groups = {crumbly=3, soil=1}
1392 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1393 -- ^ A more special dirt-kind of thing
1395 Groups always have a rating associated with them. If there is no
1396 useful meaning for a rating for an enabled group, it shall be `1`.
1398 When not defined, the rating of a group defaults to `0`. Thus when you
1399 read groups, you must interpret `nil` and `0` as the same value, `0`.
1401 You can read the rating of a group for an item or a node by using
1403 minetest.get_item_group(itemname, groupname)
1406 Groups of items can define what kind of an item it is (e.g. wool).
1409 In addition to the general item things, groups are used to define whether
1410 a node is destroyable and how long it takes to destroy by a tool.
1412 ### Groups of entities
1413 For entities, groups are, as of now, used only for calculating damage.
1414 The rating is the percentage of damage caused by tools with this damage group.
1415 See "Entity damage mechanism".
1417 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1418 object.set_armor_groups({fleshy=30, cracky=80})
1421 Groups in tools define which groups of nodes and entities they are
1424 ### Groups in crafting recipes
1425 An example: Make meat soup from any meat, any water and any bowl:
1428 output = 'food:meat_soup_raw',
1434 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1437 Another example: Make red wool from white wool and red dye:
1441 output = 'wool:red',
1442 recipe = {'wool:white', 'group:dye,basecolor_red'},
1446 * `immortal`: Disables the group damage system for an entity
1447 * `punch_operable`: For entities; disables the regular damage mechanism for
1448 players punching it by hand or a non-tool item, so that it can do something
1449 else than take damage.
1450 * `level`: Can be used to give an additional sense of progression in the game.
1451 * A larger level will cause e.g. a weapon of a lower level make much less
1452 damage, and get worn out much faster, or not be able to get drops
1453 from destroyed nodes.
1454 * `0` is something that is directly accessible at the start of gameplay
1455 * There is no upper limit
1456 * `dig_immediate`: (player can always pick up node without reducing tool wear)
1457 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1458 * `3`: the node always gets the digging time 0 seconds (torch)
1459 * `disable_jump`: Player (and possibly other things) cannot jump from node
1460 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1461 * `bouncy`: value is bounce speed in percent
1462 * `falling_node`: if there is no walkable block under the node it will fall
1463 * `attached_node`: if the node under it is not a walkable block the node will be
1464 dropped as an item. If the node is wallmounted the wallmounted direction is
1466 * `soil`: saplings will grow on nodes in this group
1467 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1468 connect to each other
1469 * `slippery`: Players and items will slide on the node.
1470 Slipperiness rises steadily with `slippery` value, starting at 1.
1473 ### Known damage and digging time defining groups
1474 * `crumbly`: dirt, sand
1475 * `cracky`: tough but crackable stuff like stone.
1476 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1477 plants, wire, sheets of metal
1478 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1479 * `fleshy`: Living things like animals and the player. This could imply
1480 some blood effects when hitting.
1481 * `explody`: Especially prone to explosions
1482 * `oddly_breakable_by_hand`:
1483 Can be added to nodes that shouldn't logically be breakable by the
1484 hand but are. Somewhat similar to `dig_immediate`, but times are more
1485 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1486 speed of a tool if the tool can dig at a faster speed than this
1487 suggests for the hand.
1489 ### Examples of custom groups
1490 Item groups are often used for defining, well, _groups of items_.
1492 * `meat`: any meat-kind of a thing (rating might define the size or healing
1493 ability or be irrelevant -- it is not defined as of yet)
1494 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1496 * `flammable`: can be set on fire. Rating might define the intensity of the
1497 fire, affecting e.g. the speed of the spreading of an open fire.
1498 * `wool`: any wool (any origin, any color)
1499 * `metal`: any metal
1500 * `weapon`: any weapon
1501 * `heavy`: anything considerably heavy
1503 ### Digging time calculation specifics
1504 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1505 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1506 faster digging time.
1508 The `level` group is used to limit the toughness of nodes a tool can dig
1509 and to scale the digging times / damage to a greater extent.
1511 **Please do understand this**, otherwise you cannot use the system to it's
1514 Tools define their properties by a list of parameters for groups. They
1515 cannot dig other groups; thus it is important to use a standard bunch of
1516 groups to enable interaction with tools.
1518 #### Tools definition
1521 * Full punch interval
1522 * Maximum drop level
1523 * For an arbitrary list of groups:
1524 * Uses (until the tool breaks)
1525 * Maximum level (usually `0`, `1`, `2` or `3`)
1529 #### Full punch interval
1530 When used as a weapon, the tool will do full damage if this time is spent
1531 between punches. If e.g. half the time is spent, the tool will do half
1534 #### Maximum drop level
1535 Suggests the maximum level of node, when dug with the tool, that will drop
1536 it's useful item. (e.g. iron ore to drop a lump of iron).
1538 This is not automated; it is the responsibility of the node definition
1542 Determines how many uses the tool has when it is used for digging a node,
1543 of this group, of the maximum level. For lower leveled nodes, the use count
1544 is multiplied by `3^leveldiff`.
1546 * `uses=10, leveldiff=0`: actual uses: 10
1547 * `uses=10, leveldiff=1`: actual uses: 30
1548 * `uses=10, leveldiff=2`: actual uses: 90
1551 Tells what is the maximum level of a node of this group that the tool will
1555 List of digging times for different ratings of the group, for nodes of the
1558 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1559 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1560 for this group, and unable to dig the rating `1`, which is the toughest.
1561 Unless there is a matching group that enables digging otherwise.
1563 If the result digging time is 0, a delay of 0.15 seconds is added between
1564 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1565 i.e. players can more quickly click the nodes away instead of holding LMB.
1568 List of damage for groups of entities. See "Entity damage mechanism".
1570 #### Example definition of the capabilities of a tool
1572 tool_capabilities = {
1573 full_punch_interval=1.5,
1576 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1578 damage_groups = {fleshy=2},
1581 This makes the tool be able to dig nodes that fulfil both of these:
1583 * Have the `crumbly` group
1584 * Have a `level` group less or equal to `2`
1586 Table of resulting digging times:
1588 crumbly 0 1 2 3 4 <- level
1590 1 0.80 1.60 1.60 - -
1591 2 0.60 1.20 1.20 - -
1592 3 0.40 0.80 0.80 - -
1594 level diff: 2 1 0 -1 -2
1596 Table of resulting tool uses:
1605 * At `crumbly==0`, the node is not diggable.
1606 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1607 easy nodes to be quickly breakable.
1608 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1610 Entity damage mechanism
1611 -----------------------
1615 foreach group in cap.damage_groups:
1616 damage += cap.damage_groups[group] * limit(actual_interval /
1617 cap.full_punch_interval, 0.0, 1.0)
1618 * (object.armor_groups[group] / 100.0)
1619 -- Where object.armor_groups[group] is 0 for inexistent values
1622 Client predicts damage based on damage groups. Because of this, it is able to
1623 give an immediate response when an entity is damaged or dies; the response is
1624 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1626 Currently a smoke puff will appear when an entity dies.
1628 The group `immortal` completely disables normal damage.
1630 Entities can define a special armor group, which is `punch_operable`. This
1631 group disables the regular damage mechanism for players punching it by hand or
1632 a non-tool item, so that it can do something else than take damage.
1634 On the Lua side, every punch calls:
1636 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1638 This should never be called directly, because damage is usually not handled by
1641 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1642 accessed unless absolutely required, to encourage interoperability.
1643 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1644 * `tool_capabilities` can be `nil`.
1645 * `direction` is a unit vector, pointing from the source of the punch to
1647 * `damage` damage that will be done to entity
1648 Return value of this function will determin if damage is done by this function
1649 (retval true) or shall be done by engine (retval false)
1651 To punch an entity/object in Lua, call:
1653 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1655 * Return value is tool wear.
1656 * Parameters are equal to the above callback.
1657 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1658 `direction` will be automatically filled in based on the location of `puncher`.
1662 The instance of a node in the world normally only contains the three values
1663 mentioned in "Nodes". However, it is possible to insert extra data into a
1664 node. It is called "node metadata"; See `NodeMetaRef`.
1666 Node metadata contains two things:
1671 Some of the values in the key-value store are handled specially:
1673 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1674 * `infotext`: Text shown on the screen when the node is pointed at
1678 local meta = minetest.get_meta(pos)
1679 meta:set_string("formspec",
1681 "list[context;main;0,0;8,4;]"..
1682 "list[current_player;main;0,5;8,4;]")
1683 meta:set_string("infotext", "Chest");
1684 local inv = meta:get_inventory()
1685 inv:set_size("main", 8*4)
1686 print(dump(meta:to_table()))
1689 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1690 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1691 [10] = "", [11] = "", [12] = "", [13] = "",
1692 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1693 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1694 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1695 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1699 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1706 Item stacks can store metadata too. See `ItemStackMetaRef`.
1708 Item metadata only contains a key-value store.
1710 Some of the values in the key-value store are handled specially:
1712 * `description`: Set the item stack's description. Defaults to `idef.description`
1713 * `color`: A `ColorString`, which sets the stack's color.
1714 * `palette_index`: If the item has a palette, this is used to get the
1715 current color from the palette.
1719 local meta = stack:get_meta()
1720 meta:set_string("key", "value")
1721 print(dump(meta:to_table()))
1725 Formspec defines a menu. Currently not much else than inventories are
1726 supported. It is a string, with a somewhat strange format.
1728 Spaces and newlines can be inserted between the blocks, as is used in the
1736 list[context;main;0,0;8,4;]
1737 list[current_player;main;0,5;8,4;]
1742 list[context;fuel;2,3;1,1;]
1743 list[context;src;2,1;1,1;]
1744 list[context;dst;5,1;2,2;]
1745 list[current_player;main;0,5;8,4;]
1747 #### Minecraft-like player inventory
1750 image[1,0.6;1,2;player.png]
1751 list[current_player;main;0,3.5;8,4;]
1752 list[current_player;craft;3,0;3,3;]
1753 list[current_player;craftpreview;7,1;1,1;]
1757 #### `size[<W>,<H>,<fixed_size>]`
1758 * Define the size of the menu in inventory slots
1759 * `fixed_size`: `true`/`false` (optional)
1760 * deprecated: `invsize[<W>,<H>;]`
1762 #### `position[<X>,<Y>]`
1763 * Define the position of the formspec
1764 * A value between 0.0 and 1.0 represents a position inside the screen
1765 * The default value is the center of the screen (0.5, 0.5)
1767 #### `anchor[<X>,<Y>]`
1768 * Define the anchor of the formspec
1769 * A value between 0.0 and 1.0 represents an anchor inside the formspec
1770 * The default value is the center of the formspec (0.5, 0.5)
1772 #### `container[<X>,<Y>]`
1773 * Start of a container block, moves all physical elements in the container by (X, Y)
1774 * Must have matching `container_end`
1775 * Containers can be nested, in which case the offsets are added
1776 (child containers are relative to parent containers)
1778 #### `container_end[]`
1779 * End of a container, following elements are no longer relative to this container
1781 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1782 * Show an inventory list
1784 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1785 * Show an inventory list
1787 #### `listring[<inventory location>;<list name>]`
1788 * Allows to create a ring of inventory lists
1789 * Shift-clicking on items in one element of the ring
1790 will send them to the next inventory list inside the ring
1791 * The first occurrence of an element inside the ring will
1792 determine the inventory where items will be sent to
1795 * Shorthand for doing `listring[<inventory location>;<list name>]`
1796 for the last two inventory lists added by list[...]
1798 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1799 * Sets background color of slots as `ColorString`
1800 * Sets background color of slots on mouse hovering
1802 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1803 * Sets background color of slots as `ColorString`
1804 * Sets background color of slots on mouse hovering
1805 * Sets color of slots border
1807 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1808 * Sets background color of slots as `ColorString`
1809 * Sets background color of slots on mouse hovering
1810 * Sets color of slots border
1811 * Sets default background color of tooltips
1812 * Sets default font color of tooltips
1814 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1815 * Adds tooltip for an element
1816 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1817 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1819 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1821 * Position and size units are inventory slots
1823 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1824 * Show an inventory image of registered item/node
1825 * Position and size units are inventory slots
1827 #### `bgcolor[<color>;<fullscreen>]`
1828 * Sets background color of formspec as `ColorString`
1829 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1831 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1832 * Use a background. Inventory rectangles are not drawn then.
1833 * Position and size units are inventory slots
1834 * Example for formspec 8x4 in 16x resolution: image shall be sized
1835 8 times 16px times 4 times 16px.
1837 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1838 * Use a background. Inventory rectangles are not drawn then.
1839 * Position and size units are inventory slots
1840 * Example for formspec 8x4 in 16x resolution:
1841 image shall be sized 8 times 16px times 4 times 16px
1842 * If `true` the background is clipped to formspec size
1843 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1845 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1846 * Textual password style field; will be sent to server when a button is clicked
1847 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1849 * `x` and `y` position the field relative to the top left of the menu
1850 * `w` and `h` are the size of the field
1851 * Fields are a set height, but will be vertically centred on `h`
1852 * Position and size units are inventory slots
1853 * `name` is the name of the field as returned in fields to `on_receive_fields`
1854 * `label`, if not blank, will be text printed on the top left above the field
1855 * See field_close_on_enter to stop enter closing the formspec
1857 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1858 * Textual field; will be sent to server when a button is clicked
1859 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1861 * `x` and `y` position the field relative to the top left of the menu
1862 * `w` and `h` are the size of the field
1863 * Fields are a set height, but will be vertically centred on `h`
1864 * Position and size units are inventory slots
1865 * `name` is the name of the field as returned in fields to `on_receive_fields`
1866 * `label`, if not blank, will be text printed on the top left above the field
1867 * `default` is the default value of the field
1868 * `default` may contain variable references such as `${text}'` which
1869 will fill the value from the metadata value `text`
1870 * **Note**: no extra text or more than a single variable is supported ATM.
1871 * See `field_close_on_enter` to stop enter closing the formspec
1873 #### `field[<name>;<label>;<default>]`
1874 * As above, but without position/size units
1875 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1877 * Special field for creating simple forms, such as sign text input
1878 * Must be used without a `size[]` element
1879 * A "Proceed" button will be added automatically
1880 * See `field_close_on_enter` to stop enter closing the formspec
1882 #### `field_close_on_enter[<name>;<close_on_enter>]`
1883 * <name> is the name of the field
1884 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
1885 * defaults to true when not specified (ie: no tag for a field)
1887 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1888 * Same as fields above, but with multi-line input
1890 #### `label[<X>,<Y>;<label>]`
1891 * `x` and `y` work as per field
1892 * `label` is the text on the label
1893 * Position and size units are inventory slots
1895 #### `vertlabel[<X>,<Y>;<label>]`
1896 * Textual label drawn vertically
1897 * `x` and `y` work as per field
1898 * `label` is the text on the label
1899 * Position and size units are inventory slots
1901 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1902 * Clickable button. When clicked, fields will be sent.
1903 * `x`, `y` and `name` work as per field
1904 * `w` and `h` are the size of the button
1905 * Fixed button height. It will be vertically centred on `h`
1906 * `label` is the text on the button
1907 * Position and size units are inventory slots
1909 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1910 * `x`, `y`, `w`, `h`, and `name` work as per button
1911 * `texture name` is the filename of an image
1912 * Position and size units are inventory slots
1914 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1915 * `x`, `y`, `w`, `h`, and `name` work as per button
1916 * `texture name` is the filename of an image
1917 * Position and size units are inventory slots
1918 * `noclip=true` means the image button doesn't need to be within specified formsize
1919 * `drawborder`: draw button border or not
1920 * `pressed texture name` is the filename of an image on pressed state
1922 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1923 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1924 * `item name` is the registered name of an item/node,
1925 tooltip will be made out of its description
1926 to override it use tooltip element
1927 * Position and size units are inventory slots
1929 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1930 * When clicked, fields will be sent and the form will quit.
1932 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1933 * When clicked, fields will be sent and the form will quit.
1935 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1936 * Scrollable item list showing arbitrary text elements
1937 * `x` and `y` position the itemlist relative to the top left of the menu
1938 * `w` and `h` are the size of the itemlist
1939 * `name` fieldname sent to server on doubleclick value is current selected element
1940 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1941 * if you want a listelement to start with "#" write "##".
1943 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1944 * Scrollable itemlist showing arbitrary text elements
1945 * `x` and `y` position the item list relative to the top left of the menu
1946 * `w` and `h` are the size of the item list
1947 * `name` fieldname sent to server on doubleclick value is current selected element
1948 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1949 * if you want a listelement to start with "#" write "##"
1950 * Index to be selected within textlist
1951 * `true`/`false`: draw transparent background
1952 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1954 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1955 * Show a tab**header** at specific position (ignores formsize)
1956 * `x` and `y` position the itemlist relative to the top left of the menu
1957 * `name` fieldname data is transferred to Lua
1958 * `caption 1`...: name shown on top of tab
1959 * `current_tab`: index of selected tab 1...
1960 * `transparent` (optional): show transparent
1961 * `draw_border` (optional): draw border
1963 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1964 * Simple colored semitransparent box
1965 * `x` and `y` position the box relative to the top left of the menu
1966 * `w` and `h` are the size of box
1967 * `color` is color specified as a `ColorString`
1969 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1970 * Show a dropdown field
1971 * **Important note**: There are two different operation modes:
1972 1. handle directly on change (only changed dropdown is submitted)
1973 2. read the value on pressing a button (all dropdown values are available)
1974 * `x` and `y` position of dropdown
1976 * Fieldname data is transferred to Lua
1977 * Items to be shown in dropdown
1978 * Index of currently selected dropdown item
1980 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
1982 * `x` and `y`: position of checkbox
1983 * `name` fieldname data is transferred to Lua
1984 * `label` to be shown left of checkbox
1985 * `selected` (optional): `true`/`false`
1987 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1989 * There are two ways to use it:
1990 1. handle the changed event (only changed scrollbar is available)
1991 2. read the value on pressing a button (all scrollbars are available)
1992 * `x` and `y`: position of trackbar
1993 * `w` and `h`: width and height
1994 * `orientation`: `vertical`/`horizontal`
1995 * Fieldname data is transferred to Lua
1996 * Value this trackbar is set to (`0`-`1000`)
1997 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1999 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2000 * Show scrollable table using options defined by the previous `tableoptions[]`
2001 * Displays cells as defined by the previous `tablecolumns[]`
2002 * `x` and `y`: position the itemlist relative to the top left of the menu
2003 * `w` and `h` are the size of the itemlist
2004 * `name`: fieldname sent to server on row select or doubleclick
2005 * `cell 1`...`cell n`: cell contents given in row-major order
2006 * `selected idx`: index of row to be selected within table (first row = `1`)
2007 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
2009 #### `tableoptions[<opt 1>;<opt 2>;...]`
2010 * Sets options for `table[]`
2012 * default text color (`ColorString`), defaults to `#FFFFFF`
2013 * `background=#RRGGBB`
2014 * table background color (`ColorString`), defaults to `#000000`
2015 * `border=<true/false>`
2016 * should the table be drawn with a border? (default: `true`)
2017 * `highlight=#RRGGBB`
2018 * highlight background color (`ColorString`), defaults to `#466432`
2019 * `highlight_text=#RRGGBB`
2020 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2021 * `opendepth=<value>`
2022 * all subtrees up to `depth < value` are open (default value = `0`)
2023 * only useful when there is a column of type "tree"
2025 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2026 * Sets columns for `table[]`
2027 * Types: `text`, `image`, `color`, `indent`, `tree`
2028 * `text`: show cell contents as text
2029 * `image`: cell contents are an image index, use column options to define images
2030 * `color`: cell contents are a ColorString and define color of following cell
2031 * `indent`: cell contents are a number and define indentation of following cell
2032 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
2035 * for `text` and `image`: content alignment within cells.
2036 Available values: `left` (default), `center`, `right`, `inline`
2038 * for `text` and `image`: minimum width in em (default: `0`)
2039 * for `indent` and `tree`: indent width in em (default: `1.5`)
2040 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2041 Exception: defaults to 0 for indent columns
2042 * `tooltip=<value>`: tooltip text (default: empty)
2043 * `image` column options:
2044 * `0=<value>` sets image for image index 0
2045 * `1=<value>` sets image for image index 1
2046 * `2=<value>` sets image for image index 2
2047 * and so on; defined indices need not be contiguous empty or
2048 non-numeric cells are treated as `0`.
2049 * `color` column options:
2050 * `span=<value>`: number of following columns to affect (default: infinite)
2052 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
2053 pass key press events to formspec!
2057 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2058 * `"current_player"`: Player to whom the menu is shown
2059 * `"player:<name>"`: Any player
2060 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2061 * `"detached:<name>"`: A detached inventory
2063 Player Inventory lists
2064 ----------------------
2065 * `main`: list containing the default inventory
2066 * `craft`: list containing the craft input
2067 * `craftpreview`: list containing the craft output
2068 * `hand`: list containing an override for the empty hand
2072 `#RGB` defines a color in hexadecimal format.
2074 `#RGBA` defines a color in hexadecimal format and alpha channel.
2076 `#RRGGBB` defines a color in hexadecimal format.
2078 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2080 Named colors are also supported and are equivalent to
2081 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2082 To specify the value of the alpha channel, append `#AA` to the end of the color name
2083 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
2084 value must (always) be two hexadecimal digits.
2088 A ColorSpec specifies a 32-bit color. It can be written in either:
2089 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
2090 `colorspec = {a=255, r=0, g=255, b=0}`
2091 numerical form, the raw integer value of an ARGB8 quad:
2092 `colorspec = 0xFF00FF00`
2093 or string form, a ColorString (defined above):
2094 `colorspec = "green"`
2098 Most text can contain escape sequences, that can for example color the text.
2099 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2100 The following functions provide escape sequences:
2102 * `minetest.get_color_escape_sequence(color)`:
2103 * `color` is a ColorString
2104 * The escape sequence sets the text color to `color`
2105 * `minetest.colorize(color, message)`:
2107 `minetest.get_color_escape_sequence(color) ..
2109 minetest.get_color_escape_sequence("#ffffff")`
2110 * `minetest.get_background_escape_sequence(color)`
2111 * `color` is a ColorString
2112 * The escape sequence sets the background of the whole text element to
2113 `color`. Only defined for item descriptions and tooltips.
2114 * `minetest.strip_foreground_colors(str)`
2115 * Removes foreground colors added by `get_color_escape_sequence`.
2116 * `minetest.strip_background_colors(str)`
2117 * Removes background colors added by `get_background_escape_sequence`.
2118 * `minetest.strip_colors(str)`
2119 * Removes all color escape sequences.
2123 * `vector.new(a[, b, c])`: returns a vector:
2124 * A copy of `a` if `a` is a vector.
2125 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
2126 * `vector.direction(p1, p2)`: returns a vector
2127 * `vector.distance(p1, p2)`: returns a number
2128 * `vector.length(v)`: returns a number
2129 * `vector.normalize(v)`: returns a vector
2130 * `vector.floor(v)`: returns a vector, each dimension rounded down
2131 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
2132 * `vector.apply(v, func)`: returns a vector
2133 * `vector.equals(v1, v2)`: returns a boolean
2134 * `vector.sort(v1, v2)`: returns minp, maxp vectors of the cuboid defined by v1 and v2
2136 For the following functions `x` can be either a vector or a number:
2138 * `vector.add(v, x)`: returns a vector
2139 * `vector.subtract(v, x)`: returns a vector
2140 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
2141 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
2145 * `dump2(obj, name="_", dumped={})`
2146 * Return object serialized as a string, handles reference loops
2147 * `dump(obj, dumped={})`
2148 * Return object serialized as a string
2149 * `math.hypot(x, y)`
2150 * Get the hypotenuse of a triangle with legs x and y.
2151 Useful for distance calculation.
2152 * `math.sign(x, tolerance)`
2153 * Get the sign of a number.
2154 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
2155 * `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)`
2156 * If `max_splits` is negative, do not limit splits.
2157 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
2158 * e.g. `string:split("a,b", ",") == {"a","b"}`
2160 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
2161 * `minetest.wrap_text(str, limit, [as_table])`: returns a string or table
2162 * Adds newlines to the string to keep it within the specified character limit
2163 Note that returned lines may be longer than the limit since it only splits at word borders.
2164 * limit: Maximal amount of characters in one line
2165 * as_table: optional, if true return table of lines instead of string
2166 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns string `"(X,Y,Z)"`
2167 * Convert position to a printable string
2168 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
2169 * `minetest.string_to_pos(string)`: returns a position
2170 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
2171 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2172 * Converts a string representing an area box into two positions
2173 * `minetest.formspec_escape(string)`: returns a string
2174 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2175 * `minetest.is_yes(arg)`
2176 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2177 * `minetest.get_us_time()`
2178 * returns time with microsecond precision. May not return wall time.
2179 * `table.copy(table)`: returns a table
2180 * returns a deep copy of `table`
2181 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
2182 * returns the exact position on the surface of a pointed node
2187 Texts can be translated client-side with the help of `minetest.translate` and translation files.
2189 ### Translating a string
2190 Two functions are provided to translate strings: `minetest.translate` and `minetest.get_translator`.
2192 * `minetest.get_translator(textdomain)` is a simple wrapper around `minetest.translate`, and
2193 `minetest.get_translator(textdomain)(str, ...)` is equivalent to `minetest.translate(textdomain, str, ...)`.
2194 It is intended to be used in the following way, so that it avoids verbose repetitions of `minetest.translate`:
2196 local S = minetest.get_translator(textdomain)
2199 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2201 * `minetest.translate(textdomain, str, ...)` translates the string `str` with the given `textdomain`
2202 for disambiguation. The textdomain must match the textdomain specified in the translation file in order
2203 to get the string translated. This can be used so that a string is translated differently in different contexts.
2204 It is advised to use the name of the mod as textdomain whenever possible, to avoid clashes with other mods.
2205 This function must be given a number of arguments equal to the number of arguments the translated string expects.
2206 Arguments are literal strings -- they will not be translated, so if you want them to be, they need to come as
2207 outputs of `minetest.translate` as well.
2209 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced by the translation of "Red".
2210 We can do the following:
2212 local S = minetest.get_translator()
2213 S("@1 Wool", S("Red"))
2215 This will be displayed as "Red Wool" on old clients and on clients that do not have localization enabled.
2216 However, if we have for instance a translation file named `wool.fr.tr` containing the following:
2221 this will be displayed as "Laine Rouge" on clients with a French locale.
2223 ### Operations on translated strings
2225 The output of `minetest.translate` is a string, with escape sequences adding additional information to that string
2226 so that it can be translated on the different clients. In particular, you can't expect operations like string.length
2227 to work on them like you would expect them to, or string.gsub to work in the expected manner. However, string
2228 concatenation will still work as expected (note that you should only use this for things like formspecs; do not
2229 translate sentences by breaking them into parts; arguments should be used instead), and operations such as
2230 `minetest.colorize` which are only concatenation under the hood as well.
2232 ### Translation file format
2233 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language it corresponds to.
2234 The file should be a text file, with the following format:
2236 * Lines beginning with `# textdomain:` (the space is significant) can be used to specify the text
2237 domain of all following translations in the file.
2238 * All other empty lines or lines beginning with `#` are ignored.
2239 * Other lines should be in the format `original=translated`. Both `original` and `translated` can
2240 contain escape sequences beginning with `@` to insert arguments, literal `@`, `=` or newline
2241 (See ### Escapes below). There must be no extraneous whitespace around the `=` or at the beginning
2242 or the end of the line.
2245 Strings that need to be translated can contain several escapes, preceded by `@`.
2246 * `@@` acts as a literal `@`.
2247 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated string that will be inlined
2248 when translation. Due to how translations are implemented, the original translation string **must** have
2249 its arguments in increasing order, without gaps or repetitions, starting from 1.
2250 * `@=` acts as a literal `=`. It is not required in strings given to `minetest.translate`, but is in translation
2251 files to avoid begin confused with the `=` separating the original from the translation.
2252 * `@\n` (where the `\n` is a literal newline) acts as a literal newline. As with `@=`, this escape is not required
2253 in strings given to `minetest.translate`, but is in translation files.
2254 * `@n` acts as a literal newline as well.
2256 `minetest` namespace reference
2257 ------------------------------
2261 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
2262 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
2263 * Useful for loading additional `.lua` modules or static data from mod
2264 * `minetest.get_modnames()`: returns a list of installed mods
2265 * Return a list of installed mods, sorted alphabetically
2266 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
2267 * Useful for storing custom data
2268 * `minetest.is_singleplayer()`
2269 * `minetest.features`: Table containing API feature flags
2272 glasslike_framed = true,
2273 nodebox_as_selectionbox = true,
2274 chat_send_player_param3 = true,
2275 get_all_craft_recipes_works = true,
2276 use_texture_alpha = true,
2277 -- ^ The transparency channel of textures can be used optionally
2278 no_legacy_abms = true,
2279 -- ^ Tree and grass ABMs are no longer done from C++
2280 texture_names_parens = true,
2281 -- ^ Texture grouping is possible using parentheses
2282 area_store_custom_ids = true,
2283 -- ^ Unique Area ID for AreaStore:insert_area
2284 add_entity_with_staticdata = true,
2285 -- ^ add_entity supports passing initial staticdata to on_activate
2286 no_chat_message_prediction = true,
2287 -- ^ Chat messages are no longer predicted
2289 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
2290 * `arg`: string or table in format `{foo=true, bar=true}`
2291 * `missing_features`: `{foo=true, bar=true}`
2292 * `minetest.get_player_information(player_name)`:
2293 * Returns a table containing information about a player. Example return value:
2296 address = "127.0.0.1", -- IP address of client
2297 ip_version = 4, -- IPv4 / IPv6
2298 min_rtt = 0.01, -- minimum round trip time
2299 max_rtt = 0.2, -- maximum round trip time
2300 avg_rtt = 0.02, -- average round trip time
2301 min_jitter = 0.01, -- minimum packet time jitter
2302 max_jitter = 0.5, -- maximum packet time jitter
2303 avg_jitter = 0.03, -- average packet time jitter
2304 connection_uptime = 200, -- seconds since client connected
2305 prot_vers = 31, -- protocol version used by client
2306 -- following information is available on debug build only!!!
2307 -- DO NOT USE IN MODS
2308 --ser_vers = 26, -- serialization version used by client
2309 --major = 0, -- major version number
2310 --minor = 4, -- minor version number
2311 --patch = 10, -- patch version number
2312 --vers_string = "0.4.9-git", -- full version string
2313 --state = "Active" -- current client state
2315 * `minetest.mkdir(path)`: returns success.
2316 * Creates a directory specified by `path`, creating parent directories
2317 if they don't exist.
2318 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
2320 * nil: return all entries,
2321 * true: return only subdirectory names, or
2322 * false: return only file names.
2323 * `minetest.get_version()`: returns a table containing components of the
2324 engine version. Components:
2325 * `project`: Name of the project, eg, "Minetest"
2326 * `string`: Simple version, eg, "1.2.3-dev"
2327 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
2328 Use this for informational purposes only. The information in the returned
2329 table does not represent the capabilities of the engine, nor is it
2330 reliable or verifyable. Compatible forks will have a different name and
2331 version entirely. To check for the presence of engine features, test
2332 whether the functions exported by the wanted features exist. For example:
2333 `if minetest.check_for_falling then ... end`.
2336 * `minetest.debug(...)`
2337 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
2338 * `minetest.log([level,] text)`
2339 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
2340 `"info"`, or `"verbose"`. Default is `"none"`.
2342 ### Registration functions
2343 Call these functions only at load time!
2345 * `minetest.register_entity(name, prototype table)`
2346 * `minetest.register_abm(abm definition)`
2347 * `minetest.register_lbm(lbm definition)`
2348 * `minetest.register_node(name, node definition)`
2349 * `minetest.register_tool(name, item definition)`
2350 * `minetest.register_craftitem(name, item definition)`
2351 * `minetest.unregister_item(name)`
2352 * `minetest.register_alias(name, convert_to)`
2353 * `minetest.register_alias_force(name, convert_to)`
2354 * `minetest.register_craft(recipe)`
2355 * Check recipe table syntax for different types below.
2356 * `minetest.clear_craft(recipe)`
2357 * Will erase existing craft based either on output item or on input recipe.
2358 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
2359 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
2360 * If no erase candidate could be found, Lua exception will be thrown.
2361 * **Warning**! The type field ("shaped","cooking" or any other) will be ignored if the recipe
2362 contains output. Erasing is then done independently from the crafting method.
2363 * `minetest.register_ore(ore definition)`
2364 * `minetest.register_biome(biome definition)`
2365 * `minetest.register_decoration(decoration definition)`
2366 * `minetest.override_item(name, redefinition)`
2367 * Overrides fields of an item registered with register_node/tool/craftitem.
2368 * Note: Item must already be defined, (opt)depend on the mod defining it.
2369 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2370 * `minetest.clear_registered_ores()`
2371 * `minetest.clear_registered_biomes()`
2372 * `minetest.clear_registered_decorations()`
2374 ### Global callback registration functions
2375 Call these functions only at load time!
2377 * `minetest.register_globalstep(func(dtime))`
2378 * Called every server step, usually interval of 0.1s
2379 * `minetest.register_on_shutdown(func())`
2380 * Called before server shutdown
2381 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
2382 callbacks **will likely not be run**. Data should be saved at
2383 semi-frequent intervals as well as on server shutdown.
2384 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2385 * Called when a node has been placed
2386 * If return `true` no item is taken from `itemstack`
2387 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
2389 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2390 * Called when a node has been dug.
2391 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
2393 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2394 * Called when a node is punched
2395 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2396 * Called after generating a piece of world. Modifying nodes inside the area
2397 is a bit faster than usually.
2398 * `minetest.register_on_newplayer(func(ObjectRef))`
2399 * Called after a new player has been created
2400 * `minetest.register_on_dieplayer(func(ObjectRef))`
2401 * Called when a player dies
2402 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2403 * Called when a player is punched
2404 * `player` - ObjectRef - Player that was punched
2405 * `hitter` - ObjectRef - Player that hit
2406 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
2407 * `tool_capabilities`: capability table of used tool (can be nil)
2408 * `dir`: unit vector of direction of punch. Always defined. Points from
2409 the puncher to the punched.
2410 * `damage` - number that represents the damage calculated by the engine
2411 * should return `true` to prevent the default damage mechanism
2412 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2413 * Called when the player gets damaged or healed
2414 * `player`: ObjectRef of the player
2415 * `hp_change`: the amount of change. Negative when it is damage.
2416 * `modifier`: when true, the function should return the actual `hp_change`.
2417 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2418 modifiers can return true as a second argument to stop the execution of further functions.
2419 Non-modifiers receive the final hp change calculated by the modifiers.
2420 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2421 * Called when player is to be respawned
2422 * Called _before_ repositioning of player occurs
2423 * return true in func to disable regular player placement
2424 * `minetest.register_on_prejoinplayer(func(name, ip))`
2425 * Called before a player joins the game
2426 * If it returns a string, the player is disconnected with that string as reason
2427 * `minetest.register_on_joinplayer(func(ObjectRef))`
2428 * Called when a player joins the game
2429 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2430 * Called when a player leaves the game
2431 * `timed_out`: True for timeout, false for other reasons.
2432 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2433 * Called when a player cheats
2434 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2436 * `interacted_too_far`
2437 * `interacted_while_dead`
2438 * `finished_unknown_dig`
2441 * `minetest.register_on_chat_message(func(name, message))`
2442 * Called always when a player says something
2443 * Return `true` to mark the message as handled, which means that it will not be sent to other players
2444 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2445 * Called when a button is pressed in player's inventory form
2446 * Newest functions are called first
2447 * If function returns `true`, remaining functions are not called
2448 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2449 * Called when `player` crafts something
2450 * `itemstack` is the output
2451 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2452 * `craft_inv` is the inventory with the crafting grid
2453 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2454 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2455 * The same as before, except that it is called before the player crafts, to make
2456 craft prediction, and it should not change anything.
2457 * `minetest.register_on_protection_violation(func(pos, name))`
2458 * Called by `builtin` and mods when a player violates protection at a position
2459 (eg, digs a node or punches a protected entity).
2460 * The registered functions can be called using `minetest.record_protection_violation`
2461 * The provided function should check that the position is protected by the mod
2462 calling this function before it prints a message, if it does, to allow for
2463 multiple protection mods.
2464 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2465 * Called when an item is eaten, by `minetest.item_eat`
2466 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2467 * `minetest.register_on_priv_grant(function(name, granter, priv))`
2468 * Called when `granter` grants the priv `priv` to `name`.
2469 * Note that the callback will be called twice if it's done by a player, once with granter being the player name,
2470 and again with granter being nil.
2471 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
2472 * Called when `revoker` revokes the priv `priv` from `name`.
2473 * Note that the callback will be called twice if it's done by a player, once with revoker being the player name,
2474 and again with revoker being nil.
2475 * `minetest.register_can_bypass_userlimit(function(name, ip))`
2476 * Called when `name` user connects with `ip`.
2477 * Return `true` to by pass the player limit
2479 ### Other registration functions
2480 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2481 * Adds definition to `minetest.registered_chatcommands`
2482 * `minetest.override_chatcommand(name, redefinition)`
2483 * Overrides fields of a chatcommand registered with `register_chatcommand`.
2484 * `minetest.unregister_chatcommand(name)`
2485 * Unregisters a chatcommands registered with `register_chatcommand`.
2486 * `minetest.register_privilege(name, definition)`
2487 * `definition`: `"description text"`
2488 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2489 the default of `give_to_singleplayer` is true
2490 * To allow players with `basic_privs` to grant, see `basic_privs` minetest.conf setting.
2491 * `on_grant(name, granter_name)`: Called when given to player `name` by `granter_name`.
2492 `granter_name` will be nil if the priv was granted by a mod.
2493 * `on_revoke(name, revoker_name)`: Called when taken from player `name` by `revoker_name`.
2494 `revoker_name` will be nil if the priv was revoked by a mod
2495 * Note that the above two callbacks will be called twice if a player is responsible -
2496 once with the player name, and then with a nil player name.
2497 * Return true in the above callbacks to stop register_on_priv_grant or revoke being called.
2498 * `minetest.register_authentication_handler(handler)`
2499 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
2502 * `minetest.settings`: Settings object containing all of the settings from the
2503 main config file (`minetest.conf`).
2504 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
2505 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
2508 * `minetest.notify_authentication_modified(name)`
2509 * Should be called by the authentication handler if privileges changes.
2510 * To report everybody, set `name=nil`.
2511 * `minetest.check_password_entry(name, entry, password)`
2512 * Returns true if the "db entry" for a player with name matches given
2513 * password, false otherwise.
2514 * The "db entry" is the usually player-individual value that is derived
2515 * from the player's chosen password and stored on the server in order to allow
2516 * authentication whenever the player desires to log in.
2517 * Only use this function for making it possible to log in via the password from
2518 * via protocols like IRC, other uses for inside the game are frowned upon.
2519 * `minetest.get_password_hash(name, raw_password)`
2520 * Convert a name-password pair to a password hash that Minetest can use.
2521 * The returned value alone is not a good basis for password checks based
2522 * on comparing the password hash in the database with the password hash
2523 * from the function, with an externally provided password, as the hash
2524 * in the db might use the new SRP verifier format.
2525 * For this purpose, use `minetest.check_password_entry` instead.
2526 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2527 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2528 * Convert between two privilege representations
2529 * `minetest.set_player_password(name, password_hash)`
2530 * `minetest.set_player_privs(name, {priv1=true,...})`
2531 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2532 * `minetest.auth_reload()`
2533 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2534 * A quickhand for checking privileges.
2535 * `player_or_name`: Either a Player object or the name of a player.
2536 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2537 a table, e.g. `{ priva = true, privb = true }`.
2538 * `minetest.get_player_ip(name)`: returns an IP address string
2540 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2541 and `minetest.auth_reload` call the authetification handler.
2544 * `minetest.chat_send_all(text)`
2545 * `minetest.chat_send_player(name, text)`
2547 ### Environment access
2548 * `minetest.set_node(pos, node)`
2549 * `minetest.add_node(pos, node): alias set_node(pos, node)`
2550 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
2551 * `minetest.swap_node(pos, node)`
2552 * Set node at position, but don't remove metadata
2553 * `minetest.remove_node(pos)`
2554 * Equivalent to `set_node(pos, "air")`
2555 * `minetest.get_node(pos)`
2556 * Returns the node at the given position as table in the format
2557 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2559 * `minetest.get_node_or_nil(pos)`
2560 * Same as `get_node` but returns `nil` for unloaded areas.
2561 * `minetest.get_node_light(pos, timeofday)`
2562 * Gets the light value at the given position. Note that the light value
2563 "inside" the node at the given position is returned, so you usually want
2564 to get the light value of a neighbor.
2565 * `pos`: The position where to measure the light.
2566 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2567 * Returns a number between `0` and `15` or `nil`
2568 * `minetest.place_node(pos, node)`
2569 * Place node with the same effects that a player would cause
2570 * `minetest.dig_node(pos)`
2571 * Dig node with the same effects that a player would cause
2572 * Returns `true` if successful, `false` on failure (e.g. protected location)
2573 * `minetest.punch_node(pos)`
2574 * Punch node with the same effects that a player would cause
2575 * `minetest.spawn_falling_node(pos)`
2576 * Change node into falling node
2577 * Returns `true` if successful, `false` on failure
2579 * `minetest.find_nodes_with_meta(pos1, pos2)`
2580 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2581 * `minetest.get_meta(pos)`
2582 * Get a `NodeMetaRef` at that position
2583 * `minetest.get_node_timer(pos)`
2584 * Get `NodeTimerRef`
2586 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position
2587 * Returns `ObjectRef`, or `nil` if failed
2588 * `minetest.add_item(pos, item)`: Spawn item
2589 * Returns `ObjectRef`, or `nil` if failed
2590 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2591 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of ObjectRefs
2592 * `radius`: using an euclidean metric
2593 * `minetest.set_timeofday(val)`
2594 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2595 * `minetest.get_timeofday()`
2596 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2597 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2598 * accounting for time changes.
2599 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
2600 * `radius`: using a maximum metric
2601 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2602 * `search_center` is an optional boolean (default: `false`)
2603 If true `pos` is also checked for the nodes
2604 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of positions
2605 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2606 * First return value: Table with all node positions
2607 * Second return value: Table with the count of each node with the node name as index
2608 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a list of positions
2609 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2610 * Return value: Table with all node positions with a node air above
2611 * `minetest.get_perlin(noiseparams)`
2612 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2613 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2614 * `minetest.get_voxel_manip([pos1, pos2])`
2615 * Return voxel manipulator object.
2616 * Loads the manipulator from the map if positions are passed.
2617 * `minetest.set_gen_notify(flags, {deco_ids})`
2618 * Set the types of on-generate notifications that should be collected
2619 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2620 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2621 * The second parameter is a list of IDS of decorations which notification is requested for
2622 * `get_gen_notify()`: returns a flagstring and a table with the `deco_id`s
2623 * `minetest.get_mapgen_object(objectname)`
2624 * Return requested mapgen object if available (see "Mapgen objects")
2625 * `minetest.get_biome_id(biome_name)`
2626 * Returns the biome id, as used in the biomemap Mapgen object, for a
2627 given biome_name string.
2628 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2629 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2630 * Deprecated: use `minetest.get_mapgen_setting(name)` instead
2631 * `minetest.set_mapgen_params(MapgenParams)`
2632 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)` instead
2633 * Set map generation parameters
2634 * Function cannot be called after the registration period; only initialization
2635 and `on_mapgen_init`
2636 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2638 * Leave field unset to leave that parameter unchanged
2639 * `flags` contains a comma-delimited string of flags to set,
2640 or if the prefix `"no"` is attached, clears instead.
2641 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2642 * `minetest.get_mapgen_setting(name)`
2643 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2644 order of precedence:
2645 1) Settings loaded from map_meta.txt or overrides set during mod execution
2646 2) Settings set by mods without a metafile override
2647 3) Settings explicitly set in the user config file, minetest.conf
2648 4) Settings set as the user config default
2649 * `minetest.get_mapgen_setting_noiseparams(name)`
2650 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2651 and is a valid NoiseParams
2652 * `minetest.set_mapgen_setting(name, value, [override_meta])`
2653 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2654 is not already present in map_meta.txt.
2655 * `override_meta` is an optional boolean (default: `false`). If this is set to true,
2656 the setting will become the active setting regardless of the map metafile contents.
2657 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`
2658 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
2659 * Same as above, except value is a NoiseParams table.
2660 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2661 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2662 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2663 should be applied to the default config or current active config
2664 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2665 * `minetest.generate_ores(vm, pos1, pos2)`
2666 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2667 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2668 * `minetest.generate_decorations(vm, pos1, pos2)`
2669 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2670 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2671 * `minetest.clear_objects([options])`
2672 * Clear all objects in the environment
2673 * Takes an optional table as an argument with the field `mode`.
2674 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2675 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2676 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2677 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2678 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2679 * fetched from memory, loaded from disk, or if inexistent, generates them.
2680 * If `callback` is a valid Lua function, this will be called for each block emerged.
2681 * The function signature of callback is:
2682 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2683 * - `blockpos` is the *block* coordinates of the block that had been emerged
2684 * - `action` could be one of the following constant values:
2685 * `minetest.EMERGE_CANCELLED`, `minetest.EMERGE_ERRORED`, `minetest.EMERGE_FROM_MEMORY`,
2686 * `minetest.EMERGE_FROM_DISK`, `minetest.EMERGE_GENERATED`
2687 * - `calls_remaining` is the number of callbacks to be expected after this one
2688 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2689 * parameter was absent)
2690 * `minetest.delete_area(pos1, pos2)`
2691 * delete all mapblocks in the area from pos1 to pos2, inclusive
2692 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2693 * Check if there is a direct line of sight between `pos1` and `pos2`
2694 * Returns the position of the blocking node when `false`
2695 * `pos1`: First position
2696 * `pos2`: Second position
2697 * `stepsize`: smaller gives more accurate results but requires more computing
2698 time. Default is `1`.
2699 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
2700 * Creates a `Raycast` object.
2701 * `pos1`: start of the ray
2702 * `pos2`: end of the ray
2703 * `objects` : if false, only nodes will be returned. Default is `true`.
2704 * `liquids' : if false, liquid nodes won't be returned. Default is `false`.
2705 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2706 * returns table containing path
2707 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2708 * `pos1`: start position
2709 * `pos2`: end position
2710 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2711 * `max_jump`: maximum height difference to consider walkable
2712 * `max_drop`: maximum height difference to consider droppable
2713 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2714 * `minetest.spawn_tree (pos, {treedef})`
2715 * spawns L-system tree at given `pos` with definition in `treedef` table
2716 * `minetest.transforming_liquid_add(pos)`
2717 * add node to liquid update queue
2718 * `minetest.get_node_max_level(pos)`
2719 * get max available level for leveled node
2720 * `minetest.get_node_level(pos)`
2721 * get level of leveled node (water, snow)
2722 * `minetest.set_node_level(pos, level)`
2723 * set level of leveled node, default `level` equals `1`
2724 * if `totallevel > maxlevel`, returns rest (`total-max`).
2725 * `minetest.add_node_level(pos, level)`
2726 * increase level of leveled node by level, default `level` equals `1`
2727 * if `totallevel > maxlevel`, returns rest (`total-max`)
2728 * can be negative for decreasing
2729 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
2730 * resets the light in a cuboid-shaped part of
2731 the map and removes lighting bugs.
2732 * Loads the area if it is not loaded.
2733 * `pos1` is the corner of the cuboid with the least coordinates
2734 (in node coordinates), inclusive.
2735 * `pos2` is the opposite corner of the cuboid, inclusive.
2736 * The actual updated cuboid might be larger than the specified one,
2737 because only whole map blocks can be updated.
2738 The actual updated area consists of those map blocks that intersect
2739 with the given cuboid.
2740 * However, the neighborhood of the updated area might change
2741 as well, as light can spread out of the cuboid, also light
2743 * returns `false` if the area is not fully generated,
2745 * `minetest.check_single_for_falling(pos)`
2746 * causes an unsupported `group:falling_node` node to fall and causes an
2747 unattached `group:attached_node` node to fall.
2748 * does not spread these updates to neighbours.
2749 * `minetest.check_for_falling(pos)`
2750 * causes an unsupported `group:falling_node` node to fall and causes an
2751 unattached `group:attached_node` node to fall.
2752 * spread these updates to neighbours and can cause a cascade
2756 `minetest.get_inventory(location)`: returns an `InvRef`
2759 * `{type="player", name="celeron55"}`
2760 * `{type="node", pos={x=, y=, z=}}`
2761 * `{type="detached", name="creative"}`
2762 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
2763 * callbacks: See "Detached inventory callbacks"
2764 * `player_name`: Make detached inventory available to one player exclusively,
2765 by default they will be sent to every player (even if not used).
2766 Note that this parameter is mostly just a workaround and will be removed in future releases.
2767 * Creates a detached inventory. If it already exists, it is cleared.
2768 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2769 returns left over ItemStack
2770 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2773 * `minetest.show_formspec(playername, formname, formspec)`
2774 * `playername`: name of player to show formspec
2775 * `formname`: name passed to `on_player_receive_fields` callbacks.
2776 It should follow the `"modname:<whatever>"` naming convention
2777 * `formspec`: formspec to display
2778 * `minetest.close_formspec(playername, formname)`
2779 * `playername`: name of player to close formspec
2780 * `formname`: has to exactly match the one given in `show_formspec`, or the formspec will
2782 * calling `show_formspec(playername, formname, "")` is equal to this expression
2783 * to close a formspec regardless of the formname, call
2784 `minetest.close_formspec(playername, "")`. **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
2785 * `minetest.formspec_escape(string)`: returns a string
2786 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2787 * `minetest.explode_table_event(string)`: returns a table
2788 * returns e.g. `{type="CHG", row=1, column=2}`
2790 * `"INV"`: no row selected)
2791 * `"CHG"`: selected)
2792 * `"DCL"`: double-click
2793 * `minetest.explode_textlist_event(string)`: returns a table
2794 * returns e.g. `{type="CHG", index=1}`
2796 * `"INV"`: no row selected)
2797 * `"CHG"`: selected)
2798 * `"DCL"`: double-click
2799 * `minetest.explode_scrollbar_event(string)`: returns a table
2800 * returns e.g. `{type="CHG", value=500}`
2802 * `"INV"`: something failed
2803 * `"CHG"`: has been changed
2804 * `"VAL"`: not changed
2807 * `minetest.inventorycube(img1, img2, img3)`
2808 * Returns a string for making an image of a cube (useful as an item image)
2809 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2810 * Get position of a `pointed_thing` (that you can get from somewhere)
2811 * `minetest.dir_to_facedir(dir, is6d)`
2812 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2813 * passing something non-`nil`/`false` for the optional second parameter causes it to
2814 take the y component into account
2815 * `minetest.facedir_to_dir(facedir)`
2816 * Convert a facedir back into a vector aimed directly out the "back" of a node
2817 * `minetest.dir_to_wallmounted(dir)`
2818 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2819 * `minetest.wallmounted_to_dir(wallmounted)`
2820 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2821 * `minetest.dir_to_yaw(dir)`
2822 * Convert a vector into a yaw (angle)
2823 * `minetest.yaw_to_dir(yaw)`
2824 * Convert yaw (angle) to a vector
2825 * `minetest.is_colored_paramtype(ptype)`
2826 * Returns a boolean. Returns `true` if the given `paramtype2` contains color
2827 information (`color`, `colorwallmounted` or `colorfacedir`).
2828 * `minetest.strip_param2_color(param2, paramtype2)`
2829 * Removes everything but the color information from the
2830 given `param2` value.
2831 * Returns `nil` if the given `paramtype2` does not contain color information
2832 * `minetest.get_node_drops(nodename, toolname)`
2833 * Returns list of item names.
2834 * **Note**: This will be removed or modified in a future version.
2835 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2836 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2837 * `input.width` = for example `3`
2838 * `input.items` = for example
2839 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2840 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2841 * `output.time` = a number, if unsuccessful: `0`
2842 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2843 `decremented_input.items`
2844 * `decremented_input` = like `input`
2845 * `minetest.get_craft_recipe(output)`: returns input
2846 * returns last registered recipe for output item (node)
2847 * `output` is a node or item type such as `"default:torch"`
2848 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2849 * `input.width` = for example `3`
2850 * `input.items` = for example
2851 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2852 * `input.items` = `nil` if no recipe found
2853 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2854 * returns indexed table with all registered recipes for query item (node)
2855 or `nil` if no recipe was found
2856 * recipe entry table:
2859 method = 'normal' or 'cooking' or 'fuel'
2860 width = 0-3, 0 means shapeless recipe
2861 items = indexed [1-9] table with recipe items
2862 output = string with item name and quantity
2864 * Example query for `"default:gold_ingot"` will return table:
2867 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
2868 items = {1 = "default:gold_lump"}},
2869 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
2870 items = {1 = "default:goldblock"}}
2872 * `minetest.handle_node_drops(pos, drops, digger)`
2873 * `drops`: list of itemstrings
2874 * Handles drops from nodes after digging: Default action is to put them into
2876 * Can be overridden to get different functionality (e.g. dropping items on
2878 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item string
2879 * Creates an item string which contains palette index information
2880 for hardware colorization. You can use the returned string
2881 as an output in a craft recipe.
2882 * `item`: the item stack which becomes colored. Can be in string,
2883 table and native form.
2884 * `palette_index`: this index is added to the item stack
2885 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
2886 * Creates an item string which contains static color information
2887 for hardware colorization. Use this method if you wish to colorize
2888 an item that does not own a palette. You can use the returned string
2889 as an output in a craft recipe.
2890 * `item`: the item stack which becomes colored. Can be in string,
2891 table and native form.
2892 * `colorstring`: the new color of the item stack
2895 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2896 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2897 * Find who has done something to a node, or near a node
2898 * `actor`: `"player:<name>"`, also `"liquid"`.
2899 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2900 * Revert latest actions of someone
2901 * `actor`: `"player:<name>"`, also `"liquid"`.
2903 ### Defaults for the `on_*` item definition functions
2904 These functions return the leftover itemstack.
2906 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2907 * Place item as a node
2908 * `param2` overrides `facedir` and wallmounted `param2`
2909 * returns `itemstack, success`
2910 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2912 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2913 * Use one of the above based on what the item is.
2914 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2915 * **Note**: is not called when wielded item overrides `on_place`
2916 * `param2` overrides `facedir` and wallmounted `param2`
2917 * returns `itemstack, success`
2918 * `minetest.item_drop(itemstack, dropper, pos)`
2920 * `minetest.item_eat(hp_change, replace_with_item)`
2922 * `replace_with_item` is the itemstring which is added to the inventory.
2923 If the player is eating a stack, then replace_with_item goes to a
2924 different spot. Can be `nil`
2925 * See `minetest.do_item_eat`
2927 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2928 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2929 * Calls functions registered by `minetest.register_on_punchnode()`
2930 * `minetest.node_dig(pos, node, digger)`
2931 * Checks if node can be dug, puts item into inventory, removes node
2932 * Calls functions registered by `minetest.registered_on_dignodes()`
2935 * `minetest.sound_play(spec, parameters)`: returns a handle
2936 * `spec` is a `SimpleSoundSpec`
2937 * `parameters` is a sound parameter table
2938 * `minetest.sound_stop(handle)`
2939 * `minetest.sound_fade(handle, step, gain)`
2940 * `handle` is a handle returned by `minetest.sound_play`
2941 * `step` determines how fast a sound will fade.
2942 Negative step will lower the sound volume, positive step will increase the sound volume
2943 * `gain` the target gain for the fade.
2946 * `minetest.after(time, func, ...)`
2947 * Call the function `func` after `time` seconds, may be fractional
2948 * Optional: Variable number of arguments that are passed to `func`
2951 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients,
2952 `reconnect` == true displays a reconnect button,
2953 `delay` adds an optional delay (in seconds) before shutdown
2954 negative delay cancels the current active shutdown
2955 zero delay triggers an immediate shutdown.
2956 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
2957 * `minetest.get_server_status()`: returns server status string
2958 * `minetest.get_server_uptime()`: returns the server uptime in seconds
2959 * `minetest.remove_player(name)`: remove player from database (if he is not connected).
2960 * Does not remove player authentication data, minetest.player_exists will continue to return true.
2961 * Returns a code (0: successful, 1: no such player, 2: player is connected)
2964 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2965 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2966 * `minetest.ban_player(name)`: ban a player
2967 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2968 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2971 * `minetest.add_particle(particle definition)`
2972 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2973 size, collisiondetection, texture, playername)`
2975 * `minetest.add_particlespawner(particlespawner definition)`
2976 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2977 * Returns an `id`, and -1 if adding didn't succeed
2978 * `Deprecated: minetest.add_particlespawner(amount, time,
2982 minexptime, maxexptime,
2984 collisiondetection, texture, playername)`
2986 * `minetest.delete_particlespawner(id, player)`
2987 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2988 * If playername is specified, only deletes on the player's client,
2989 * otherwise on all clients
2992 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2993 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2994 * Apply the specified probability and per-node force-place to the specified nodes
2995 according to the `probability_list`.
2996 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2997 * `pos` is the 3D vector specifying the absolute coordinates of the
2998 node being modified,
2999 * `prob` is an integer value from `0` to `255` that encodes probability and
3000 per-node force-place. Probability has levels 0-127, then 128 is added to
3001 encode per-node force-place.
3002 For probability stated as 0-255, divide by 2 and round down to get values
3003 0-127, then add 128 to apply per-node force-place.
3004 * If there are two or more entries with the same pos value, the
3006 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
3007 * If `probability_list` equals `nil`, no probabilities are applied.
3008 * Apply the specified probability to the specified horizontal slices according to the
3010 * `slice_prob_list` is an array of tables containing two fields, `ypos` and `prob`.
3011 * `ypos` indicates the y position of the slice with a probability applied,
3012 the lowest slice being `ypos = 0`.
3013 * If slice probability list equals `nil`, no slice probabilities are applied.
3014 * Saves schematic in the Minetest Schematic format to filename.
3016 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
3017 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
3018 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
3019 * If the `rotation` parameter is omitted, the schematic is not rotated.
3020 * `replacements` = `{["old_name"] = "convert_to", ...}`
3021 * `force_placement` is a boolean indicating whether nodes other than `air` and
3022 `ignore` are replaced by the schematic
3023 * Returns nil if the schematic could not be loaded.
3025 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
3026 * This function is analagous to minetest.place_schematic, but places a schematic onto the
3027 specified VoxelManip object `vmanip` instead of the whole map.
3028 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
3029 containing the full area required, and true if the whole schematic was able to fit.
3030 * Returns nil if the schematic could not be loaded.
3031 * After execution, any external copies of the VoxelManip contents are invalidated.
3033 * `minetest.serialize_schematic(schematic, format, options)`
3034 * Return the serialized schematic specified by schematic (see: Schematic specifier)
3035 * in the `format` of either "mts" or "lua".
3036 * "mts" - a string containing the binary MTS data used in the MTS file format
3037 * "lua" - a string containing Lua code representing the schematic in table format
3038 * `options` is a table containing the following optional parameters:
3039 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
3040 * position comments for every X row generated in the schematic data for easier reading.
3041 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
3042 * will use that number of spaces as indentation instead of a tab character.
3045 * `minetest.request_http_api()`:
3046 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
3047 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
3048 otherwise returns `nil`.
3049 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
3051 * Only works at init time and must be called from the mod's main scope (not from a function).
3052 * Function only exists if minetest server was built with cURL support.
3053 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
3055 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
3056 * Performs given request asynchronously and calls callback upon completion
3057 * callback: `function(HTTPRequestResult res)`
3058 * Use this HTTP function if you are unsure, the others are for advanced use.
3059 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
3060 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
3061 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
3062 * Return response data for given asynchronous HTTP request
3065 * `minetest.get_mod_storage()`:
3066 * returns reference to mod private `StorageRef`
3067 * must be called during mod load time
3070 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
3071 * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
3072 * `minetest.hud_replace_builtin(name, hud_definition)`
3073 * Replaces definition of a builtin hud element
3074 * `name`: `"breath"` or `"health"`
3075 * `hud_definition`: definition to replace builtin definition
3076 * `minetest.send_join_message(player_name)`
3077 * Can be overridden by mods to change the join message
3078 * `minetest.send_leave_message(player_name, timed_out)`
3079 * Can be overridden by mods to change the leave message
3080 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
3081 * Gives a unique hash number for a node position (16+16+16=48bit)
3082 * `minetest.get_position_from_hash(hash)`: returns a position
3083 * Inverse transform of `minetest.hash_node_position`
3084 * `minetest.get_item_group(name, group)`: returns a rating
3085 * Get rating of a group of an item. (`0` means: not in group)
3086 * `minetest.get_node_group(name, group)`: returns a rating
3087 * Deprecated: An alias for the former.
3088 * `minetest.raillike_group(name)`: returns a rating
3089 * Returns rating of the connect_to_raillike group corresponding to name
3090 * If name is not yet the name of a connect_to_raillike group, a new group id
3091 * is created, with that name
3092 * `minetest.get_content_id(name)`: returns an integer
3093 * Gets the internal content ID of `name`
3094 * `minetest.get_name_from_content_id(content_id)`: returns a string
3095 * Gets the name of the content with that content ID
3096 * `minetest.parse_json(string[, nullvalue])`: returns something
3097 * Convert a string containing JSON data into the Lua equivalent
3098 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
3099 * On success returns a table, a string, a number, a boolean or `nullvalue`
3100 * On failure outputs an error message and returns `nil`
3101 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
3102 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
3103 * Convert a Lua table into a JSON string
3104 * styled: Outputs in a human-readable format if this is set, defaults to false
3105 * Unserializable things like functions and userdata will cause an error.
3106 * **Warning**: JSON is more strict than the Lua table format.
3107 1. You can only use strings and positive integers of at least one as keys.
3108 2. You can not mix string and integer keys.
3109 This is due to the fact that JSON has two distinct array and object values.
3110 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
3111 * `minetest.serialize(table)`: returns a string
3112 * Convert a table containing tables, strings, numbers, booleans and `nil`s
3113 into string form readable by `minetest.deserialize`
3114 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
3115 * `minetest.deserialize(string)`: returns a table
3116 * Convert a string returned by `minetest.deserialize` into a table
3117 * `string` is loaded in an empty sandbox environment.
3118 * Will load functions, but they cannot access the global environment.
3119 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
3120 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
3121 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
3122 * `minetest.compress(data, method, ...)`: returns `compressed_data`
3123 * Compress a string of data.
3124 * `method` is a string identifying the compression method to be used.
3125 * Supported compression methods:
3126 * Deflate (zlib): `"deflate"`
3127 * `...` indicates method-specific arguments. Currently defined arguments are:
3128 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
3129 * `minetest.decompress(compressed_data, method, ...)`: returns data
3130 * Decompress a string of data (using ZLib).
3131 * See documentation on `minetest.compress()` for supported compression methods.
3132 * currently supported.
3133 * `...` indicates method-specific arguments. Currently, no methods use this.
3134 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
3135 * Each argument is a 8 Bit unsigned integer
3136 * Returns the ColorString from rgb or rgba values
3137 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
3138 * `minetest.encode_base64(string)`: returns string encoded in base64
3139 * Encodes a string in base64.
3140 * `minetest.decode_base64(string)`: returns string
3141 * Decodes a string encoded in base64.
3142 * `minetest.is_protected(pos, name)`: returns boolean
3143 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
3144 actions, defineable by mods, due to some mod-defined ownership-like concept.
3145 Returns false or nil, if the player is allowed to do such actions.
3146 * This function should be overridden by protection mods and should be used to
3147 check if a player can interact at a position.
3148 * This function should call the old version of itself if the position is not
3149 protected by the mod.
3152 local old_is_protected = minetest.is_protected
3153 function minetest.is_protected(pos, name)
3154 if mymod:position_protected_from(pos, name) then
3157 return old_is_protected(pos, name)
3159 * `minetest.record_protection_violation(pos, name)`
3160 * This function calls functions registered with
3161 `minetest.register_on_protection_violation`.
3162 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
3163 * Attempt to predict the desired orientation of the facedir-capable node
3164 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
3165 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
3166 field is false or omitted (else, the itemstack is not changed). `orient_flags`
3167 is an optional table containing extra tweaks to the placement code:
3168 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
3169 orientation on the wall.
3170 * `force_wall` : if `true`, always place the node in wall orientation.
3171 * `force_ceiling`: if `true`, always place on the ceiling.
3172 * `force_floor`: if `true`, always place the node on the floor.
3173 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
3174 the floor or ceiling
3175 * The first four options are mutually-exclusive; the last in the list takes
3176 precedence over the first.
3177 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
3178 * calls `rotate_and_place()` with infinitestacks set according to the state of
3179 the creative mode setting, and checks for "sneak" to set the `invert_wall`
3182 * `minetest.forceload_block(pos[, transient])`
3183 * forceloads the position `pos`.
3184 * returns `true` if area could be forceloaded
3185 * If `transient` is `false` or absent, the forceload will be persistent
3186 (saved between server runs). If `true`, the forceload will be transient
3187 (not saved between server runs).
3189 * `minetest.forceload_free_block(pos[, transient])`
3190 * stops forceloading the position `pos`
3191 * If `transient` is `false` or absent, frees a persistent forceload.
3192 If `true`, frees a transient forceload.
3194 * `minetest.request_insecure_environment()`: returns an environment containing
3195 insecure functions if the calling mod has been listed as trusted in the
3196 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
3197 * Only works at init time and must be called from the mod's main scope (not from a function).
3198 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
3201 * `minetest.global_exists(name)`
3202 * Checks if a global variable has been set, without triggering a warning.
3205 * `minetest.env`: `EnvRef` of the server environment and world.
3206 * Any function in the minetest namespace can be called using the syntax
3207 `minetest.env:somefunction(somearguments)`
3208 instead of `minetest.somefunction(somearguments)`
3209 * Deprecated, but support is not to be dropped soon
3212 * `minetest.registered_items`
3213 * Map of registered items, indexed by name
3214 * `minetest.registered_nodes`
3215 * Map of registered node definitions, indexed by name
3216 * `minetest.registered_craftitems`
3217 * Map of registered craft item definitions, indexed by name
3218 * `minetest.registered_tools`
3219 * Map of registered tool definitions, indexed by name
3220 * `minetest.registered_entities`
3221 * Map of registered entity prototypes, indexed by name
3222 * `minetest.object_refs`
3223 * Map of object references, indexed by active object id
3224 * `minetest.luaentities`
3225 * Map of Lua entities, indexed by active object id
3226 * `minetest.registered_chatcommands`
3227 * Map of registered chat command definitions, indexed by name
3228 * `minetest.registered_ores`
3229 * List of registered ore definitions.
3230 * `minetest.registered_biomes`
3231 * List of registered biome definitions.
3232 * `minetest.registered_decorations`
3233 * List of registered decoration definitions.
3239 See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
3242 * `set_string(name, value)`
3243 * `get_string(name)`
3244 * `set_int(name, value)`
3246 * `set_float(name, value)`
3248 * `to_table()`: returns `nil` or a table with keys:
3249 * `fields`: key-value storage
3250 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
3251 * `from_table(nil or {})`
3252 * Any non-table value will clear the metadata
3253 * See "Node Metadata" for an example
3254 * returns `true` on success
3256 * returns `true` if this metadata has the same key-value pairs as `other`
3259 Node metadata: reference extra data and functionality stored in a node.
3260 Can be obtained via `minetest.get_meta(pos)`.
3263 * All methods in MetaDataRef
3264 * `get_inventory()`: returns `InvRef`
3265 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
3266 This will prevent them from being sent to the client. Note that the "private"
3267 status will only be remembered if an associated key-value pair exists, meaning
3268 it's best to call this when initializing all other meta (e.g. `on_construct`).
3270 ### `ItemStackMetaRef`
3271 ItemStack metadata: reference extra data and functionality stored in a stack.
3272 Can be obtained via `item:get_meta()`.
3275 * All methods in MetaDataRef
3278 Mod metadata: per mod metadata, saved automatically.
3279 Can be obtained via `minetest.get_mod_storage()` during load time.
3282 * All methods in MetaDataRef
3285 Node Timers: a high resolution persistent per-node timer.
3286 Can be gotten via `minetest.get_node_timer(pos)`.
3289 * `set(timeout,elapsed)`
3290 * set a timer's state
3291 * `timeout` is in seconds, and supports fractional values (0.1 etc)
3292 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
3293 * will trigger the node's `on_timer` function after `(timeout - elapsed)` seconds
3296 * equivalent to `set(timeout,0)`
3299 * `get_timeout()`: returns current timeout in seconds
3300 * if `timeout` equals `0`, timer is inactive
3301 * `get_elapsed()`: returns current elapsed time in seconds
3302 * the node's `on_timer` function will be called after `(timeout - elapsed)` seconds
3303 * `is_started()`: returns boolean state of timer
3304 * returns `true` if timer is started, otherwise `false`
3307 Moving things in the game are generally these.
3309 This is basically a reference to a C++ `ServerActiveObject`
3312 * `remove()`: remove object (after returning from Lua)
3313 * Note: Doesn't work on players, use `minetest.kick_player` instead
3314 * `get_pos()`: returns `{x=num, y=num, z=num}`
3315 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
3316 * `move_to(pos, continuous=false)`: interpolated move
3317 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
3318 * `puncher` = another `ObjectRef`,
3319 * `time_from_last_punch` = time since last punch action of the puncher
3320 * `direction`: can be `nil`
3321 * `right_click(clicker)`; `clicker` is another `ObjectRef`
3322 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
3323 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
3324 * `get_inventory()`: returns an `InvRef`
3325 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
3326 * `get_wield_index()`: returns the index of the wielded item
3327 * `get_wielded_item()`: returns an `ItemStack`
3328 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
3329 * `set_armor_groups({group1=rating, group2=rating, ...})`
3330 * `get_armor_groups()`: returns a table with the armor group ratings
3331 * `set_animation({x=1,y=1}, frame_speed=15.0, frame_blend=0, frame_loop=true)`
3332 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`
3333 * `set_animation_frame_speed(frame_speed=15.0)`
3334 * `set_attach(parent, bone, position, rotation)`
3336 * `position`: `{x=num, y=num, z=num}` (relative)
3337 * `rotation`: `{x=num, y=num, z=num}`
3338 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
3340 * `set_bone_position(bone, position, rotation)`
3342 * `position`: `{x=num, y=num, z=num}` (relative)
3343 * `rotation`: `{x=num, y=num, z=num}`
3344 * `get_bone_position(bone)`: returns position and rotation of the bone
3345 * `set_properties(object property table)`
3346 * `get_properties()`: returns object property table
3347 * `is_player()`: returns true for players, false otherwise
3348 * `get_nametag_attributes()`
3349 * returns a table with the attributes of the nametag of an object
3351 color = {a=0..255, r=0..255, g=0..255, b=0..255},
3354 * `set_nametag_attributes(attributes)`
3355 * sets the attributes of the nametag of an object
3359 text = "My Nametag",
3362 ##### LuaEntitySAO-only (no-op for other objects)
3363 * `set_velocity({x=num, y=num, z=num})`
3364 * `get_velocity()`: returns `{x=num, y=num, z=num}`
3365 * `set_acceleration({x=num, y=num, z=num})`
3366 * `get_acceleration()`: returns `{x=num, y=num, z=num}`
3367 * `set_yaw(radians)`
3368 * `get_yaw()`: returns number in radians
3369 * `set_texture_mod(mod)`
3370 * `get_texture_mod()` returns current texture modifier
3371 * `set_sprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
3372 select_horiz_by_yawpitch=false)`
3373 * Select sprite from spritesheet with optional animation and DM-style
3374 texture selection based on yaw relative to camera
3375 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
3378 ##### Player-only (no-op for other objects)
3379 * `get_player_name()`: returns `""` if is not a player
3380 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
3381 table {x, y, z} representing the player's instantaneous velocity in nodes/s
3382 * `get_look_dir()`: get camera direction as a unit vector
3383 * `get_look_vertical()`: pitch in radians
3384 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
3385 * `get_look_horizontal()`: yaw in radians
3386 * Angle is counter-clockwise from the +z direction.
3387 * `set_look_vertical(radians)`: sets look pitch
3388 * radians - Angle from looking forward, where positive is downwards.
3389 * `set_look_horizontal(radians)`: sets look yaw
3390 * radians - Angle from the +z direction, where positive is counter-clockwise.
3391 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use `get_look_vertical`.
3392 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
3393 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`.
3394 * Angle is counter-clockwise from the +x direction.
3395 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`.
3396 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`.
3397 * `get_breath()`: returns players breath
3398 * `set_breath(value)`: sets players breath
3400 * `0`: player is drowning,
3401 * `1`-`10`: remaining number of bubbles
3402 * `11`: bubbles bar is not shown
3403 * See constant: `minetest.PLAYER_MAX_BREATH`
3404 * `set_attribute(attribute, value)`:
3405 * Sets an extra attribute with value on player.
3406 * `value` must be a string.
3407 * If `value` is `nil`, remove attribute from player.
3408 * `get_attribute(attribute)`:
3409 * Returns value (a string) for extra attribute.
3410 * Returns `nil` if no attribute found.
3411 * `set_inventory_formspec(formspec)`
3412 * Redefine player's inventory form
3413 * Should usually be called in `on_joinplayer`
3414 * `get_inventory_formspec()`: returns a formspec string
3415 * `get_player_control()`: returns table with player pressed keys
3416 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
3417 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
3418 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
3419 * `set_physics_override(override_table)`
3420 * `override_table` is a table with the following fields:
3421 * `speed`: multiplier to default walking speed value (default: `1`)
3422 * `jump`: multiplier to default jump value (default: `1`)
3423 * `gravity`: multiplier to default gravity value (default: `1`)
3424 * `sneak`: whether player can sneak (default: `true`)
3425 * `sneak_glitch`: whether player can use the new move code replications
3426 of the old sneak side-effects: sneak ladders and 2 node sneak jump
3428 * `new_move`: use new move/sneak code. When `false` the exact old code
3429 is used for the specific old sneak behaviour (default: `true`)
3430 * `get_physics_override()`: returns the table given to `set_physics_override`
3431 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
3433 * `hud_remove(id)`: remove the HUD element of the specified id
3434 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
3435 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
3436 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
3437 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
3438 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `breathbar`,
3439 `minimap`, `minimap_radar`
3440 * pass a table containing a `true`/`false` value of each flag to be set or unset
3441 * if a flag equals `nil`, the flag is not modified
3442 * note that setting `minimap` modifies the client's permission to view the minimap -
3443 * the client may locally elect to not view the minimap
3444 * minimap `radar` is only usable when `minimap` is true
3445 * `hud_get_flags()`: returns a table containing status of hud flags
3446 * returns `{hotbar=true, healthbar=true, crosshair=true, wielditem=true,
3447 breathbar=true, minimap=true, minimap_radar=true}`
3448 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
3449 * `count`: number of items, must be between `1` and `23`
3450 * `hud_get_hotbar_itemcount`: returns number of visible items
3451 * `hud_set_hotbar_image(texturename)`
3452 * sets background image for hotbar
3453 * `hud_get_hotbar_image`: returns texturename
3454 * `hud_set_hotbar_selected_image(texturename)`
3455 * sets image for selected item of hotbar
3456 * `hud_get_hotbar_selected_image`: returns texturename
3457 * `set_sky(bgcolor, type, {texture names}, clouds)`
3458 * `bgcolor`: ColorSpec, defaults to white
3459 * `type`: Available types:
3460 * `"regular"`: Uses 0 textures, `bgcolor` ignored
3461 * `"skybox"`: Uses 6 textures, `bgcolor` used
3462 * `"plain"`: Uses 0 textures, `bgcolor` used
3463 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
3464 `"plain"` custom skyboxes (default: `true`)
3465 * `get_sky()`: returns bgcolor, type, table of textures, clouds
3466 * `set_clouds(parameters)`: set cloud parameters
3467 * `parameters` is a table with the following optional fields:
3468 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
3469 * `color`: basic cloud color with alpha channel, ColorSpec (default `#fff0f0e5`)
3470 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
3471 ColorSpec (alpha ignored, default `#000000`)
3472 * `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`)
3473 * `thickness`: cloud thickness in nodes (default `16`)
3474 * `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, z=-2}`)
3475 * `get_clouds()`: returns a table with the current cloud parameters as in `set_clouds`
3476 * `override_day_night_ratio(ratio or nil)`
3477 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
3478 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
3479 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
3480 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
3482 set animation for player model in third person view
3484 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
3485 {x=168, y=187}, -- < walk animation key frames
3486 {x=189, y=198}, -- < dig animation key frames
3487 {x=200, y=219}, -- < walk+dig animation key frames
3488 frame_speed=30): -- < animation frame speed
3489 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and `frame_speed`
3490 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
3491 * in first person view
3492 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
3493 * `get_eye_offset()`: returns `offset_first` and `offset_third`
3496 An `InvRef` is a reference to an inventory.
3499 * `is_empty(listname)`: return `true` if list is empty
3500 * `get_size(listname)`: get size of a list
3501 * `set_size(listname, size)`: set size of a list
3502 * returns `false` on error (e.g. invalid `listname` or `size`)
3503 * `get_width(listname)`: get width of a list
3504 * `set_width(listname, width)`: set width of list; currently used for crafting
3505 * `get_stack(listname, i)`: get a copy of stack index `i` in list
3506 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
3507 * `get_list(listname)`: return full list
3508 * `set_list(listname, list)`: set full list (size will not change)
3509 * `get_lists()`: returns list of inventory lists
3510 * `set_lists(lists)`: sets inventory lists (size will not change)
3511 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
3512 * `room_for_item(listname, stack):` returns `true` if the stack of items
3513 can be fully added to the list
3514 * `contains_item(listname, stack, [match_meta])`: returns `true` if
3515 the stack of items can be fully taken from the list.
3516 If `match_meta` is false, only the items' names are compared (default: `false`).
3517 * `remove_item(listname, stack)`: take as many items as specified from the list,
3518 returns the items that were actually removed (as an `ItemStack`) -- note that
3519 any item metadata is ignored, so attempting to remove a specific unique
3520 item this way will likely remove the wrong one -- to do that use `set_stack`
3521 with an empty `ItemStack`
3522 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
3523 * returns `{type="undefined"}` in case location is not known
3526 A fast access data structure to store areas, and find areas near a given position or area.
3527 Every area has a `data` string attribute to store additional information.
3528 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
3529 If you chose the parameter-less constructor, a fast implementation will be automatically
3533 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
3534 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3535 Returns nil if specified area id does not exist.
3536 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
3537 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
3539 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
3540 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
3541 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
3542 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3543 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
3544 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
3545 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
3546 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
3547 or insertions are likely to fail due to conflicts.
3548 * `reserve(count)`: reserves resources for at most `count` many contained areas.
3549 Only needed for efficiency, and only some implementations profit.
3550 * `remove_area(id)`: removes the area with the given id from the store, returns success.
3551 * `set_cache_params(params)`: sets params for the included prefiltering cache.
3552 Calling invalidates the cache, so that its elements have to be newly generated.
3555 enabled = boolean, -- whether to enable, default true
3556 block_radius = number, -- the radius (in nodes) of the areas the cache generates
3557 prefiltered lists for, minimum 16, default 64
3558 limit = number, -- the cache's size, minimum 20, default 1000
3560 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
3561 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
3562 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
3563 Returns success and, optionally, an error message.
3564 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
3567 An `ItemStack` is a stack of items.
3569 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
3570 an itemstring, a table or `nil`.
3573 * `is_empty()`: Returns `true` if stack is empty.
3574 * `get_name()`: Returns item name (e.g. `"default:stone"`).
3575 * `set_name(item_name)`: Returns boolean whether item was cleared
3576 * `get_count()`: Returns number of items on the stack.
3577 * `set_count(count)`: Returns boolean whether item was cleared
3578 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
3579 * `set_wear(wear)`: Returns boolean whether item was cleared
3580 * `get_meta()`: Returns ItemStackMetaRef. See section for more details
3581 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
3582 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
3583 * `clear()`: removes all items from the stack, making it empty.
3584 * `replace(item)`: replace the contents of this stack.
3585 * `item` can also be an itemstring or table.
3586 * `to_string()`: Returns the stack in itemstring form.
3587 * `to_table()`: Returns the stack in Lua table form.
3588 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
3589 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
3590 * `is_known()`: Returns `true` if the item name refers to a defined item type.
3591 * `get_definition()`: Returns the item definition table.
3592 * `get_tool_capabilities()`: Returns the digging properties of the item,
3593 or those of the hand if none are defined for this item type
3594 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
3595 * `add_item(item)`: Put some item or stack onto this stack.
3596 Returns leftover `ItemStack`.
3597 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
3599 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
3600 Returns taken `ItemStack`.
3601 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
3602 Returns taken `ItemStack`.
3605 A 16-bit pseudorandom number generator.
3606 Uses a well-known LCG algorithm introduced by K&R.
3608 It can be created via `PseudoRandom(seed)`.
3611 * `next()`: return next integer random number [`0`...`32767`]
3612 * `next(min, max)`: return next integer random number [`min`...`max`]
3613 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
3614 due to the simple implementation making bad distribution otherwise.
3617 A 32-bit pseudorandom number generator.
3618 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
3620 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
3623 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
3624 * `next(min, max)`: return next integer random number [`min`...`max`]
3625 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
3626 * This is only a rough approximation of a normal distribution with:
3627 * `mean = (max - min) / 2`, and
3628 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
3629 * Increasing `num_trials` improves accuracy of the approximation
3632 Interface for the operating system's crypto-secure PRNG.
3634 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3635 be found on the system.
3638 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3641 A perlin noise generator.
3642 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3643 or `PerlinNoise(noiseparams)`.
3644 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3645 or `minetest.get_perlin(noiseparams)`.
3648 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3649 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3651 ### `PerlinNoiseMap`
3652 A fast, bulk perlin noise generator.
3654 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3655 `minetest.get_perlin_map(noiseparams, size)`.
3657 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
3658 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3661 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3662 nil, this table will be used to store the result instead of creating a new table.
3666 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3667 with values starting at `pos={x=,y=}`
3668 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3669 of 3D noise with values starting at `pos={x=,y=,z=}`
3670 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3671 with values starting at `pos={x=,y=}`
3672 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3673 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3674 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3675 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3676 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3677 takes a chunk of `slice_size`.
3678 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3679 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3680 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3681 the starting position of the most recently calculated noise.
3682 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3683 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3684 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3688 #### About VoxelManip
3689 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3690 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3691 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3692 to with other methods of setting nodes. For example, nodes will not have their construction and
3693 destruction callbacks run, and no rollback information is logged.
3695 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3696 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3697 of high level node placement features, perhaps `minetest.set_node()` is better suited for the job.
3699 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3700 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3701 setting a 5x5x5 node area, a `minetest.set_node()` loop may be more optimal. Always profile code
3702 using both methods of map manipulation to determine which is most appropriate for your usage.
3704 #### Using VoxelManip
3705 A VoxelManip object can be created any time using either:
3706 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3708 If the optional position parameters are present for either of these routines, the specified region
3709 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3710 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3712 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3713 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3714 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3715 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3717 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3718 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3719 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3721 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3722 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3723 `VoxelManip:get_light_data()` for node light levels, and
3724 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3726 See section 'Flat array format' for more details.
3728 It is very important to understand that the tables returned by any of the above three functions
3729 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3730 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3731 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3732 otherwise explicitly stated.
3734 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3735 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3736 `VoxelManip:set_light_data()` for node light levels, and
3737 `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3739 The parameter to each of the above three functions can use any table at all in the same flat array
3740 format as produced by `get_data()` et al. and is *not required* to be a table retrieved from `get_data()`.
3742 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3743 to the map by calling `VoxelManip:write_to_map()`.
3746 ##### Flat array format
3748 `Nx = p2.X - p1.X + 1`,
3749 `Ny = p2.Y - p1.Y + 1`, and
3750 `Nz = p2.Z - p1.Z + 1`.
3752 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3753 the expression `Nx * Ny * Nz`.
3755 Positions offset from p1 are present in the array with the format of:
3759 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3760 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3762 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3763 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3765 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3767 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3771 and the array index for a position p contained completely in p1..p2 is:
3773 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3775 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3776 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3777 for a single point in a flat VoxelManip array.
3780 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3781 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3782 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3783 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3784 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3785 Note that the node being queried needs to have already been been registered.
3787 The following builtin node types have their Content IDs defined as constants:
3789 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3790 * `minetest.CONTENT_AIR`: ID for "air" nodes
3791 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3793 ##### Mapgen VoxelManip objects
3794 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3795 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3796 but with a few differences:
3798 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3799 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3800 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3801 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3802 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3803 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3804 consistency with the current map state. For this reason, calling any of the following functions:
3805 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3806 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3807 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3808 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3810 ##### Other API functions operating on a VoxelManip
3811 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3812 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3813 written all buffered data back to the VoxelManip object, save for special situations where the modder
3814 desires to only have certain liquid nodes begin flowing.
3816 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3817 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3819 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3820 except instead of placing the specified schematic directly on the map at the specified position, it
3821 will place the schematic inside of the VoxelManip.
3824 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3825 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3826 `VoxelManip:get_node_at()`.
3827 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3828 filled with "ignore" nodes.
3829 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3830 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3831 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3832 object in the same callback it had been created.
3833 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3834 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3835 buffer the function can use to write map data to instead of returning a new table each call. This
3836 greatly enhances performance by avoiding unnecessary memory allocations.
3839 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3840 the region formed by `p1` and `p2`.
3841 * returns actual emerged `pmin`, actual emerged `pmax`
3842 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map.
3843 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3844 * if `light` is true, then lighting is automatically recalculated.
3845 The default value is true.
3846 If `light` is false, no light calculations happen, and you should correct
3847 all modified blocks with `minetest.fix_light()` as soon as possible.
3848 Keep in mind that modifying the map where light is incorrect can cause
3850 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3851 the `VoxelManip` at that position
3852 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3853 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3854 * returns raw node data in the form of an array of node content IDs
3855 * if the param `buffer` is present, this table will be used to store the result instead
3856 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3857 * `update_map()`: Does nothing, kept for compatibility.
3858 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3859 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3860 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3861 * (`p1`, `p2`) is the area in which lighting is set;
3862 defaults to the whole area if left out
3863 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3864 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3865 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3866 * `light = day + (night * 16)`
3867 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3869 * expects lighting data in the same format that `get_light_data()` returns
3870 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
3871 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3872 * If the param `buffer` is present, this table will be used to store the result instead
3873 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3874 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3875 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3876 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3878 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3879 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3880 * `update_liquids()`: Update liquid flow
3881 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3882 had been modified since the last read from map, due to a call to
3883 `minetest.set_data()` on the loaded area elsewhere
3884 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3887 A helper class for voxel areas.
3888 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3889 The coordinates are *inclusive*, like most other things in Minetest.
3892 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3893 `MinEdge` and `MaxEdge`
3894 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3895 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3896 * useful for things like `VoxelManip`, raw Schematic specifiers,
3897 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3898 * `indexp(p)`: same as above, except takes a vector
3899 * `position(i)`: returns the absolute position vector corresponding to index `i`
3900 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3901 * `containsp(p)`: same as above, except takes a vector
3902 * `containsi(i)`: same as above, except takes an index `i`
3903 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3904 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3905 * `iterp(minp, maxp)`: same as above, except takes a vector
3908 An interface to read config files in the format of `minetest.conf`.
3910 It can be created via `Settings(filename)`.
3913 * `get(key)`: returns a value
3914 * `get_bool(key)`: returns a boolean
3916 * Setting names can't contain whitespace or any of `="{}#`.
3917 * Setting values can't contain the sequence `\n"""`.
3918 * Setting names starting with "secure." can't be set on the main settings object (`minetest.settings`).
3919 * `set_bool(key, value)`
3920 * See documentation for set() above.
3921 * `remove(key)`: returns a boolean (`true` for success)
3922 * `get_names()`: returns `{key1,...}`
3923 * `write()`: returns a boolean (`true` for success)
3924 * Writes changes to file.
3925 * `to_table()`: returns `{[key1]=value1,...}`
3928 A raycast on the map. It works with selection boxes.
3929 Can be used as an iterator in a for loop.
3931 The map is loaded as the ray advances. If the
3932 map is modified after the `Raycast` is created,
3933 the changes may or may not have an effect on
3936 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
3937 `minetest.raycast(pos1, pos2, objects, liquids)` where:
3938 * `pos1`: start of the ray
3939 * `pos2`: end of the ray
3940 * `objects` : if false, only nodes will be returned. Default is true.
3941 * `liquids' : if false, liquid nodes won't be returned. Default is false.
3944 * `next()`: returns a `pointed_thing`
3945 * Returns the next thing pointed by the ray or nil.
3949 A mapgen object is a construct used in map generation. Mapgen objects can be used
3950 by an `on_generate` callback to speed up operations by avoiding unnecessary
3951 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3952 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3953 was called outside of an `on_generate()` callback, `nil` is returned.
3955 The following Mapgen objects are currently available:
3958 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3959 emerged position, in that order. All mapgens support this object.
3962 Returns an array containing the y coordinates of the ground levels of nodes in
3963 the most recently generated chunk by the current mapgen.
3966 Returns an array containing the biome IDs of nodes in the most recently
3967 generated chunk by the current mapgen.
3970 Returns an array containing the temperature values of nodes in the most
3971 recently generated chunk by the current mapgen.
3974 Returns an array containing the humidity values of nodes in the most recently
3975 generated chunk by the current mapgen.
3978 Returns a table mapping requested generation notification types to arrays of
3979 positions at which the corresponding generated structures are located at within
3980 the current chunk. To set the capture of positions of interest to be recorded
3981 on generate, use `minetest.set_gen_notify()`.
3983 Possible fields of the table returned are:
3989 * `large_cave_begin`
3993 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3994 numeric unique decoration ID.
3998 * Functions receive a "luaentity" as `self`:
3999 * It has the member `.name`, which is the registered name `("mod:thing")`
4000 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4001 * The original prototype stuff is visible directly via a metatable
4003 * `on_activate(self, staticdata, dtime_s)`
4004 * Called when the object is instantiated.
4005 * `dtime_s` is the time passed since the object was unloaded, which can
4006 be used for updating the entity state.
4007 * `on_step(self, dtime)`
4008 * Called on every server tick, after movement and collision processing.
4009 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4011 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
4012 * Called when somebody punches the object.
4013 * Note that you probably want to handle most punches using the
4014 automatic armor group system.
4015 * `puncher`: an `ObjectRef` (can be `nil`)
4016 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
4017 * `tool_capabilities`: capability table of used tool (can be `nil`)
4018 * `dir`: unit vector of direction of punch. Always defined. Points from
4019 the puncher to the punched.
4020 `on_death(self, killer)`
4021 * Called when the object dies.
4022 * `killer`: an `ObjectRef` (can be `nil`)
4023 * `on_rightclick(self, clicker)`
4024 * `get_staticdata(self)`
4025 * Should return a string that will be passed to `on_activate` when
4026 the object is instantiated the next time.
4031 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
4032 Often these bugs appear as subtle shadows in water.
4037 axiom, --string initial tree axiom
4038 rules_a, --string rules set A
4039 rules_b, --string rules set B
4040 rules_c, --string rules set C
4041 rules_d, --string rules set D
4042 trunk, --string trunk node name
4043 leaves, --string leaves node name
4044 leaves2, --string secondary leaves node name
4045 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4046 angle, --num angle in deg
4047 iterations, --num max # of iterations, usually 2 -5
4048 random_level, --num factor to lower nr of iterations, usually 0 - 3
4049 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4050 -- 2x2 nodes or 3x3 in cross shape
4051 thin_branches, --boolean true -> use thin (1 node) branches
4052 fruit, --string fruit node name
4053 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4054 seed, --num random seed; if no seed is provided, the engine will create one
4057 ### Key for Special L-System Symbols used in Axioms
4059 * `G`: move forward one unit with the pen up
4060 * `F`: move forward one unit with the pen down drawing trunks and branches
4061 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4062 * `T`: move forward one unit with the pen down drawing trunks only
4063 * `R`: move forward one unit with the pen down placing fruit
4064 * `A`: replace with rules set A
4065 * `B`: replace with rules set B
4066 * `C`: replace with rules set C
4067 * `D`: replace with rules set D
4068 * `a`: replace with rules set A, chance 90%
4069 * `b`: replace with rules set B, chance 80%
4070 * `c`: replace with rules set C, chance 70%
4071 * `d`: replace with rules set D, chance 60%
4072 * `+`: yaw the turtle right by `angle` parameter
4073 * `-`: yaw the turtle left by `angle` parameter
4074 * `&`: pitch the turtle down by `angle` parameter
4075 * `^`: pitch the turtle up by `angle` parameter
4076 * `/`: roll the turtle to the right by `angle` parameter
4077 * `*`: roll the turtle to the left by `angle` parameter
4078 * `[`: save in stack current state info
4079 * `]`: recover from stack state info
4082 Spawn a small apple tree:
4084 pos = {x=230,y=20,z=4}
4087 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4088 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4089 trunk="default:tree",
4090 leaves="default:leaves",
4094 trunk_type="single",
4097 fruit="default:apple"
4099 minetest.spawn_tree(pos,apple_tree)
4104 ### Object Properties
4108 -- ^ For players, the maximal HP defaults to `minetest.PLAYER_MAX_HP_DEFAULT`
4110 collide_with_objects = true, -- collide with other objects if physical = true
4112 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4113 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4114 -- ^ Default, uses collision box dimensions when not set
4115 pointable = true, -- overrides selection box when false
4116 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
4117 visual_size = {x = 1, y = 1},
4119 textures = {}, -- number of required textures depends on visual
4120 colors = {}, -- number of required colors depends on visual
4121 spritediv = {x = 1, y = 1},
4122 initial_sprite_basepos = {x = 0, y = 0},
4124 makes_footstep_sound = false,
4125 automatic_rotate = false,
4127 automatic_face_movement_dir = 0.0,
4128 -- ^ Automatically set yaw to movement direction, offset in degrees,
4129 -- 'false' to disable.
4130 automatic_face_movement_max_rotation_per_sec = -1,
4131 -- ^ Limit automatic rotation to this value in degrees per second,
4132 -- value < 0 no limit.
4133 backface_culling = true, -- false to disable backface_culling for model
4135 -- ^ Add this much extra lighting when calculating texture color.
4136 value < 0 disables light's effect on texture color.
4137 For faking self-lighting, UI style entities, or programmatic coloring in mods.
4138 nametag = "", -- by default empty, for players their name is shown if empty
4139 nametag_color = <color>, -- sets color of nametag as ColorSpec
4140 infotext = "", -- by default empty, text to be shown when pointed at object
4143 ### Entity definition (`register_entity`)
4146 -- Deprecated: Everything in object properties is read directly from here
4148 initial_properties = --[[<initial object properties>]],
4150 on_activate = function(self, staticdata, dtime_s),
4151 on_step = function(self, dtime),
4152 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
4153 on_rightclick = function(self, clicker),
4154 get_staticdata = function(self),
4155 -- ^ Called sometimes; the string returned is passed to on_activate when
4156 -- the entity is re-activated from static state
4158 -- Also you can define arbitrary member variables here (see item definition for
4160 _custom_field = whatever,
4163 ### ABM (ActiveBlockModifier) definition (`register_abm`)
4166 label = "Lava cooling",
4167 -- ^ Descriptive label for profiling purposes (optional).
4168 -- Definitions with identical labels will be listed as one.
4169 -- In the following two fields, also group:groupname will work.
4170 nodenames = {"default:lava_source"},
4171 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
4172 ^ If left out or empty, any neighbor will do ]]
4173 interval = 1.0, -- Operation interval in seconds
4174 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
4175 catch_up = true, -- If true, catch-up behaviour is enabled --[[
4176 ^ The chance value is temporarily reduced when returning to
4177 an area to simulate time lost by the area being unattended.
4178 ^ Note chance value can often be reduced to 1 ]]
4179 action = func(pos, node, active_object_count, active_object_count_wider),
4182 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
4185 label = "Upgrade legacy doors",
4186 -- ^ Descriptive label for profiling purposes (optional).
4187 -- Definitions with identical labels will be listed as one.
4188 name = "modname:replace_legacy_door",
4189 nodenames = {"default:lava_source"},
4190 -- ^ List of node names to trigger the LBM on.
4191 -- Also non-registered nodes will work.
4192 -- Groups (as of group:groupname) will work as well.
4193 run_at_every_load = false,
4194 -- ^ Whether to run the LBM's action every time a block gets loaded,
4195 -- and not just for blocks that were saved last time before LBMs were
4196 -- introduced to the world.
4197 action = func(pos, node),
4200 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
4203 description = "Steel Axe",
4204 groups = {}, -- key = name, value = rating; rating = 1..3.
4205 if rating not applicable, use 1.
4206 e.g. {wool = 1, fluffy = 3}
4207 {soil = 2, outerspace = 1, crumbly = 1}
4208 {bendy = 2, snappy = 1},
4209 {hard = 1, metal = 1, spikes = 1}
4210 inventory_image = "default_tool_steelaxe.png",
4211 inventory_overlay = "overlay.png", -- an overlay which does not get colorized
4216 ^ An image file containing the palette of a node.
4217 ^ You can set the currently used color as the
4218 ^ "palette_index" field of the item stack metadata.
4219 ^ The palette is always stretched to fit indices
4220 ^ between 0 and 255, to ensure compatibility with
4221 ^ "colorfacedir" and "colorwallmounted" nodes.
4223 color = "0xFFFFFFFF",
4225 ^ The color of the item. The palette overrides this.
4227 wield_scale = {x = 1, y = 1, z = 1},
4230 liquids_pointable = false,
4231 tool_capabilities = {
4232 full_punch_interval = 1.0,
4236 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
4238 damage_groups = {groupname = damage},
4240 node_placement_prediction = nil,
4242 ^ If nil and item is node, prediction is made automatically
4243 ^ If nil and item is not a node, no prediction is made
4244 ^ If "" and item is anything, no prediction is made
4245 ^ Otherwise should be name of node which the client immediately places
4246 on ground when the player places the item. Server will always update
4247 actual result to client in a short moment.
4249 node_dig_prediction = "air",
4251 ^ if "", no prediction is made
4252 ^ if "air", node is removed
4253 ^ Otherwise should be name of node which the client immediately places
4254 upon digging. Server will always update actual result shortly.
4257 breaks = "default_tool_break", -- tools only
4258 place = --[[<SimpleSoundSpec>]],
4261 on_place = func(itemstack, placer, pointed_thing),
4263 ^ Shall place item and return the leftover itemstack
4264 ^ The placer may be any ObjectRef or nil.
4265 ^ default: minetest.item_place ]]
4266 on_secondary_use = func(itemstack, user, pointed_thing),
4268 ^ Same as on_place but called when pointing at nothing.
4269 ^ The user may be any ObjectRef or nil.
4270 ^ pointed_thing : always { type = "nothing" }
4272 on_drop = func(itemstack, dropper, pos),
4274 ^ Shall drop item and return the leftover itemstack
4275 ^ The dropper may be any ObjectRef or nil.
4276 ^ default: minetest.item_drop ]]
4277 on_use = func(itemstack, user, pointed_thing),
4280 ^ Function must return either nil if no item shall be removed from
4281 inventory, or an itemstack to replace the original itemstack.
4282 e.g. itemstack:take_item(); return itemstack
4283 ^ Otherwise, the function is free to do what it wants.
4284 ^ The user may be any ObjectRef or nil.
4285 ^ The default functions handle regular use cases.
4287 after_use = func(itemstack, user, node, digparams),
4290 ^ If defined, should return an itemstack and will be called instead of
4291 wearing out the tool. If returns nil, does nothing.
4292 If after_use doesn't exist, it is the same as:
4293 function(itemstack, user, node, digparams)
4294 itemstack:add_wear(digparams.wear)
4297 ^ The user may be any ObjectRef or nil.
4299 _custom_field = whatever,
4301 ^ Add your own custom fields. By convention, all custom field names
4302 should start with `_` to avoid naming collisions with future engine
4309 * `{name="image.png", animation={Tile Animation definition}}`
4310 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
4311 tileable_horizontal=bool}`
4312 * backface culling enabled by default for most nodes
4313 * tileable flags are info for shaders, how they should treat texture
4314 when displacement mapping is used
4315 Directions are from the point of view of the tile texture,
4316 not the node it's on
4317 * `{name="image.png", color=ColorSpec}`
4318 * the texture's color will be multiplied with this color.
4319 * the tile's color overrides the owning node's color in all cases.
4320 * deprecated, yet still supported field names:
4323 ### Tile animation definition
4326 type = "vertical_frames",
4328 -- ^ specify width of a frame in pixels
4330 -- ^ specify height of a frame in pixels
4332 -- ^ specify full loop length
4338 -- ^ specify width in number of frames
4340 -- ^ specify height in number of frames
4342 -- ^ specify length of a single frame
4345 ### Node definition (`register_node`)
4348 -- <all fields allowed in item definitions>,
4350 drawtype = "normal", -- See "Node drawtypes"
4351 visual_scale = 1.0, --[[
4352 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
4353 ^ "firelike", "mesh".
4354 ^ For plantlike and firelike, the image will start at the bottom of the
4355 ^ node, for the other drawtypes the image will be centered on the node.
4356 ^ Note that positioning for "torchlike" may still change. ]]
4357 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4358 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
4359 ^ List can be shortened to needed length ]]
4360 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4361 ^ Same as `tiles`, but these textures are drawn on top of the
4362 ^ base tiles. You can use this to colorize only specific parts of
4363 ^ your texture. If the texture name is an empty string, that
4364 ^ overlay is not drawn. Since such tiles are drawn twice, it
4365 ^ is not recommended to use overlays on very common nodes.
4366 special_tiles = {tile definition 1, Tile definition 2}, --[[
4367 ^ Special textures of node; used rarely (old field name: special_materials)
4368 ^ List can be shortened to needed length ]]
4369 color = ColorSpec, --[[
4370 ^ The node's original color will be multiplied with this color.
4371 ^ If the node has a palette, then this setting only has an effect
4372 ^ in the inventory and on the wield item. ]]
4373 use_texture_alpha = false, -- Use texture's alpha channel
4374 palette = "palette.png", --[[
4375 ^ The node's `param2` is used to select a pixel from the image
4376 ^ (pixels are arranged from left to right and from top to bottom).
4377 ^ The node's color will be multiplied with the selected pixel's
4378 ^ color. Tiles can override this behavior.
4379 ^ Only when `paramtype2` supports palettes. ]]
4380 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
4381 paramtype = "none", -- See "Nodes" --[[
4382 ^ paramtype = "light" allows light to propagate from or through the node with light value
4383 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
4384 paramtype2 = "none", -- See "Nodes"
4385 place_param2 = nil, -- Force value for param2 when player places node
4386 is_ground_content = true, -- If false, the cave generator will not carve through this
4387 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
4388 walkable = true, -- If true, objects collide with node
4389 pointable = true, -- If true, can be pointed at
4390 diggable = true, -- If false, can never be dug
4391 climbable = false, -- If true, can be climbed on (ladder)
4392 buildable_to = false, -- If true, placed nodes can replace this node
4393 floodable = false, --[[
4394 ^ If true, liquids flow into and replace this node.
4395 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4396 liquidtype = "none", -- "none"/"source"/"flowing"
4397 liquid_alternative_flowing = "", -- Flowing version of source liquid
4398 liquid_alternative_source = "", -- Source version of flowing liquid
4399 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
4400 liquid_renewable = true, --[[
4401 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
4403 ^ Block contains level in param2. Value is default level, used for snow.
4404 ^ Don't forget to use "leveled" type nodebox. ]]
4405 liquid_range = 8, -- number of flowing nodes around source (max. 8)
4406 drowning = 0, -- Player will take this amount of damage if no bubbles are left
4407 light_source = 0, --[[
4408 ^ Amount of light emitted by node.
4409 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
4410 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
4411 damage_per_second = 0, -- If player is inside node, this damage is caused
4412 node_box = {type="regular"}, -- See "Node boxes"
4413 connects_to = nodenames, --[[
4414 * Used for nodebox nodes with the type == "connected"
4415 * Specifies to what neighboring nodes connections will be drawn
4416 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
4417 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
4418 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
4420 selection_box = {type="regular"}, -- See "Node boxes" --[[
4421 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
4422 legacy_facedir_simple = false, -- Support maps made in and before January 2012
4423 legacy_wallmounted = false, -- Support maps made in and before January 2012
4424 waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
4425 ^ 1 - wave node like plants (top of node moves, bottom is fixed)
4426 ^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
4427 ^ caveats: not all models will properly wave
4428 ^ plantlike drawtype nodes can only wave like plants
4429 ^ allfaces_optional drawtype nodes can only wave like leaves --]]
4431 footstep = <SimpleSoundSpec>,
4432 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
4433 dug = <SimpleSoundSpec>,
4434 place = <SimpleSoundSpec>,
4435 place_failed = <SimpleSoundSpec>,
4437 drop = "", -- Name of dropped node when dug. Default is the node itself.
4440 max_items = 1, -- Maximum number of items to drop.
4441 items = { -- Choose max_items randomly from this list.
4443 items = {"foo:bar", "baz:frob"}, -- Items to drop.
4444 rarity = 1, -- Probability of dropping is 1 / rarity.
4445 inherit_color = true, -- To inherit palette color from the node
4450 on_construct = func(pos), --[[
4451 ^ Node constructor; called after adding node
4452 ^ Can set up metadata and stuff like that
4453 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4455 on_destruct = func(pos), --[[
4456 ^ Node destructor; called before removing node
4457 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4459 after_destruct = func(pos, oldnode), --[[
4460 ^ Node destructor; called after removing node
4461 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4463 on_flood = func(pos, oldnode, newnode), --[[
4464 ^ Called when a liquid (newnode) is about to flood oldnode, if
4465 ^ it has `floodable = true` in the nodedef. Not called for bulk
4466 ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
4467 ^ return true the node is not flooded, but on_flood callback will
4468 ^ most likely be called over and over again every liquid update
4469 ^ interval. Default: nil.
4470 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4472 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
4473 ^ Called after constructing node when node was placed using
4474 minetest.item_place_node / minetest.place_node
4475 ^ If return true no item is taken from itemstack
4477 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
4478 ^ oldmetadata is in table format
4479 ^ Called after destructing node when node was dug using
4480 minetest.node_dig / minetest.dig_node
4482 can_dig = function(pos, [player]) --[[
4483 ^ returns true if node can be dug, or false if not
4486 on_punch = func(pos, node, puncher, pointed_thing), --[[
4487 ^ default: minetest.node_punch
4488 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
4489 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
4491 ^ itemstack will hold clicker's wielded item
4492 ^ Shall return the leftover itemstack
4493 ^ Note: pointed_thing can be nil, if a mod calls this function
4494 This function does not get triggered by clients <=0.4.16 if the
4495 "formspec" node metadata field is set ]]
4497 on_dig = func(pos, node, digger), --[[
4498 ^ default: minetest.node_dig
4499 ^ By default: checks privileges, wears out tool and removes node ]]
4501 on_timer = function(pos,elapsed), --[[
4503 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
4504 ^ elapsed is the total time passed since the timer was started
4505 ^ return true to run the timer for another cycle with the same timeout value ]]
4507 on_receive_fields = func(pos, formname, fields, sender), --[[
4508 ^ fields = {name1 = value1, name2 = value2, ...}
4509 ^ Called when an UI form (e.g. sign text input) returns data
4512 allow_metadata_inventory_move = func(pos, from_list, from_index,
4513 to_list, to_index, count, player), --[[
4514 ^ Called when a player wants to move items inside the inventory
4515 ^ Return value: number of items allowed to move ]]
4517 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
4518 ^ Called when a player wants to put something into the inventory
4519 ^ Return value: number of items allowed to put
4520 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4522 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4523 ^ Called when a player wants to take something out of the inventory
4524 ^ Return value: number of items allowed to take
4525 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4527 on_metadata_inventory_move = func(pos, from_list, from_index,
4528 to_list, to_index, count, player),
4529 on_metadata_inventory_put = func(pos, listname, index, stack, player),
4530 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4531 ^ Called after the actual action has happened, according to what was allowed.
4532 ^ No return value ]]
4534 on_blast = func(pos, intensity), --[[
4535 ^ intensity: 1.0 = mid range of regular TNT
4536 ^ If defined, called when an explosion touches the node, instead of
4537 removing the node ]]
4540 ### Recipe for `register_craft` (shaped)
4543 output = 'default:pick_stone',
4545 {'default:cobble', 'default:cobble', 'default:cobble'},
4546 {'', 'default:stick', ''},
4547 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
4549 replacements = --[[<optional list of item pairs,
4550 replace one input item with another item on crafting>]]
4553 ### Recipe for `register_craft` (shapeless)
4557 output = 'mushrooms:mushroom_stew',
4560 "mushrooms:mushroom_brown",
4561 "mushrooms:mushroom_red",
4563 replacements = --[[<optional list of item pairs,
4564 replace one input item with another item on crafting>]]
4567 ### Recipe for `register_craft` (tool repair)
4570 type = "toolrepair",
4571 additional_wear = -0.02,
4574 ### Recipe for `register_craft` (cooking)
4578 output = "default:glass",
4579 recipe = "default:sand",
4583 ### Recipe for `register_craft` (furnace fuel)
4587 recipe = "default:leaves",
4591 ### Ore definition (`register_ore`)
4594 ore_type = "scatter", -- See "Ore types"
4595 ore = "default:stone_with_coal",
4597 -- ^ Facedir rotation. Default is 0 (unchanged rotation)
4598 wherein = "default:stone",
4599 -- ^ a list of nodenames is supported too
4600 clust_scarcity = 8*8*8,
4601 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
4602 -- ^ This value should be *MUCH* higher than your intuition might tell you!
4604 -- ^ Number of ores in a cluster
4606 -- ^ Size of the bounding box of the cluster
4607 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
4610 -- ^ Lower and upper limits for ore.
4611 -- ^ Limits are relative to y = water_level - 1 for core mapgen, or
4612 -- ^ relative to y = 0 for minetest.generate_ores().
4614 -- ^ Attributes for this ore generation
4615 noise_threshold = 0.5,
4616 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
4617 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
4618 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
4619 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
4620 random_factor = 1.0,
4621 -- ^ Multiplier of the randomness contribution to the noise value at any
4622 -- ^ given point to decide if ore should be placed. Set to 0 for solid veins.
4623 -- ^ This parameter is only valid for ore_type == "vein".
4624 biomes = {"desert", "rainforest"}
4625 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4626 -- ^ and ignored if the Mapgen being used does not support biomes.
4627 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4630 ### Biome definition (`register_biome`)
4633 The Biome API is still in an experimental phase and subject to change.
4637 node_dust = "default:snow",
4638 -- ^ Node dropped onto upper surface after all else is generated.
4639 node_top = "default:dirt_with_snow",
4641 -- ^ Node forming surface layer of biome and thickness of this layer.
4642 node_filler = "default:permafrost",
4644 -- ^ Node forming lower layer of biome and thickness of this layer.
4645 node_stone = "default:bluestone",
4646 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
4647 node_water_top = "default:ice",
4648 depth_water_top = 10,
4649 -- ^ Node forming a surface layer in seawater with the defined thickness.
4651 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
4652 node_river_water = "default:ice",
4653 -- ^ Node that replaces river water in mapgens that use default:river_water.
4654 node_riverbed = "default:gravel",
4656 -- ^ Node placed under river water and thickness of this layer.
4659 -- ^ Lower and upper limits for biome.
4660 -- ^ Limits are relative to y = water_level - 1.
4661 -- ^ Because biome is not recalculated for every node in a node column
4662 -- ^ some biome materials can exceed their limits, especially stone.
4663 -- ^ For each node column in a mapchunk, biome is only recalculated at column
4664 -- ^ top and at each of these surfaces:
4665 -- ^ Ground below air, water below air, ground below water.
4666 -- ^ The selected biome then stays in effect for all nodes below until
4667 -- ^ column base or the next biome recalculation.
4669 humidity_point = 50,
4670 -- ^ Characteristic average temperature and humidity for the biome.
4671 -- ^ These values create 'biome points' on a voronoi diagram that has heat
4672 -- ^ and humidity as axes. The resulting voronoi cells determine which
4673 -- ^ heat/humidity points belong to which biome, and therefore determine
4674 -- ^ the area and location of each biome in the world.
4675 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
4676 -- ^ diagram to result in roughly equal size biomes.
4677 -- ^ Heat and humidity have average values of 50, vary mostly between
4678 -- ^ 0 and 100 but also often exceed these values.
4679 -- ^ Heat is not in degrees celcius, both values are abstract.
4682 ### Decoration definition (`register_decoration`)
4685 deco_type = "simple", -- See "Decoration types"
4686 place_on = "default:dirt_with_grass",
4687 -- ^ Node (or list of nodes) that the decoration can be placed on
4689 -- ^ Size of divisions made in the chunk being generated.
4690 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
4692 -- ^ Ratio of the area to be uniformly filled by the decoration.
4693 -- ^ Used only if noise_params is not specified.
4694 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
4695 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
4696 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
4697 biomes = {"Oceanside", "Hills", "Plains"},
4698 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4699 -- ^ and ignored if the Mapgen being used does not support biomes.
4700 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4703 -- ^ Lower and upper limits for decoration.
4704 -- ^ Limits are relative to y = water_level - 1 for core mapgen, or
4705 -- ^ relative to y = 0 for minetest.generate_decorations().
4706 -- ^ This parameter refers to the `y` position of the decoration base, so
4707 -- the actual maximum height would be `height_max + size.Y`.
4708 spawn_by = "default:water",
4709 -- ^ Node (or list of nodes) that the decoration only spawns next to.
4710 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
4711 -- ^ one plane at Y = surface and one plane at Y = surface = + 1.
4713 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
4714 -- ^ If absent or -1, decorations occur next to any nodes.
4715 flags = "liquid_surface, force_placement",
4716 -- ^ Flags for all decoration types.
4717 -- ^ "liquid_surface": Instead of placement on the highest solid surface
4718 -- ^ in a mapchunk column, placement is on the highest liquid surface.
4719 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
4720 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
4722 ----- Simple-type parameters
4723 decoration = "default:grass",
4724 -- ^ The node name used as the decoration.
4725 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
4727 -- ^ Number of nodes high the decoration is made.
4728 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
4730 -- ^ Number of nodes the decoration can be at maximum.
4731 -- ^ If absent, the parameter 'height' is used as a constant.
4733 -- ^ Param2 value of placed decoration node.
4735 ----- Schematic-type parameters
4736 schematic = "foobar.mts",
4737 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
4738 -- ^ specified Minetest schematic file.
4739 -- ^ - OR -, could be the ID of a previously registered schematic
4740 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
4741 -- ^ and an optional table yslice_prob:
4743 size = {x=4, y=6, z=4},
4745 {name="default:cobble", param1=255, param2=0},
4746 {name="default:dirt_with_grass", param1=255, param2=0},
4747 {name="ignore", param1=255, param2=0},
4748 {name="air", param1=255, param2=0},
4757 -- ^ See 'Schematic specifier' for details.
4758 replacements = {["oldname"] = "convert_to", ...},
4759 flags = "place_center_x, place_center_y, place_center_z",
4760 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
4761 rotation = "90" -- rotate schematic 90 degrees on placement
4762 -- ^ Rotation can be "0", "90", "180", "270", or "random".
4764 -- ^ Y offset of the schematic base node layer relative to the 'place_on'
4766 -- ^ Can be positive or negative. Default is 0.
4767 -- ^ If the flag 'place_center_y' is set this parameter is ignored.
4768 -- ^ If absent or 0 the schematic base node layer will be placed level
4769 -- ^ with the 'place_on' node.
4772 ### Chat command definition (`register_chatcommand`)
4775 params = "<name> <privilege>", -- Short parameter description
4776 description = "Remove privilege from player", -- Full description
4777 privs = {privs=true}, -- Require the "privs" privilege to run
4778 func = function(name, param), -- Called when command is run.
4779 -- Returns boolean success and text output.
4782 ### Detached inventory callbacks
4785 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4786 -- ^ Called when a player wants to move items inside the inventory
4787 -- ^ Return value: number of items allowed to move
4789 allow_put = func(inv, listname, index, stack, player),
4790 -- ^ Called when a player wants to put something into the inventory
4791 -- ^ Return value: number of items allowed to put
4792 -- ^ Return value: -1: Allow and don't modify item count in inventory
4794 allow_take = func(inv, listname, index, stack, player),
4795 -- ^ Called when a player wants to take something out of the inventory
4796 -- ^ Return value: number of items allowed to take
4797 -- ^ Return value: -1: Allow and don't modify item count in inventory
4799 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4800 on_put = func(inv, listname, index, stack, player),
4801 on_take = func(inv, listname, index, stack, player),
4802 -- ^ Called after the actual action has happened, according to what was allowed.
4803 -- ^ No return value
4806 ### HUD Definition (`hud_add`, `hud_get`)
4809 hud_elem_type = "image", -- see HUD element types
4810 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
4811 position = {x=0.5, y=0.5},
4812 -- ^ Left corner position of element
4818 -- ^ Selected item in inventory. 0 for no item selected.
4820 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
4821 alignment = {x=0, y=0},
4822 -- ^ See "HUD Element Types"
4823 offset = {x=0, y=0},
4824 -- ^ See "HUD Element Types"
4825 size = { x=100, y=100 },
4826 -- ^ Size of element in pixels
4829 ### Particle definition (`add_particle`)
4832 pos = {x=0, y=0, z=0},
4833 velocity = {x=0, y=0, z=0},
4834 acceleration = {x=0, y=0, z=0},
4835 -- ^ Spawn particle at pos with velocity and acceleration
4837 -- ^ Disappears after expirationtime seconds
4839 collisiondetection = false,
4840 -- ^ collisiondetection: if true collides with physical objects
4841 collision_removal = false,
4842 -- ^ collision_removal: if true then particle is removed when it collides,
4843 -- ^ requires collisiondetection = true to have any effect
4845 -- ^ vertical: if true faces player using y axis only
4846 texture = "image.png",
4847 -- ^ Uses texture (string)
4848 playername = "singleplayer",
4849 -- ^ optional, if specified spawns particle only on the player's client
4850 animation = {Tile Animation definition},
4851 -- ^ optional, specifies how to animate the particle texture
4853 -- ^ optional, specify particle self-luminescence in darkness
4857 ### `ParticleSpawner` definition (`add_particlespawner`)
4862 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
4863 minpos = {x=0, y=0, z=0},
4864 maxpos = {x=0, y=0, z=0},
4865 minvel = {x=0, y=0, z=0},
4866 maxvel = {x=0, y=0, z=0},
4867 minacc = {x=0, y=0, z=0},
4868 maxacc = {x=0, y=0, z=0},
4873 -- ^ The particle's properties are random values in between the bounds:
4874 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
4875 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
4876 collisiondetection = false,
4877 -- ^ collisiondetection: if true uses collision detection
4878 collision_removal = false,
4879 -- ^ collision_removal: if true then particle is removed when it collides,
4880 -- ^ requires collisiondetection = true to have any effect
4881 attached = ObjectRef,
4882 -- ^ attached: if defined, particle positions, velocities and accelerations
4883 -- ^ are relative to this object's position and yaw.
4885 -- ^ vertical: if true faces player using y axis only
4886 texture = "image.png",
4887 -- ^ Uses texture (string)
4888 playername = "singleplayer"
4889 -- ^ Playername is optional, if specified spawns particle only on the player's client
4892 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
4895 url = "http://example.org",
4897 -- ^ Timeout for connection in seconds. Default is 3 seconds.
4898 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
4899 -- ^ Optional, if specified a POST request with post_data is performed.
4900 -- ^ Accepts both a string and a table. If a table is specified, encodes table
4901 -- ^ as x-www-form-urlencoded key-value pairs.
4902 -- ^ If post_data ist not specified, a GET request is performed instead.
4903 user_agent = "ExampleUserAgent",
4904 -- ^ Optional, if specified replaces the default minetest user agent with given string
4905 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
4906 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
4907 -- ^ that the header strings follow HTTP specification ("Key: Value").
4909 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
4912 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
4916 -- ^ If true, the request has finished (either succeeded, failed or timed out)
4918 -- ^ If true, the request was succesful
4920 -- ^ If true, the request timed out
4922 -- ^ HTTP status code